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#11
In Search Of... / Re: Captain Shock's PVP build ...
Last post by Redlynne - Feb 23, 2025, 11:29 PM
Quote from: Joshex on Feb 23, 2025, 04:08 PMthe catch: I need them all at Lvl 28
Why would you want them @ Level 28 ... instead of Level 27?

At Level 28, the set bonuses are "operative" down to Level 25 (-3 below the enhancement level) ... but in terms of flashback story arc content, the brackets are:
  • 1-15
  • 16-19
  • 20-24
  • 25-29
  • 30-34
  • 35-39
  • 40-45
  • 46-50

I suppose that if your only concern is about TF/SF exemplar limits, those tend to be "multiples of 5" Levels (15, 20, 25, 30, etc.), at which point Level 28 for enhancements to slot makes some sense ... but personally I would prefer (and use) Level 27 for enhancements (whenever practical) rather than Level 28. Being able to do flashback content and retain set bonuses @ Exemplar Level 24 tends to be beneficial in the long run (I'm thinking).

There are some sets I try to obtain as Level 22 (so the set bonus is "operative" in the Exemplar Level 16-19 flashback bracket), while others I try to obtain as Level 31 (so the set bonus is "operative" in the Moonfire Task Force at Exemplar Level 28).
#12
In Search Of... / Captain Shock's PVP build Buy ...
Last post by Joshex - Feb 23, 2025, 04:08 PM
Bids on the L 28 recipies are up in WW

I'm a need a slew of LOTGs(Luck Of The Gambler): will buy for 10 mil each and 25 mil for the proc in any form.
the catch: I need them all at Lvl 28

I need a total of:
4: 7.5% global rech/def
4: Def
3: Def/End
3: Def/Rech
1: Def/End/Rech
1: End/Rech

sub-total: 220 mil

I can always convert so I just really need a total of 16 LOTGs at Lv 28. thanks.


next

Reactive Armor Lvl 28, 5 mil each:
3: Res
31: Res/End
32: Res/Rech
21: Res/End/Rech

sub-total: 55 mil

again I can convert if needed.


next:

Kinetic Combat Lvl 28, 5 mil each:
1: Acc/Dam
1: Dam/End
1: Dam/Rech
1: Dam/End/Rech

sub-total: 20 mil


after that:

Miracle Lvl 28, 2 mil each:
1: Heal
2: Heal/End
1: Heal/Rech

sub-total: 8 mil


even after that:

Mocking Beratement Lvl 28, 1 mil each:
1: Taunt
1: Taunt/Rech
1: Taunt/Range
1: Taunt/Rech/Range


sub-total: 4 mil

yet after that:


Performance Shifter Lvl 28, 10 mil each:
21: EndMod
21: EndMod/Acc

sub-total: 40 mil


and last:

Gaussian's Synchronized Fire-Control Lvl 28, 10 mil each:
1:ToHit Buff
1:ToHit Buff/rech
1:ToHit Buff/rech/end

sub-total: 30 mil

Grand total: 377 mil


I'll cross off and red what I get.
#13
Player Help/Guides / Re: Not so secret guide to Sec...
Last post by Zed - Feb 22, 2025, 10:54 AM
# **Rob Oto SM - Villain Corruptor**

### *Build plan made with Mids' Reborn v3.7.4 rev. 8*


----

- **Primary powerset: Beam Rifle**
- **Secondary powerset: Force Field**
- **Pool powerset (#1): Gadgetry**
- **Pool powerset (#2): Speed**
- **Pool powerset (#3): Concealment**
- **Pool powerset (#4): Leadership**
- **Ancillary powerset: Mu Mastery**



----


# **Powers taken:**


**Level 1: Charged Shot**
- A: Imperial Might: Knockback/Accuracy
- 3: Imperial Might: Knockback/Endurance
- 3: Imperial Might: Knockback/Recharge
- 5: Imperial Might: Recharge/Endurance
- 5: Imperial Might: Knockback/Accuracy/Endurance
- 7: Imperial Might: Recharge/Chance for Knockdown/Knockback to Knockdown


**Level 1: Personal Force Field**
- A: Invention: Defense Buff
- 27: Invention: Recharge Reduction
- 27: Invention: Recharge Reduction
- 50: Invention: Recharge Reduction


**Level 2: Deflection Shield**
- A: Invention: Defense Buff
- 21: Invention: Defense Buff
- 21: Invention: Defense Buff


**Level 4: Jetpack**
- A: Synapse's Agility: Run Speed, Jump, Flight Speed, Range
- 40: Synapse's Agility: Run Speed, Jump, Flight Speed, Range/Recharge
- 40: Synapse's Agility: Run Speed, Jump, Flight Speed, Range/Recharge/Endurance
- 40: Synapse's Agility: Recharge/Endurance
- 43: Synapse's Agility: Run Speed, Jump, Flight Speed, Range/Endurance
- 45: Synapse's Agility: Endurance Drain Resistance (20%)


**Level 6: Disintegrate**
- A: Nucleolus Exposure
- 7: Nucleolus Exposure
- 9: Devastation: Damage/Endurance
- 11: Invention: Endurance Reduction
- 11: Gladiator's Javelin: Chance of Damage(Toxic)
- 13: Entropic Chaos: Chance of Heal Self


**Level 8: Hasten**
- A: Invention: Recharge Reduction
- 9: Invention: Recharge Reduction
- 48: Invention: Recharge Reduction


**Level 10: Insulation Shield**
- A: Invention: Defense Buff
- 19: Invention: Defense Buff
- 19: Invention: Defense Buff


**Level 12: Lancer Shot**
- A: Nucleolus Exposure
- 13: Nucleolus Exposure
- 15: Apocalypse: Damage/Endurance
- 15: Invention: Endurance Reduction
- 17: Apocalypse: Chance of Damage(Negative)
- 17: Gladiator's Javelin: Chance of Damage(Toxic)


**Level 14: Aim**
- A: Invention: Recharge Reduction


**Level 16: Barrier Field**
- A: Invention: Healing
- 29: Invention: Healing
- 29: Invention: Healing
- 48: Invention: Recharge Reduction
- 50: Invention: Recharge Reduction
- 50: Invention: Recharge Reduction


