Ahmon

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  1. Damage is pretty standardized in PVP. It's mostly based on activation times. You kinda answered it for yourself, in that respect. Electricity as a primary with either Shield or something novel as a secondary. Invulnerability is an amazing set versus most enemy groups you'll meet, and decent versus the others. You could also try an /Electricity Brute, which synergizes well with Electricity, but isn't a defense set. However, this character would probably be much better in PVP than a defense-based one.

    Personally, I think Electricity/Electricity is the way to go in your situation.
  2. Quote:
    Originally Posted by Clouded View Post
    What current trends? Oh, you mean DP?

    Because Willpower, Shields and Demon Summoning all kick pretty hard ***, lol.
    Agreed, the trend is toward powerful, not weak sets. However, you do have to admit that the "stylish" animations for Kinetic Melee bring an all-too striking reminder of Dual Pistols' "stylish" animations.
  3. Quote:
    Originally Posted by Doc_Reverend View Post
    The question I have about it is that after watching those animations, I worry it will be yet another melee set that doesn't work with Shields. We've already got katana, claws, spines, and dual blades that don't work with the Shield set because of the two handed animations. Looking at the swirlyness, I am concerned that a shield wouldn't work with that, unless they give us one handed animations or something for kinetics/shields.
    I doubt it. Super Strength uses two-handed animations in a similar manner to the Kinetics video. It's not a weapon set, so there shouldn't be any conflict.
  4. If you post a data chunk, people can look at your build better. That said, here's what I can come up with:

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Dantes: Level 50 Magic Brute
    Primary Power Set: Dual Blades
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership

    Villain Profile:
    Level 1: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(11), Mrcl-Rcvry+(46), Mrcl-Heal(48)
    Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(33), T'Death-Dam%(39)
    Level 4: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(11), Numna-Heal/Rchg(40), RgnTis-Regen+(40), Heal-I(46)
    Level 6: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 8: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/Rchg(40)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/EndRdx/Rchg(17), Numna-Heal/Rchg(50)
    Level 18: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(50)
    Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(23)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/Rchg(25)
    Level 26: Sweeping Strike -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-%Dam(50)
    Level 28: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-End%(31), P'Shift-EndMod/Acc(45)
    Level 30: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
    Level 32: One Thousand Cuts -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
    Level 35: Typhoon's Edge -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-%Dam(37)
    Level 38: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 41: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam/Rchg(42)
    Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Strength of Will -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run



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    Ignore all of the healing and defense IO's for now - just use common ones like you are now. You can build into those as you get some more infamy.
  5. Quote:
    Originally Posted by DarkInvado View Post
    What happened to Mid's Exports?
    You formatted your output for vBulletin boards and not for phpBB boards like this one.
  6. Quote:
    Originally Posted by Purge View Post
    No Doubt, I just wish that SD would last longer. DM in general is pretty great, but it needs just alittle more power to be something that people would choose. The increase in damage to Siphon Life was great, but it has no real umph to it!
    I think it has more to do with the single-target nature of the set. That's why I don't play it, personally.
  7. Ahmon

    Energy Aura

    Because EA is designed to be bad for Brutes.
  8. Eh, Rage is pretty balanced with Soul Drain from a Brute perspective. 80% bonus damage in exchange for 10 seconds of downtime every 120 seconds. Soul Drain is down about a quarter of the time with a high-end build, dealing 166 average damage every 40 seconds. The net effect is about 50% bonus damage for 7 enemies. The difference in damage theoretically dealt is very roughly 8.25%, but Rage's downtime brings this down to 0.55%. That's before you consider the damage dealt by Soul Drain or possible damage dealt by the Brute during Rage crashes.

    Of course, I think that's irrelevant. The sets can't pick between the two.
  9. Ahmon

    SS/SD build

    There's a thread right next to this one dealing with the same issue. It's better to consolidate things into one thread whenever possible. That said, the build looks weak and expensive.
  10. Quote:
    Originally Posted by Nightmarer View Post
    Mind you, I think on this build, you're taking into equation the def bonus of Phalanx Fighting for when having a team mate in range. If you switch off Phalanx Fighting on this build, your def numbers don't reach the softcap.-
    No. Phalanx Fighting gives 3.75% defense without any teammates in range. I would never have rolled a shield character if it didn't.
  11. Ahmon

    SS/SD capped def

    Villain Plan by Mids' Villain Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Shelder: Level 50 Technology Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(27)
    Level 1: Deflection -- EndRdx-I(A), DefBuff-I(7), DefBuff-I(9)
    Level 2: Battle Agility -- EndRdx-I(A), DefBuff-I(7), DefBuff-I(13), DefBuff-I(50)
    Level 4: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Regen/Rcvry+(15), S'fstPrt-ResDam/Def+(19)
    Level 6: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(19), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(21), T'Death-Acc/Dmg/EndRdx(25)
    Level 8: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(11), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(27)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 12: Active Defense -- RechRdx-I(A)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(42)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(29), Mrcl-Heal/EndRdx(29)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc/Rchg(34), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(40)
    Level 22: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(37), GSFC-Build%(42)
    Level 24: Phalanx Fighting -- DefBuff-I(A)
    Level 26: Against All Odds -- EndRdx-I(A)
    Level 28: Boxing -- EndRdx-I(A)
    Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(31), Aegis-EndRdx/Rchg(31), Aegis-ResDam/EndRdx/Rchg(36)
    Level 32: Foot Stomp -- Sciroc-Dmg/Rchg(A), Sciroc-Dmg/EndRdx(33), C'ngBlow-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(34), FrcFbk-Rechg%(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(46)
    Level 38: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(48), RedFtn-EndRdx(50)
    Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48)
    Level 47: Combat Jumping -- DefBuff-I(A), DefBuff-I(50)
    Level 49: Grant Cover -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 0: Ninja Run



