Wyldhunt

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  1. One of my favorite toons is my Elec/SM tanker. He's also my toughest, and has tanked everything I've tried so far pretty well - Lady Grey, Underground*, STF, and plenty more. For Fault, put in a Force Feedback: Chance for +Rech. Along with Lightning Field and Taunt, nothing is getting aggro away from you. Siesmic Smash has good damage for single hard targets. Also, this combo is fun to watch and play!

    The trick is to use Fault and Power Sink aggressively, using Taunt to bring in ranged types or to reinforce aggro during a down moment, and using Stone Fist/Seismic Smash on the hardest target around.

    The downside is while you have plenty of AoE aggro and control, you don't have much AoE damage. Tremor is OK and slow - that's all there is to it.

    I do have SS/CJ on this toon, and use the fly temp powers when needed.

    *Full Disclosure: I did UG once with my Elec/SM early on, and performed only barely passably with the Avatar of Hamidon - but it was the first time I'd ever run UG. I'm going to tank it again soon and expect there to be no issues.

    On the slip side, I've only tanked STF once with this toon, and was expecting lots of trouble - but I followed to good advice on buffs/heals, and got Recluse to a corner even while staying on the ground and face-to-face, and held him there by myself while the team trashed the towers and mopped up.
  2. One thing I'd like to put as "out of scope" for this suggestion: any power effect changes.

    For example, any alternate T3 Beast pets would still use exactly same powers with exactly the same effects as the current Dire Wolf. They might just use a different skeleton/skin with different animations/sounds.

    For an alternate Granite Armor, I could see a bubble aura having many small floating pieces of flat granite joined by a translucent field. In the Power Customization interface, the primary color would be the adjustable color of the flat granite rocks; the secondary color would be the translucent field. It would still obscure the character's costume somewhat, but would not be a complete model replacement. Other powers in the Stone Armor set could be revamped similarly.

    An alternate Ice Armor could be less obscuring - essentially transparent, with more of a mirror/shimmer effect using updated planes/polygons. Just make the vertices much more transparent than currently. An update of Icicles would also be very welcome.

    Shield Defense? This set could be envisioned through a force shield which doesn't require the use of a physical device on an arm. Looking over Shield Defense's powers, this wouldn't even break the cottage rule. Yeah, just have the alternate shield model be a floating force (or even physical - you know, floating magic) shield. Hmm, the disallowed melee powerset pairings would still likely be in effect, unless certain powerset combinations could lock out certain powerset animations - in other words, if you choose Shield Defense/Titan Weapons, you could not choose the original Shield Defense animations.
  3. Forum moderators, if you would, please move this thread to the Suggestions forum - thank you.

    Mea culpa! I looked under the Development section for a Suggestions forum, never thinking it would be under the "For Fun" section. Yeah, I shoulda used the Search function to find it, but oh well...
  4. This idea was first brought up by MM players as a way to obtain alternate pets; however it could be expanded to many other powersets.

    How it might work: a player pays Paragon Points for the ability to choose a specific set of alternate animations for a specific powerset. These alternate animations would be chosen through the tailors' Power Customization interface, and could be chosen per power or for the entire set as normal.

    I would suggest using 400 as the number of Paragon Points. The reasons are that:
    1. We're used to this price point for costume options.
    2. This is an add-on to a powerset. If we're already paying 800 PP for a powerset (which we are in some cases), we might not be willing to pay another 800 for an alternate animation for that powerset.
    MM alternate animations might be a special case to be more expensive, as they would sometimes require additional model skeletons/skins to be created.