**Level 18: Penetrating Ray**
- A: Centriole Exposure
- 36: Centriole Exposure
- 37: Nucleolus Exposure
- 37: Invention: Endurance Reduction
- 37: Sting of the Manticore: Chance of Damage(Toxic)
- 39: Gladiator's Javelin: Chance of Damage(Toxic)


**Level 20: Dispersion Bubble**
- A: Cytoskeleton Exposure
- 39: Cytoskeleton Exposure
- 39: Cytoskeleton Exposure


**Level 22: Stealth**
- A: Cytoskeleton Exposure
- 23: Cytoskeleton Exposure
- 23: Cytoskeleton Exposure


**Level 24: Maneuvers**
- A: Cytoskeleton Exposure
- 25: Cytoskeleton Exposure
- 25: Cytoskeleton Exposure


**Level 26: Piercing Beam**
- A: Nucleolus Exposure
- 31: Nucleolus Exposure
- 31: Ragnarok: Damage/Endurance
- 34: Invention: Endurance Reduction
- 36: Annihilation: Chance for Res Debuff
- 36: Positron's Blast: Chance of Damage(Energy)


**Level 28: Containment Shell**
- A: Forced Indoctrination: Control Duration/Damage
- 45: Forced Indoctrination: Accuracy/Control Duration/Damage
- 45: Forced Indoctrination: Control Duration/Damage/Recharge
- 46: Forced Indoctrination: Accuracy/Recharge/Endurance
- 46: Forced Indoctrination: Accuracy/Control Duration/Damage/Recharge
- 46: Forced Indoctrination: Chance of Damage(Psionic)


**Level 30: Tactics**
- A: Cytoskeleton Exposure
- 31: Cytoskeleton Exposure
- 48: Cytoskeleton Exposure


**Level 32: Overcharge**
- A: Nucleolus Exposure
- 33: Nucleolus Exposure
- 33: Ragnarok: Damage/Recharge
- 33: Invention: Endurance Reduction
- 34: Positron's Blast: Chance of Damage(Energy)
- 34: Superior Witchcraft: Chance for Res Debuff


**Level 35: Victory Rush**
- A: Invention: Endurance Modification


**Level 38: Assault**
- A: Invention: Endurance Reduction


**Level 41: Charged Armor**
- A: Liberty's Belt: Resistance/Endurance
- 42: Liberty's Belt: Resistance/Recharge
- 42: Liberty's Belt: Endurance/Recharge
- 42: Liberty's Belt: Resistance/Endurance/Recharge
- 43: Liberty's Belt: Resistance
- 43: Liberty's Belt: Resistance/Global Damage Bonus


**Level 44: Conserve Power**
- A: Invention: Recharge Reduction


**Level 47: Grant Invisibility**
- A: Invention: Endurance Reduction


**Level 49: Phase Shift**
- A: Invention: Recharge Reduction




----


# **Inherents:**


**Level 1: Scourge**


**Level 1: Brawl**
- (Empty)


**Level 1: Sprint**
- A: Microfilament Exposure


**Level 2: Rest**
- A: Inexhaustibility: Inexhaustibility: Out of Combat +Hit Points/Endurance


**Level 2: Swift**
- A: Invention: Run Speed


**Level 2: Hurdle**
- A: Invention: Jumping


**Level 2: Health**
- A: Invention: Healing
- 8: Invention: Healing
- 16: Panacea: +Hit Points/Endurance


**Level 2: Stamina**
- A: Invention: Endurance Modification
- 12: Invention: Endurance Modification
- 22: Performance Shifter: Chance for +End


**Level 1: Disintegrating**


**Level 4: Turbo Boost**




#14
Player Help/Guides / Re: Not so secret guide to Sec...
Last post by Zed - Feb 22, 2025, 10:51 AM
# **Glacian SM - Hero Tanker**

### *Build plan made with Mids' Reborn v3.7.4 rev. 8*


----

- **Primary powerset: Ice Armor**
- **Secondary powerset: Ice Melee**
- **Pool powerset (#1): Gadgetry**
- **Pool powerset (#2): Speed**
- **Pool powerset (#3): Fighting**
- **Pool powerset (#4): Leaping**
- **Epic powerset: Earth Mastery**



----


# **Powers taken:**


**Level 1: Frozen Armor**
- A: Cytoskeleton Exposure
- 3: Cytoskeleton Exposure
- 3: Cytoskeleton Exposure


**Level 1: Frozen Fists**
- A: Nucleolus Exposure
- 37: Nucleolus Exposure
- 37: Invention: Endurance Reduction
- 37: Mako's Bite: Damage/Endurance
- 42: Hecatomb: Chance of Damage(Negative)
- 43: Perfect Zinger: Chance for Psi Damage


**Level 2: Ice Sword**
- A: Nucleolus Exposure
- 39: Nucleolus Exposure
- 40: Invention: Endurance Reduction
- 40: Mako's Bite: Damage/Endurance
- 40: Superior Winter Storm: Recharge/Chance for Cold Damage
- 42: Perfect Zinger: Chance for Psi Damage


**Level 4: Hoarfrost**
- A: Invention: Healing
- 5: Invention: Healing
- 5: Invention: Healing
- 7: Invention: Recharge Reduction
- 7: Invention: Recharge Reduction
- 9: Invention: Recharge Reduction


**Level 6: Jetpack**
- A: Synapse's Agility: Run Speed, Jump, Flight Speed, Range
- 9: Synapse's Agility: Run Speed, Jump, Flight Speed, Range/Recharge
- 11: Synapse's Agility: Run Speed, Jump, Flight Speed, Range/Recharge/Endurance
- 11: Synapse's Agility: Recharge/Endurance
- 21: Synapse's Agility: Run Speed, Jump, Flight Speed, Range/Endurance
- 29: Synapse's Agility: Endurance Drain Resistance (20%)