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    Assuming a somewhat rational market, Zephyrs should fall when the market re-opens. This build has room to grow into maximum Luck of the Gambler pieces and still remain capped. The uniques you can also hold back on.
  12. Quote:
    Originally Posted by ShoeTattoo View Post
    As a slightly fancier way of saying what Silverado said, performance differentials between sets that might have been huge years ago have been smoothed out to a large degree by balance changes over the years.

    Nowadays, if you'd like a major challenge you'll need to build below a set's potential or try to do "fish out of water" kinds of things. For example, you could make a challenge for yourself by building a strong single target character and playing that character at x8 players, by building a strong AOE character and setting mobs to +3 or +4 levels higher than that character's level, or by playing a petless mastermind (whips/poison or whips/dark might be FOTM for petless MM players, for a while).
    And yet, they've still never truly balanced pools. I think the real way to challenge yourself is to play a pool character from level 6.
  13. Quote:
    Originally Posted by Phoebe_Ponderas View Post
    The only thing stopping me from taking Super Strength is, like I mentioned, I really dislike the reliance on Rage. When it's up your god, when it's down your pretty weak, and you have to get item sets to make sure both are up permanently.
    That's really not an issue with Super Strength. If you enhance it for recharge, you don't even need any global recharge to keep it up. Merely putting a Force Feedback proc in Foot Stomp will let you double stack it with ease.
  14. Would you mind posting the data chunk? The link is broken.

    Off-hand, you're focusing way too much on your person and not enough on buffs. Stamina can be delayed long after level 20 - Darkest Night ought to be taken ASAP. If you're really aching for an early-maturing build, move your travel power. Flight packs only cost 10,000 and they work ably, as does the Raptor Pack and Zero-G Pack.
  15. You can't really go wrong with any combo as a Mastermind. I don't have access to Demon Summoning, but Trick Arrow is a great, control-ish set. From what I understand, DS is at the top end of the Mastermind power spectrum, and the henchmen are sturdy enough and heal enough to cover your lack of a heal. They do use their narrow fire cone quite frequently, but you could still go with a magic, mutation or technology origin to be sure of ignition.
  16. I think two Dark and one Poison would be best. Poison for nasty debuffs on hard targets and Dark for all-around goodness. If you all wanted to be the same, three Darks sounds great to me.
  17. Ahmon

    Dp Vs DS

    Quote:
    Originally Posted by Edana View Post
    Not even a valid reason actually. You can't balance pistols low on the basis that the archetypes using it have a lot of alternative options, the character can only take one at a time after all. In the same line you can't balance demons high on the basis that mercs suck.

    Ignoring the whole "you can't compare apples and oranges" thing since obviously you can, them both being fruit of approximately equal size and... ok, stretching analogy. Demons and pistols might be different sets on different archetypes; but that in no way invalidates the fact that they ought to be equally good at doing the job they are for.

    And they are. Demon summoning lets you summon demons and unleash hell on earth. Dual pistols lets you prance about like a lunatic* and unleash remarkably few bullets in the same direction.


    * No offence to any people that like the animations like this, but anyone that thinks a 360' spin between shots on the same target is a good use of time deserves whatever happens to them.
    Agreed. However, there is a backlog of underperforming sets. Dual Pistols needs to wait in line. Of the ones that are near to the top, Mercenaries probably needs it most.
  18. Ahmon

    SS/EA build Help

    To my mind, yes - that's much better!

    However, I do think I'd change a couple things to streamline it more:

    1) Trim the -KB IO from Dampening Field.
    2) Trim the +Def IO from Combat Jumping
    3) Change Power Shield to a 4-slot LotG. This raises overall defense to F/C/E/N about 2% and increases your benefits from set bonuses a little bit.
    4) Use the Mako's Bite quad instead of the triple in Punch and Haymaker. Gives a little bit more single-target punch at little cost in End/Rchg.
    5) Use Kinetic Crash End/Rchg instead of the Mako's Bite triple in Knockout Blow. Accuracy is already 90% instead of 75% base for KoB - I don't think it merits as much focus.
    6) Use Multi-Strike Dam/End instead of Obliteration triple in Foot Stomp. This power seems to be the major endurance sink for Super Strength. The 3/6 Eradication is very clever, but you still need to focus on enhancing the power itself!

    This leaves 2 free slots to use wantonly. I couldn't find much better use for them than to put them in Stamina for 5% recharge and 2.5% damage. I think the added offense outweighs the -KB and 10% regen you're losing.