    Some suggestions of alternate power animations are (many already have appeared in other forum posts):
    1. Female MM minions. As Redlynne and others have passionately (and I judge conclusively) argued, it is actually sexist not to allow this. All fears of domination/subjugation issues have been shown to be pratically irrelevant, as these issues already exist in other areas (between characters), or are being used against male minion models already.
    2. Alternate beasts for Beast Mastery. (Though not "perfect," I think the first alternate should be one that uses T1 bobcats; T2 wolves; T3 Siberian Tiger - this way Beast players could choose all felines or all wolves through Power Customization.)
    3. An alternate Umbral Beast.
    4. An alternate Jack Frost.
    5. Laser/blaster shots (animations and sound effects) for Dual Pistols.
    6. Updated Dark Affinity animations for Dark Miasma (and vice versa).
    7. Alternate looks for Ice Armor and Stone Armor.
  5. Pixelbeater and Mhogus'thra wil be able to join in this time!
  6. I was able to get S/L Def up to near-cap along with Ranged with a Water/Kin build attempt, so that's just as possible as S/L/E with near-cap Ranged. My Fire/Kin has S/L/E AND Ranged Softcap, and I regard the Ranged Def as more important on that toon (because it'll help against a good deal of Psi/Neg/Fire/Cold as well) - your mileage may very well vary depending on your playstyle.
  7. I'm a fan of my Fire/Kin Corr, and am looking to see whether Water Blast would be fun in the future, so I took a stab at a Water/Kin build in response to your post. Psionic Assaults don't affect my Fire/Kin that much (with Ranged Def Softcap), so I don't think they'll get you that much either. I would suggest going for Agility Radial Paragon (or at least Agility Partial Core Revamp) in your Alpha Incarnate slot.

    Primary differences between my and your build, in order to get to Def Softcap at least for Range:
    1. Drop Steam Spray for Hydro Blast.
    2. Alter some IO sets, focusing on Range Def.

    There are several other differences, just showing my own build prefs. Even trying Scorpion Shield, I could not get the build to S/L Def Softcap along with Ranged Def Softcap - that's why I went for Electricity Mastery with Thunderstrike/Charged Armor for S/L resistance, though going Dark Mastery with Oppressive Gloom/Dark Embrace would be another interesting option. Here's the build:

    Villain Plan by Mids' Villain Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Corruptor
    Primary Power Set: Water Blast
    Secondary Power Set: Kinetics
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Electricity Mastery

    Villain Profile:
    Level 1: Aqua Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(50)
    Level 1: Transfusion -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(21), Numna-Heal/Rchg(21), Numna-Heal/EndRdx/Rchg(40), Numna-Heal(46), Numna-Regen/Rcvry+(46)
    Level 2: Hydro Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(48)
    Level 4: Fly -- Winter-ResSlow(A)
    Level 6: Water Burst -- SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Dmg/Rchg(7), SMotCorruptor-Acc/Dmg/Rchg(7), SMotCorruptor-Dmg/EndRdx/Rchg(29), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(31), SMotCorruptor-Rchg/Dmg%(31)
    Level 8: Whirlpool -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
    Level 10: Siphon Speed -- TmpRdns-Acc/EndRdx(A), P'ngTtl-Acc/EndRdx(11), RechRdx-I(11)
    Level 12: Tidal Forces -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
    Level 14: Dehydrate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(15), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(25)
    Level 16: Hover -- LkGmblr-Rchg+(A)
    Level 18: Water Jet -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(29)
    Level 20: Speed Boost -- EndMod-I(A)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 24: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/Rchg(40), LkGmblr-Rchg+(40)
    Level 26: Boxing -- Empty(A)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def/Rchg(37), LkGmblr-Rchg+(37)
    Level 32: Geyser -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(34)
    Level 35: Transference -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(36)
    Level 38: Fulcrum Shift -- EndRdx-I(A), Acc-I(39), RechRdx-I(39)
    Level 41: Thunder Strike -- OvForce-Acc/Dmg(A), OvForce-End/Rech(42), OvForce-Acc/Dmg/End(42), OvForce-Dmg/End/Rech(42), OvForce-Acc/Dmg/End/Rech(43), OvForce-Dam/KB(43)
    Level 44: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45)
    Level 47: Increase Density -- GA-3defTpProc(A)
    Level 49: Afterburner -- LkGmblr-Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(17), P'Shift-End%(17)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    ------------



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  8. Got a chance and did confirm last weekend that DoubleHit does function normally even when at Dmg Cap. So yes, that's a great way to go for Kinetics toons.
  9. Quote:
    Originally Posted by Aura_Familia View Post
    If you just want to tear into things and have them "burn" as you shoot them, roll a fire something.
    Emphasizing this. On a STF this last weekend, my Fire/Kin just concentrated on the AVs, letting the AoE DoTs finish of all minions. (Well, I do have a wee bit of control with the Ragnarok KB proc in my Fireball.) With my softcap Def and Clarion and a fantastic Brute holding most aggro, I didn't need anything more in order to kill them faster.

    I'm not so sure about Water Blast against Fire/ toons that have access to a heal. I'll be interested to see one in play and judge for myself.
  10. Something I learned about CoX a little after I started playing in Issue 2: if a powerset doesn't match my character concept exactly, change my character concept enough that it can fit with the powerset.