**Level 8: Chilling Embrace**
- A: Invention: Endurance Reduction
- 50: Pacing of the Turtle: Endurance/Recharge/Slow


**Level 10: Taunt**
- A: Perfect Zinger: Taunt/Recharge/Range


**Level 12: Hasten**
- A: Invention: Recharge Reduction
- 13: Invention: Recharge Reduction
- 13: Invention: Recharge Reduction


**Level 14: Wet Ice**
- A: Golgi Exposure
- 15: Golgi Exposure
- 15: Golgi Exposure


**Level 16: Permafrost**
- A: Liberty's Belt: Resistance/Endurance
- 17: Liberty's Belt: Resistance/Recharge
- 17: Liberty's Belt: Endurance/Recharge
- 19: Liberty's Belt: Resistance/Endurance/Recharge
- 19: Liberty's Belt: Resistance
- 21: Liberty's Belt: Resistance/Global Damage Bonus


**Level 18: Icicles**
- A: Invention: Accuracy
- 34: Invention: Endurance Reduction
- 34: Eradication: Chance for Energy Damage
- 36: Armageddon: Damage/Endurance
- 36: Armageddon: Chance for Fire Damage
- 36: Fury of the Gladiator: Chance for Res Debuff


**Level 20: Energy Gauntlet**
- A: Invention: Accuracy


**Level 22: Force Barrier**
- A: Invention: Healing
- 23: Invention: Healing
- 23: Invention: Healing
- 25: Invention: Recharge Reduction
- 25: Invention: Recharge Reduction
- 27: Invention: Recharge Reduction


**Level 24: Ice Patch**
- A: Invention: Recharge Reduction
- 46: Invention: Recharge Reduction
- 50: Invention: Recharge Reduction


**Level 26: Glacial Armor**
- A: Cytoskeleton Exposure
- 27: Cytoskeleton Exposure
- 29: Cytoskeleton Exposure


**Level 28: Boxing**
- (Empty)


**Level 30: Tough**
- A: Liberty's Belt: Resistance/Endurance
- 31: Liberty's Belt: Resistance/Recharge
- 31: Liberty's Belt: Endurance/Recharge
- 31: Liberty's Belt: Resistance/Endurance/Recharge
- 33: Liberty's Belt: Resistance
- 33: Liberty's Belt: Resistance/Global Damage Bonus


**Level 32: Weave**
- A: Cytoskeleton Exposure
- 33: Cytoskeleton Exposure
- 34: Cytoskeleton Exposure


**Level 35: Freezing Touch**
- A: Nucleolus Exposure
- 43: Nucleolus Exposure
- 43: Invention: Endurance Reduction
- 45: Ghost Widow's Embrace: Chance of Damage(Psionic)
- 46: Perfect Zinger: Chance for Psi Damage
- 46: Superior Vampire's Bite: Recharge/Chance to Heal


**Level 38: Salt Crystals**
- A: Endoplasm Exposure
- 39: Endoplasm Exposure
- 39: Superior Endless Nightmare: Recharge/Chance for Fear, Psionic Damage If Woke Early


**Level 41: Quick Sand**
- A: Invention: Recharge Reduction
- 42: Invention: Recharge Reduction
- 48: Invention: Recharge Reduction
- 50: Superior Witchcraft: Chance for Res Debuff


**Level 44: Combat Jumping**
- A: Cytoskeleton Exposure
- 45: Cytoskeleton Exposure
- 45: Cytoskeleton Exposure


**Level 47: Energy Absorption**
- A: Invention: Recharge Reduction
- 48: Invention: Recharge Reduction
- 48: Invention: Endurance Modification


**Level 49: Hibernate**
- A: Invention: Recharge Reduction




----


# **Inherents:**


**Level 1: Gauntlet**


**Level 1: Brawl**
- (Empty)


**Level 1: Sprint**
- A: Microfilament Exposure


**Level 2: Rest**
- A: Inexhaustibility: Inexhaustibility: Out of Combat +Hit Points/Endurance


**Level 2: Swift**
- A: Invention: Run Speed


**Level 2: Hurdle**
- A: Invention: Jumping


**Level 2: Health**
- A: Invention: Healing
- 8: Invention: Healing
- 16: Panacea: +Hit Points/Endurance


**Level 2: Stamina**
- A: Invention: Endurance Modification
- 12: Invention: Endurance Modification
- 22: Performance Shifter: Chance for +End


**Level 6: Turbo Boost**






#15
Player Help/Guides / Re: Not so secret guide to Sec...
Last post by Zed - Feb 22, 2025, 10:50 AM
# **Invictus SM - Hero Guardian**

### *Build plan made with Mids' Reborn v3.7.4 rev. 8*


----

- **Primary powerset: Luminous Assault**
- **Secondary powerset: Temporal Composition**
- **Pool powerset (#1): Teleportation**
- **Pool powerset (#2): Speed**
- **Pool powerset (#3): Fighting**
- **Pool powerset (#4): Flight**
- **Epic powerset: Primal Forces Mastery**



----


# **Powers taken:**


**Level 1: Luminous Smite**
- A: Nucleolus Exposure
- 3: Nucleolus Exposure
- 3: Mako's Bite: Damage/Endurance
- 5: Invention: Endurance Reduction
- 5: Touch of Lady Grey: Chance for Negative Damage
- 7: Touch of Death: Chance of Damage(Negative)


**Level 1: Focused Fighter**
- A: Cytoskeleton Exposure
- 23: Cytoskeleton Exposure
- 36: Cytoskeleton Exposure


**Level 2: Time Crawl**
- A: Invention: Accuracy


**Level 4: Blink**
- A: Nucleolus Exposure
- 7: Nucleolus Exposure
- 9: Reactive Defenses: Defense/RechargeTime
- 9: Invention: Endurance Reduction
- 11: Touch of Death: Chance of Damage(Negative)
- 11: Superior Vampire's Bite: Recharge/Chance to Heal


**Level 6: Radiant Strike**
- A: Nucleolus Exposure
- 13: Nucleolus Exposure
- 13: Mako's Bite: Damage/Endurance
- 15: Invention: Endurance Reduction
- 15: Touch of Lady Grey: Chance for Negative Damage
- 17: Touch of Death: Chance of Damage(Negative)