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    |E3F069E0A3445995694F9990F51EDDE04BE005FC52FFB0D703BE4C8A89919EB0C66|
    |507EC8E87E9CF4A347E5FEB1140CEB83248B4D2CF346F71BEDB883DDD9FF7DBEFBB|
    |64ABA973CA44596D32C6759CEB19C67B9C07291E5124B89A5F3A31B1DD8CF7D1D60|
    |39C87288254AFDA90DF6747949BC2C3E163F4B1F4B8025C8126689B33C62E9FC011|
    |8DDF091|
    |-------------------------------------------------------------------|
    That's the modified build I propose. Good luck!
  19. Ahmon

    SS/EA build Help

    Depends on which strike forces you want to run. Most people pick level 35 or level 50 enhancements, depending on whether they farm or not.

    The IO's you've picked are mostly cheap(ish) sets. However, those Luck of the Gambler +Recharge IO's are very, very expensive,

    As to your build, I don't like your philosophy. Enhancements are first to enhance powers, then to get set bonuses. Your attacks are low damage, your recharge is subpar and you've wasted some slots entirely in my opinion. Dampening Field barely gives you 3.5% extra resistance to smashing/lethal at the cost of 3 slots. Foot Stomp doesn't have a Force Feedback proc. Gloom should probably get a damage set instead of forcing it into a role it doesn't like.

    I think you should take Combat Jumping instead of Taunt. I think you should take Hurdle instead of Swift - Super Speed is plenty fast enough and seems to cap easily. I think you should get Dark Obliteration instead of Darkest Night, but that might be wrong depending on what you want to do with the build. In fact, I could be entirely wrong. In my experience, none of the level 50 strike forces require you to have defense higher than the 45% soft cap. As a damage-dealing Brute with no heals on the ITF, for example, you can gorge a purple or step up/out when a group of enemies manages to begin a cascading defense failure and stay alive most of the time. With Energy Drain every 18 seconds, I'd imagine it's that must less necessary to buffer the soft cap. Then again, if this is for a balls-out tank, I don't really know how relevant that is.
  20. Quote:
    Originally Posted by Incenerater View Post
    Whoa! You have the same screen name as my son.
    I am your son, Mike.
  21. Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Shelder: Level 50 Technology Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(27)
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7), LkGmblr-Rchg+(9)
    Level 2: Battle Agility -- LkGmblr-Def(A), LkGmblr-Rchg+(7), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(50)
    Level 4: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Regen/Rcvry+(15), S'fstPrt-ResDam/Def+(19)
    Level 6: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(19), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(21), T'Death-Acc/Dmg/EndRdx(25)
    Level 8: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(11), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(27)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 12: Active Defense -- HO:Membr(A)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(42)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(29), Mrcl-Heal/EndRdx(29)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc/Rchg(34), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(40)
    Level 22: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(37), GSFC-Build%(42)
    Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 26: Against All Odds -- EndRdx-I(A)
    Level 28: Boxing -- EndRdx-I(A)
    Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(31), Aegis-EndRdx/Rchg(31), Aegis-ResDam/EndRdx/Rchg(36)
    Level 32: Foot Stomp -- Sciroc-Dmg/Rchg(A), Sciroc-Dmg/EndRdx(33), C'ngBlow-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(34), FrcFbk-Rechg%(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(46)
    Level 38: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(48), RedFtn-EndRdx(50)
    Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48)
    Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 0: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |749A16CA3B87F015F11FA14|
    |-------------------------------------------------------------------|
    Super simple. Not fully optimized, I'm sure, but it's worked well for me.
  22. Ahmon

    Epic for SS/SR

    Quote:
    Originally Posted by Roderick View Post
    Well, I wasn't planning on taking Mu Lightning anyways. :P

    I wasn't honestly all that sure how useful the Fences would be, since I don't have [Burn] to scatter enemies. Sounds like Soul it is.

    Thanks all!
    They're not as useful as they sound. Like you say, it's good when people are using a lot of knockback or avoid effects, but the radius of Electric Fences is only 10'. That means the actual area it affects is less than half the area affected by Obliteration or Ball Lightning.
  23. Ahmon

    Epic for SS/SR

    I've tried both with Super Strength. Fences/Lightning may seem like, and is technically, the better AoE damage of the two, but it's not as good to play. Unless you regularly team with a Mastermind or some other knockback-heavy player, Gloom/Dark Obliteration plays better to me. It also turns your single-target attack chain into something ferocious.
  24. Quote:
    Originally Posted by Rodion View Post
    Doesn't that seem like a bug? Is there some technical reason why they can't flag summoning the pet as an action that breaks hide?
    Lightning Rod not critting is a bug in the same sense, so it works out all right.
  25. Quote:
    Originally Posted by ClawsandEffect View Post
    Also, there isn't really a set spelling for "respec" or any variation of it, because it isn't a real word. There is no spell-checker on earth that will accept any variation of it as being spelled correctly, so spell it however you want. The way you spelled it there is the way I usually spell it too.
    Re-specialize is the correctly-spelled term. Not that it's terribly important.