    It's a lot easier to change character concept than a powerset.

    I very much like the idea of addtional skins (and even skeletons) being available for MMs through the Paragon Market. That will allow players to pay for the additional development behind the additions, and I hope that the devs adopt this model.

    However, my global namesake, Wyldhunt, was rerolled as a Beast/Dark mastermind, and the Beast concept fits the Wild Hunt concept closely enough. Yeah, in the myth, they're men/dogs, however the Huntsman is also a god (of various possible origins) rather than a supervillain. Change the myth to a Trow who brings back spirits of previously slain rivals into magically-enhanced carnivore animals, and presto! Wolves, lions, and a "dire wolf" work just fine.

    By the way, Beast/Dark is a good combo. Tankerminding doesn't work so well (which is great for variety of playstyle!), instead, I focus on boss or crowd control while directing my beasts to take out certain targets, allowing them general mayhem when it's cleanup time.
  11. I must say that when Total Radial Graft (T3 Assault Hybrid) is running, the "high" chance of DoubleHit with >50% of primary damage is pretty noticeable.

    The passive 7.5% buff isn't really noticeable, of course, but it's there. Takes this toon from a +29.5% to a +37% base.

    I'll have to capture and digest some Combat Logs to see what's happening with RoF and whether Pyronic ever procs the DoubleHit (the latter is doubtful), but I've seen DoubleHit go off my ST attacks and Fireball. I'll also have to see whether running at Dmg Cap has any effect on DoubleHit - doubtful there as well, but I want to check it.
  12. I got the unlock tonight, and chose Assault. My reasoning is that I will always be attacking, whereas I won't always be in melee, so choose the Hybrid that will be more useful more often. I got the T3 for DoubleHit now.
  13. While I'm not gunning for Hybrid, I'm getting close to unlocking it due to running iTrials with CoX friends. I'm wondering which Hybrid to go with. This is for a Fire/Kin Corr with Clarion Partial Core Invocation.

    I've narrowed the choices down to:

    1) Assault Radial Embodiment. With Fulcrum Shift I'm often running at/near damage cap, and DoubleHit would allow even more - assuming it can bypass the damage cap.

    2) Melee Core Embodiment. I have plenty of Def due to IO slotting, and plenty of status protection due to Clarion. However, I only have 12.7% S/L Res and practically no other res. Due to /Kin, I'm often in Melee, so the +Res (if I'm reading correctly: 16% + 3%/enemy-up-to-9 = 43%) might help against the Def crashes and lucky shots that do get through.

    So, what do you think? Kill them faster, or bump survivability?
  14. As a Beast/Dark, I found NW just challenging enough. I usually sent my pack against the worst minion while I petrified the lieu, then let them clean up. I definitely don't BG mode while in AoEs at this level.
  15. A second for Claws/DA - I have one decked out, and he's good for both ST and AoE in iTrials, TFs, etc. Just get that ToE:%+End in Dark Regen and choose an Alpha that has EndRed (I went Vigor tree). I haven't done TW/ yet, so I can't compare them.
  16. Alright - just ran the "Ritual Knives" mission from Ephram Sha at 54x8 with bosses in DA. No real issues at all. I have a Fire/Kin Corr with most Incarnates at T3, softcap Def S/L/E/Rg. I use Clarion Partial Core Invocation on autofire for continuous mez protection.

    The mission is fairly lightweight (there is one small ambush at the end). I did use inspirations - sorry, I don't refuse all caffeine in real-life either (yeah, smart-alek comment, but I couldn't resist ). However, I only used "the last spot" inspiration, which is my normal habit.

    Since this toon has +3 level shift, the enemies only conned yellow through red. In this mission, there were no spawns on top of others. I played like normal, plowing into melee and firing my stuff. That playstyle did cause one death - I used "Return to Battle" and finished off that spawn - no hospital needed. Never did I suffer mez nor cascading def failure.

    If I had taken a little longer and been a more careful, I could have gone through the mission with no deaths and using no inspirations, I'm sure. I'm not the most tactical/strategic player - many on Guardian can confirm that. Even so, I feel I could run all the KoV missions on 54x8 with care, using inspirations when warranted, and have minimal deaths.