**Level 8: Teleport**
- A: Invention: Range


**Level 10: Hasten**
- A: Invention: Recharge Reduction
- 17: Invention: Recharge Reduction
- 43: Invention: Recharge Reduction


**Level 12: Agile**
- A: Invention: Defense Buff
- 36: Invention: Defense Buff
- 36: Invention: Defense Buff


**Level 14: Practiced Brawler**
- A: Golgi Exposure
- 37: Golgi Exposure
- 37: Golgi Exposure


**Level 16: Inner Light**
- A: Invention: Recharge Reduction


**Level 18: Blink Blitz**
- A: Nucleolus Exposure
- 19: Nucleolus Exposure
- 19: Reactive Defenses: Defense/RechargeTime
- 21: Invention: Endurance Reduction
- 21: Armageddon: Chance for Fire Damage
- 23: Superior Avalanche: Recharge/Chance for Knockdown


**Level 20: Time's Juncture**
- A: Lysosome Exposure
- 37: Lysosome Exposure
- 39: Superior Witchcraft: Chance for Res Debuff
- 39: Invention: Endurance Reduction
- 42: Invention: Endurance Reduction
- 42: Invention: Endurance Reduction


**Level 22: Lucky**
- A: Invention: Defense Buff
- 39: Invention: Defense Buff
- 40: Invention: Defense Buff


**Level 24: Gleaming Blast**
- A: Nucleolus Exposure
- 25: Nucleolus Exposure
- 25: Apocalypse: Damage/Endurance
- 31: Invention: Endurance Reduction
- 31: Apocalypse: Chance of Damage(Negative)
- 33: Gladiator's Javelin: Chance of Damage(Toxic)


**Level 26: Incandescent Strike**
- A: Nucleolus Exposure
- 27: Nucleolus Exposure
- 27: Hecatomb: Damage/Endurance
- 29: Invention: Endurance Reduction
- 29: Hecatomb: Chance of Damage(Negative)
- 31: Touch of Lady Grey: Chance for Negative Damage


**Level 28: Farsight**
- A: Cytoskeleton Exposure
- 42: Cytoskeleton Exposure
- 43: Invention: Recharge Reduction
- 45: Invention: Recharge Reduction


**Level 30: Boxing**
- (Empty)


**Level 32: Solar Flare**
- A: Nucleolus Exposure
- 33: Nucleolus Exposure
- 33: Armageddon: Damage/Endurance
- 34: Invention: Endurance Reduction
- 34: Fury of the Gladiator: Chance for Res Debuff
- 34: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown


**Level 35: Tough**
- A: Liberty's Belt: Resistance/Endurance
- 40: Liberty's Belt: Resistance/Recharge
- 40: Liberty's Belt: Endurance/Recharge
- 43: Liberty's Belt: Resistance/Endurance/Recharge
- 45: Liberty's Belt: Resistance
- 46: Liberty's Belt: Resistance/Global Damage Bonus


**Level 38: Chrono Shift**
- A: Invention: Recharge Reduction
- 45: Invention: Recharge Reduction
- 46: Invention: Recharge Reduction


**Level 41: Energy Transfer**
- (Empty)


**Level 44: Focused Accuracy**
- A: Cytoskeleton Exposure
- 46: Cytoskeleton Exposure


**Level 47: Physical Perfection**
- A: Invention: Healing
- 48: Invention: Healing
- 48: Invention: Healing
- 48: Invention: Endurance Modification
- 50: Invention: Endurance Modification
- 50: Performance Shifter: Chance for +End


**Level 49: Slowed Response**
- A: Achilles' Heel: Chance for Res Debuff
- 50: Lysosome Exposure




----


# **Inherents:**


**Level 1: Resolve**


**Level 1: Brawl**
- (Empty)


**Level 1: Sprint**
- A: Microfilament Exposure


**Level 2: Rest**
- A: Inexhaustibility: Inexhaustibility: Out of Combat +Hit Points/Endurance


**Level 2: Swift**
- A: Invention: Run Speed


**Level 2: Hurdle**
- A: Invention: Jumping


**Level 2: Health**
- A: Invention: Healing
- 8: Invention: Healing
- 16: Panacea: +Hit Points/Endurance


**Level 2: Stamina**
- A: Invention: Endurance Modification
- 12: Invention: Endurance Modification
- 22: Performance Shifter: Chance for +End


**Level 18: Team Teleport**




#16
Player Help/Guides / Not so secret guide to Secret ...
Last post by Zed - Feb 22, 2025, 10:49 AM
So, as a follow up to our Guide to Secret Master Task/Strike Forces I've decided to share a bit about builds that we've found to help the success of SMo's. These builds are not a requirement but being the hardest thing in the game to do currently, it's best to be as prepared as possible. The rationale behind the builds comes down to maximizing performance with no set bonuses outside of the sets acquired through the SMo Task/Strike Forces, and the exception of Synapse IO's. The setting of No Set Bonuses makes it more ideal to use primarily Invention Origin and Hamidon Origin Enhancements. The reason I like to use HO's is the stats are equivalent to a Very Rare Enhancement, which you can only use one VR IO from each set once in your build. I do take advantage of those as well as Procs from various sets to enhance damage output, damage mitigation, de-buffing etc. Archetype Origin Enhancements have completely been disabled under the SMo settings so those are no go. Global IO's are also disabled e.g. Numina's Convalesence +Regeneration/+Recovery, Luck of the Gambler Defense/Global Recharge, Steadfast Protection: Resistance/+Def 3%, etc. General rule of thumb is if the IO has a PPM (Procs Per Minute) it will most likely work, however there is a quite a few that don't. So, I've made a list of Procs that DO work and will include them below. Also, I will give a few example builds to show what I've found to work well, and hopefully paint a clearer picture of how I build for SMo's. When it comes to power choices, survivability is key and having good defenses/resistances and a good "Oh Shoot Button" can make all the difference between failure and success. Hope this helps and good luck out there!


                                 
Available Procs for Secret Master Content

Ranged Procs:

Entropic Chaos: Chance to Heal Self(%5)
Devastation: Chance of Hold
Apocalypse: Chance of Damage(Negative)
Gladiators' Javelin: Chance of Damage(Toxic)
Winter's Bite: Recharge/Chance for -Speed & -Recharge

Targeted AoE Procs:

Positron's Blast: Chance of Damage(Energy)
Ragnarok: Chance for Knockdown
Javelin Volley: Chance of Damage(Lethal)
Annihilation: Chance for Res Debuff
Frozen Blast: Recharge/Chance for Immobilize

Melee Procs:

Kinetic Combat: Knockdown Bonus
Touch of Death: Chance of Damage(Negative)
Mako's Bite: Chance of Damage(Lethal)
Hecatomb: Chance of Damage(Negative)
Gladiator's Strike: Chance for Smashing Damage
Blistering Cold: Recharge/Chance for Hold
Vampire's Bite: Recharge/Chance to Heal

PBAoE Procs:

Eradication: Chance for Energy Damage
Scirocco's Dervish: Chance of Damage(Lethal)
Obliteration: Chance for Smashing Damage
Armageddon: Chance for Fire Damage
Fury of the Gladiator: Chance for Res Debuff
Acalanche: Recharge/Chance for Knockdown

Snipe Procs:

Executioner's Contract: Disorient Bonus
Sting of the Manticore: Chance of Damage(Toxic)

Universal Damage:

Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown

Debuff/ToHit Debuff Procs:

Achilles' Heel: Chance for Res Debuff
Touch of Lady Grey: Chance for Negative Damage
Shield Breaker: Chance for Lethal Damage
Cloud Senses: Chance for Negative Energy Damage
Witchcraft: Chance for Res Debuff

Slow, Immobilize, Hold, Stun, Confused, & Terrorized Procs:

Impeded Swiftness: Chance of Damage(Smashing)
Pacing of the Turtle: Chance of -Recharge
Winter Storm: Recharge/Chance for Cold Damage
Debilitative Action: Disorient Bonus
Trap of the Hunter: Chance of Damage(Lethal)
Gravitational Anchor: Chance for Hold
Neuronic Shutdown: Chance of Damage(Psionic)
Ghost Widow's Embrace: Chance of Damage(Psionic)
Lockdown: Chance for +2 Mag Hold
Unbreakable Constraint: Chance for Smashing Damage
Gladiator's Net: Chance of Damage(Lethal)
Forced Indoctrination: Chance of Damage(Psionic) Note: This entire set works in Secret Master
Razzle Dazzle: Chance of Immobilize
Absolute Amazement: Chance for ToHit Debuff
Unspeakable Terror: Disorient Bonus
Glimpse of the Abyss: Chance of Damage(Psionic)
Cacophany: Chance of Damage(Energy)
Malaise's Illusions: Chance of Damage(Psionic)
Cercive Persuasion: Contagious Confusion

Knockback Procs:

Explosive Strike: Chance for Smashing Damage

Pet Procs:

Soulbound Allegiance: Chance for Build Up
Haunting: Recharge/Chance to Summon Ghosts

Taunt Procs:

Triumphant Insult: Chance to Disorient
Perfect Zinger: Chance for Psi Damage

Healing/Accurate Healing Procs:

Panacea: +Hit Points/Endurance
Touch of the Nictus: Chance for Negative Energy Damage
Theft of Essence: Chance for +Endurance

Endurance Procs:

Performance Shifter: Chance for +End
Energy Manipulator: Chance to Stun 
#17
So, RTTC as I have been told has a weak taunt ability. It allows taunt enhancements, and mids seems to think it allows taunt sets too (but the game does not allow taunt sets to be used on Rise to the Challenge.

I was going to drop a [perfect zinger: chance for psi damage.50] on it to make it deal some minor damage to enhance the Threat it makes enemies think I am. Mids says it'd add 2.2 psionic damage, so, not much but enough to be annoying to mobs to make them consider me a greater threat and stay agroed better.

However, when taunt sets are not allowed it kinda disables this approach.

so I would like to kindly ask if perhaps Taunt Sets could be enabled for RTTC?
#18
Financial Status / SPRING/SUMMER 2025 - Funding D...
Last post by retched - Feb 21, 2025, 02:16 PM
It's now the spring and once again the server's bills are now due.

Once again, no new charges and we're fortunate that there are no price increases this time around. (Everything from the last Fall/Winter bill is coming over to this bill.) Hell, the data center even gave us two new hard drives to store more stuff on (for free)!

As a reminder as to what the payments are going towards, here is an itemized list:

Planned Bills (for six months)

  • 2x $456.00 : These are rented baremetal servers that hold the Main Live server and the public PTS server. (as well as some web components, like our manifests)
  • $240.00 : This is the staff's internal PTS server (Beta). This server pretty much lets the staff make changes to the code and test internally before we push it to the public PTS. We tried to run two servers on one box by toggling which one you log in to but that caused issues when people consistently tried to log in on the PTS server outside of the test times. So this server was bought to accommodate a change.
  • $30.00 : This is currently being used to host the web forums, wiki, main website and the beta ground for the new web page.
  • $120.00: This is the new Alpha shard, hosting the new game world for internal testing to not disturb the PTS with our changes. Additionally, this server hosts all of the git repositories that we use to power, code, and make changes the game in a collaborative manner.
  • Grand Total: $1302.00

How to Donate:
Currently PayPal is being used to collect donations via "PayPal Pools". Additionally, a few people have reached out to donate via Wise (f/k/a TransferWise) and while that is possible, will need to be handled privately. If you are an international player and wish to donate in Euro or GBP, you can reach out to me (retched) via Discord and I'll provide details on how you can donate should you choose not to use PayPal. Same goes with other funding sources (PayPal direct, CashApp, etc.) Additionally, a new PayPal account has been made to hold the funds as well. (@retchedcoh)

FUNDING GOAL REACHED, see next post for proof of payment
THANKS TO EVERYONE WHO FUNDED!!!

I also, cannot stress this enough:
!!!PLEASE DONATE ONLY IF YOU ARE FISCALLY ABLE TO!!!
Most times we always end up with a bit of overflow. If you miss the cut, do not stress it. We still enjoy you and thank you for the time that you spend playing on COH: Rebirth!

The bill is due on September 1, 2024. Any extra funds will be used to prepay the next six months in March 2024. Feel free to reach out on Discord in DM or Forums in DM.

Please remember that donating does NOT grant any additional benefits or rewards in the game and any donations received are final, and not subject to a refund.

As always thank you for your consideration and donations!

- retched

#19
Barracuda

All missions apart from mission 4 will be accessed via the helicopter on the north beach of Grandville's south island. Mission 4 is accessed via the portal inside the main Arachnos building in Grandville. Several portions will require the party leader to go and talk to someone, but the rest of the group can stay by the helicopter/go to the portal as is applicable, and simply teleport the team lead when it is time. Unless you are feeling particularly villainous then you can make them walk. An ideal team composition would be tank, damage/debuffs, healer, and a controller/dom. In order to defeat Reichsman a defender/guardian/mastermind must be on the team. More Power info at the bottom of the guide.

Mission 1: Things Thought Forgotten

The first mission starts in the Southwest corner of the map with the team looking towards the south of the Atlas statue plaza. The objective here is to enter city hall so it is easiest to move straight forward then turn towards the statue, go up and over the platform it stands on then straight up the stairs to the door. Engage mobs as you find them but like all SMo content try to engage them one at a time, and as you will be facing PPD mobs there WILL be resurrecting bosses, so be sure to deal with them before moving on to the next mob to avoid any unpleasant surprises for the squishies in the back. Also be careful when pulling mobs around the entrance to city hall as poor positioning can easily pull in extra mobs creating problems for the team.

Once inside city hall you will want to go immediately to the right and down the stairs, be careful as there are multiple mobs in close proximity here so chaining them is possible, especially with the mob hiding out in the MAGI section. You will be heading to a non-descript door in the back of the GIFT room, making sure the team is together and ready before going through as it leads to a tight corridor with multiple mobs.

Once the mobs in the corridor are dealt with, get everyone together again and proceed through the next door into the Hero 1 memorial, this room can be painful for squishier groups as it contains an Elite Boss: Holoman, and multiple mobs packed together making separating them tricky. Also, three ambushes will spawn in the room with no set location, so there is a chance of them appearing on top of the squishier party members.

Once all ambush waves have been dealt with, interact with the glowy in the centre and then proceed to the exit to city hall, the journey to the exit will be trouble free as no mobs respawn inside the building. Ms Liberty and her goon squad will be waiting at the base of the stairs outside of city hall, so have everyone together and ready by the door before exiting, and be careful not to spread out outside and risk attracting mobs.

Once Ms Liberty is defeated you can safely retrace your steps and exit via the helicopter.

Mission 2: Wrong Place, Reichs Time

Mission two begins inside of a typical Freedom Phalanx base with an NPC waiting through the first door. Herr Muller will engage in dialogue then begin to follow you, the first move will be through the doors to your immediate left, but BE WARNED, once Muller moves towards the doors an ambush will spawn along the corridor behind where he started. Deal with them before progressing onwards.
The base is fairly easy to handle, just take mobs one at a time while watching out for the occasional resurrecting Spines/Regen Scrapper longbow boss.
On the third level of the base the endpoint will be a room which has several tightly packed mobs and the Hero 'Numina', the best way to approach the room is to have the tank pull mobs and then hide behind the door frame to pull them away from each other a little. When engaging Numina the group should take care to stay away from her if they are squishy as she possesses a highly potent PbAoE psychic wail (good time for Elusive Mind).
Once the room is cleared and Numina is down, bring Muller to the console in the centre and prepare for inevitable Nazi betrayal.

In the second section of mission 2 you will be trapped in cells inside of a 5th Column cave base.  Have everyone break free of their captivity and regroup outside of the cellblock.
The path is easy to follow, simply take every left, be extremely careful when moving into larger caves as enemies can and will aggro from high catwalks that you might move under or next to.



Care should be taken when moving into larger rooms as several higher levels can contain mobs that will aggro behind you and attack your vulnerable nether regions.
The final boss is the Arch Villain "Schadenfreude".

Mission 3: Foil the 5th Column in Boomtown

Mission 3 is fairly simple on the face of it, but can easily become the first failure point of the SMo. The area is wide open with 5th Column units, after killing two mobs an ambush will spawn (CAUTION: Ambush waves can be delayed!), then another after two more mobs are killed (not including the previous ambush), this is the point where preparations need to be made.
In place of a third ambush Reichsman will appear, in this mission he is completely invulnerable and can easily wipe the party, the objective is not to defeat him, instead when he appears you need to exit the map and wait, the mission will complete then proceed onto the next mission, the problems here arises with the exit door, the helicopter's door is notorious for being difficult to click and often only allows one person to exit at a time. To remedy this follow this tactic:
After the second ambush defeat one more group, engage a second group but leave one or two enemies alive, then everyone other than the tank should exit the mission via the door (villains and rogues can exit via Ouroboros portal, but Vigilantes using Ouro will be forced out of the Strike Force by the game so be careful!) The tank should then defeat the final enemies and exit the mission as soon as Reichsman appears, sometimes a third mob has to be engaged before Reichsman appears, but once he does simply bail and wait for the mission to complete.

Mission 4: Find the Source of Reichman's Power

Mission 4 is very straightforward. You will enter into a city block on Axis Earth, simply fight your way straight forward towards a pit in the ground leading to a bunker door, the objective of gaining information from Axis troops will always require a mob that spawns around this pit, so feel free to ignore any mobs on the streets.  Defeat mobs around/in the pit one at a time until you obtain the information, then enter the bunker.

Inside the bunker things are still pretty standard but be careful in the close confines of the tunnels as Axis grenade and missile troops can deal a lot of AoE damage in such tight confines.



Slaughter your way through the corridors making note of any out of place looking computer consoles, as once the boss in the base is defeated five consoles will become clickable, one of them is the right one, once clicked everyone is free to exit the mission.

Mission 5: Defeat Reichsman

Here it is, the dreaded final mission of Reichsman, this is where the most coordination is needed and where the importance of team makeup comes into play.
The team will enter on a high platform above a room, the room contains a mob with an AV, this mob can be completely bypassed, simply fly high and land on the far side of the room by some doors, or teleport your team down there.
Enter through the door on the far side of the room and fight your way through the corridors to the first junction.



The map is laid out as a rounded square loop with an extra loop attached on the north side and a big room in the center accessed from the top of the big loop. Your first objective will be to locate the four Arachnos patrons, they will spawn one at a time in one of three places: The South West corner where you first enter the loop, the northern smaller loop, and the South East inside of a smaller room off of the corner of the loop. BE WARNED an ambush will spawn once you free each patron, this can come from any direction so navigate carefully so that no one gets sniped too far ahead of the group or lagging too far behind.

Each patron needs to be taken to the central room, specifically to the front of the machine with the large glowing upside down dome. When the patron is brought here they will become hostile and must be defeated, BE WARNED any buffs applied to the team prior to the patron becoming hostile will affect the patron and remain in effect when they turn hostile, so avoid buffing the team either until the patron is made hostile, or have the group other than the escort assemble off to one side for buffs.
Black Scorpion is the least troublesome having only a lot of health and a taunt to his name.  Cap'n Mako is fairly squishy but can unleash a few nasty cone attacks, so the tank should face him away from the group.
Scirocco can drain endurance, stun, and unleash dust devils which can deal some nasty damage to squishies, so ranged engagement is advised.
Ghost Widow is the trickiest of the patrons, she has a PbAoE draining heal, so the more people in melee the more she will heal. She has a high magnitude hold and is also capable of using Black Hole to isolate the tank and cause her aggro to recalculate onto other players.

BE WARNED  prior to defeating the final patron make your preparations for the final fight as when the final patron is defeated a 1-2 minute timer will begin, at the end of which Reichsman will spawn. Every player should enter the machine in front of which they just fought, it will give each player a set of passive temp powers and one active temp power (this won't enter your bar automatically, so you will have to find it in the power menu), sometimes flying toons will have to toggle off flying inside the machine for it to work, and sometimes jumping around in it is required. In your chat window it should indicate when you get the various temp powers if you've not removed that from the tab.
Once you have your powers all players should retreat to the metal doorway at the entrance to the room, this is your safety marker, do not move further into the room than the door frame.
The tank will be engaging Reichsman at the bottom of the stairs at the end of the red carpet.



The final room explained
The room is on two tiers, the upper tier is composed of the machine that empowers the team (and Reichsman), two sets of cloning vats on either side, and two rooms guarded by insta-kill laser grids. These two rooms are completely ignored for the tactic we will be using. The lower tier has another two sets of cloning vats, one on either side, and an ambush spawn point (unmarked) at the end of the red carpet. The main mistake groups make in this final fight is that they engage Reichsman as if burning him down before the group can be overwhelmed by the reinforcement waves is the objective, this simply cannot be done, Reichsman has a monstrous amount of health making even a well slotted group take 15 minutes of dedicated pummeling to bring him down, so instead we approach it differently. The waves are numerous but WILL run out, the tank should keep Reichsman's attention while grabbing the various reinforcement waves, the rest of the group should ignore Reichsman completely and concentrate on slaughtering the cloned troops. After roughly twenty minutes of fighting all waves apart from the one from the carpet will stop spawning, this final group WILL constantly appear but as it is just one group it is easy to handle alongside Reichsman.

The key to success with the reinforcements is control. Attract puddles, holds, immobilises, confuses, all these tools should be used to stop the press of bodies from over running the squishies.

The temp powers gained by Controllers/Dominators and Blasters/Corruptors can really make a difference here. Controllers/Dominators' power will hold all 5th Column mobs (other than Reichsman) in a wide area, then Blasters/Corruptors' power will unleash dust devils that deal extreme damage to any held mobs. Together these powers can obliterate the reinforcements.

The temp powers will eventually run out, this takes around twenty minutes, the time left can be seen by right clicking your temp power and looking at its info.
When they run out you will need to replenish them by reentering the machine. When doing this wait until he uses his lightning and stomp so you have enough time to get to the machine and back without running into them.

When the reinforcements have stopped coming (apart from the carpet group) you will be ready to take on Reichsman. Reichsman is potent but simple, his main threat comes from a combo of powers both of which have identical animations and very little telegraphing. He will briefly raise his right hand and strike with lightning, this will inflict a high magnitude stun on anyone in the AoE (It is highly recommended that Mez protection be stacked on the tank for this), he will then follow up with another raised hand and an extremely damaging AoE ground punch. If squishies get caught in the stun they are almost guaranteed to die to the follow up ground punch. If the tank holds Reichsman on the carpet then everyone else should be out of range of these powers if they remain behind the door frame.

After taking a certain amount of damage (roughly 75%, 50%, and 25%) Reichsman will begin to regenerate his health.
CAUTION: THIS PART IS BUGGY
Reichsman SHOULD teleport back to the machine for this part, then teleport back when he is done regenerating or forced out, but quite often he simply starts regenerating in place on the carpet. Look out for your damage numbers dropping to single digits, this will let you know when he has entered his regen cycle. This is the part where party makeup is most essential, to break Reichsman out of his regen you need the temp power given to Defenders, Masterminds, and Guardians. Once he begins to regenerate one of these archetypes will need to use their power forcing him into a vulnerable state again (if he retreats to the machine as he should, you may need to go into the room a little ways for it to work).
Other than this the fight is simply a case of hacking away at his horrific HP pool.

Once defeated, exit the mission but DO NOT QUIT THE TEAM YET, the leader will have to go talk to Lord Recluse to finish off the taskforce and award the badges.

The Powers gained from the machine after defeating the Patron Archvillains.
  • Power of Ghost Widow: +Res (End Drain) +Regen - Tankers, Brutes, Warshades, Peacebringers, Arachnos Soldiers & Widows
  • Power of Scirocco: Special (Summons dust devils that do extreme damage to held enemies) - Blasters & Corruptors
  • Power of Scirocco: Special (Very Wide PbAoE that holds all 5th column enemies) - Controllers & Dominators
  • Power of Black Scorpion: Special (removes dimensional phasing from Reichman allowing him to regenerate) - Defenders, Guardians, & Masterminds
  • Power of Captain Mako: Max Stealth (allows user to step through laser guarded doors to approach Fail Safe devices) - Scrappers & Stalkers
#20
Dr. Kahn

The majority of Dr. Khan's missions will require you to "Use Transit" to access the mission, the easiest way to do this is to interact with the tram line and select the top option

Mission 1: If I Could Save Time in a Capsule

You will begin in the South West corner of the map looking towards the Atlas Plaza, the first objective is to make your way into the town hall, the easiest route is to proceed straight forwards towards where Ms Liberty usually stands, then head up and over the Atlas statue platform, and up the stairs to the town hall doors. There are numerous groups of Arachnos goons in the area, be sure to cautiously clear the ones in your path and be especially careful when climbing the stairs towards the town hall as it is easy to pull additional groups from the sides by accident.
Gather together at the door before entering and allow the tank and healer to enter first as mob placement in the first hall can occasionally put you right into a fight.
Punch your way through the town hall being careful of the mob hiding inside of MAGI and proceed to the inconspicuous door at the back of the GIFT section, again allowing the tank and healer to go first. Defeat the mob in the inexplicably separate corridor and then take the same precautions transitioning into the Hero 1 memorial room. The group in the corridor and then Hero 1 room can be close enough to the door to immediately aggro. The Tank should go first, and call when in, as there is a transition window. Which means means if you click on the door at the same time the squishie might have front row seats to an angry mob with no Tank chaperone to guard their dignity.

Inside will be a portal device however before it can be used several waves of ambushes will need to be defeated.
The portal will lead to a 5th Column base, the room it places you in will be safe, the first group of enemies will be ahead and around a corner to the left, this group includes the Arch-Villain Schadenfreude, it is best to have the tank pull him and his cronies back around the corner where all squishy party members remaining as far back as possible.
Once Schadenfreude has been dealt with, proceed into the room he was in, defeating the mobs waiting there, then proceed through a corridor to the next room where there will be a portal (similar to the one that brought you here) that must be destroyed. While it IS surrounded by mobs they can be ignored if the party feels confident enough, and simply destroy the portal and quickly hit Exit.

Mission 2: A Boomtime in the Old Town

The mission begins in a wide open city in ruins, the objective is to destroy five portals, each one will only become available when its predecessor is destroyed. It is HIGHLY ADVISABLE to use flight powers and temps to fly high to avoid unnecessary fights.
The first and second portals are out in the open, but the third is inside of a south facing tunnel a little ways back from the second portal. Carefully navigate the tunnel defeating the mobs inside as flying over them isn't an option.
Portal four is again out in the open, and portal five will be back near the beginning.
!!!!BEFORE YOU DESTROY THE LAST PORTAL!!!!
Once the final portal is destroyed Reichsman will spawn and attack, on this map he is totally invincible, the way to complete the mission is for everyone to leave the map.
To avoid any panic or deaths it is best to defeat the group around the final portal then have everyone other than the tank leave the mission, the exit is a glowing red square which can give some people issues (hence the early exit for everyone else), if it won't let you out try disabling flying powers, also try jumping up and down inside the zone.
With everyone out, the tank destroys the portal and quickly exits the mission.


Mission 3: Infiltration

This mission is a cave. Such fun. The layout is randomised so no clear guide can be given to navigate it. The objective is to defeat the base leader and then find the information. When proceeding through the tunnels be sure to stick together and be careful of gangways above you as mobs up on these can easily aggro onto groups passing underneath them. You will notice several (not yet) clickable computers as you navigate the caves, make note of their location as once the leader is defeated you will need to go back and click these to find the information. One will contain the info you need but it is randomised as to which will be the correct one. The next mission begins in Portal Corps in Peregrine Island, so go ahead and head there while the leader turns the mission in.

Mission 4: Visiting the Old Country

Portal Corps will send you through to a city block in Axis America, the objective here is quite simple, close five portals, each portal will spawn an ambush so be careful and keep an eye out, especially on the first two as the ambushes from those two can be heavily delayed. The portals will always be in the same locations, from mission start head diagonally forward and right, this should easily bring you to the first three portals. The fourth will be at the back of the map on top of the pit area filled with 5th Column troops, then the final portal will be on a side street to the west heading back towards the start of the mission.

Mission 5: A Meeting of the Minds


IMPORTANT NOTE: If you have run this TF before and still have charges on the temp power, it will NOT be refreshed, so it is best to use up those charges prior to this mission so you get a power with full charges.



The Final mission will see you enter Reichsman's HQ in the South West corner high above a larger room. Directly below the balcony you begin on will be a group including an Elite Boss, this group can be entirely bypassed by flying along the ceiling of the room and coming down at the far end near the blast door.  Proceed through the blast door following the path until you reach the first branch.
This point is the Southwest corner of a large loop, the path to get to the central room is North, following the curve East ignoring the next branch that leads to a small additional loop on top of the larger loop, then taking the path South when it appears. This room has two tiers with Reichsman waiting at the top of the stairs. Reichsman will be invulnerable unless someone uses the Temp Power you gained. If you ever see your damage numbers fall off then go ahead and blast him with the beam again, you should be in no danger of running out.

While Reichsman is not as difficult as in the Barracuda taskforce you should NOT underestimate him. His wide area stun and AoS followup can instantly kill people and the telegraph of these attacks isn't very forgiving. Keep Mez protection stacked on the tank and any frontline fighters to mitigate the stun.
At 80%, 60%, 40%, and 20%, an Arch Villain will appear to help Reichsman, it is advisable that all effort should be immediately put onto killing the AV before returning the Reichsman. While the order will be random their spawn location will not.
Lord Nemesis and Gyrfalcon will appear on the upper platform to the left of the stairs, while Vanessa DeVore and Countess Crey will spawn on the upper platform to the right of the stairs.  The AoE capability of both Vanessa and Crey are big threats, so taking them down quickly should be your focus.
After all have been defeated, take down Reichsman and exit the mission.

BE SURE TO NOT LEAVE THE TEAM UNTIL THE MISSION HAS BEEN TURNED IN BY THE LEADER.