    My suggestions for you, some of which will possibly be stating the obvious:
    1. Get all your level shifts - back down on mission difficulties until that's done.
    2. Get softcap def.
    3. Get continuous mez protection.
  17. Quote:
    Originally Posted by NewName View Post
    I'm fine using my incarnate powers but some are still T1 so they are of limited help.
    I didn't see in the posts above, but do you have all your level shifts? If not, I would suggest lowering the level to one above your current level shift (e.g., if you're level-shifted at +1, then set the mission diff to +2). That should give you an idea of how it'll be once you do get to +3 level shift, and are running DA at 54x8. I'll log on in just a few minutes and see how well my Fire/Kin topgun can run the KoV arcs at 54x8. I know I can run most regular missions at 52x4 (so +1/x4) pretty easily. Stay tuned...
  18. For my Fire/Kin, I will get Blazing Bolt and attempt to use it rather than Fire Blast (I don't have Flares). Only after using it and actually seeing how it works for me will I decide whether to keep it or revert to my current build.
  19. Snipe? Hmmm... Summon Disruptor and Afterburner are my after-thought powers, and don't really add much to the build. In order to give Blazing Bolt full slotting, I could dump Summon Disruptor. If so, then I could swap slotting like this:
    1. Rain of Fire - six Posis, or frankenslot
    2. Blaze - six Superior MotC
    3. Blazing Bolt - six Thunderstrike
    Hey, that looks pretty good, so I'll likely try it! Now, Summon Disruptor is a good alpha soak if I feel I need one, so I'll have to see how well Blazing Bolt replaces that.

    I'd tried Siphon Power in previous /Kin attempts, and it didn't ever do much. After reading over Silas's support guide, /Kin section, I figured I'd leave out Siphon Power this time - and I never, ever even once missed it. Levelling up was only painful at times due to lack of mez protection (mitigated by making BFs), never due to lack of damage. These days, if I'm not at/near damage cap, I'll hit Aim before attacking to boost damage some. Once I've landed Fulcrum Shift a couple of times, I'm normally in Fire-lock and playing just like a Brute - except it's FOOM!!! (and feeding the damage cap) rather than SMASH!!! (and feeding the fury).
  20. Akia, if you don't mind, I'd like to join this thread as well - maybe comparing our builds will help both of us. My goals are:

    1. Take all the BM attacks to see how they perform.
    2. Have regular Def softcaps on AoE for myself and my pets, and S/L for myself.
    3. Have enough +Rech to perma Dark Servant.
    4. Get Clarion Core Epiphany for "perma" mez protection.

    I'm able to achieve all of these things by the build below.

    Comparing our builds:
    1. Take my comments as theorycraft, since my highest MM is a level 43 Bots/Dark.
    2. Superior Command of the MM set seems wasted except the AoE Def Aura, so I didn't get the whole set.
    3. I like to get Blood Mandates in all MM pets except one, which is where I dump the pet uniques - I chose Summon Lions for the latter.
    4. I got multiples of Siphon Insight for the Def set bonuses. If it wasn't for that, I would have used Hamis or frankenslotting in Dark Servant. Even so, ToHitDebuff is very useful in Dark Servant and Fearsome Stare, so I'm fine with this choice.

    For incarnate slotting:
    1. Alpha: Vigor Radial Paragon appears to be the best T4 goal - EndRed and Heal is definitely core, and Fear isn't bad.
    2. Judgement: I'm choosing Void Core Final to try something not Ion/Pyronic, and it goes with my toon's theme.
    3. Interface: I'm choosing Degenerative Raidal Flawless for theme, and I've read that the HP debuff is useful in addition to enemies rarely having resistance to Toxic damage.
    4. Lore: Polar Lights Core Superior: great AoE damage; flying Lore minions. Yes, please.
    5. Destiny: Clarion Core Epiphany: crucial to mez protection. This is my one firm recommendation for your incarnate choices. I've experienced its extreme usefulness on my Fire/Kin Corr.
    6. Hybrid: eh, Support Core Embodiment. If you choose the time to get any Hybrid, and the bugs are worked out. maybe this'll will eventually be best.

    My Beast/Dark MM is 34 right now, and is mowing through the content - it has even since first level, with no feeling of uselessness between levels 18 and 24. I'll use BG mode for tougher spawns or when I need to keep my pets from killing certain objectives too quickly(!), however I often let them run Aggressive, with me Petrifying a potential problem enemy (SpecOps, Flamethrower) while directing them to attack another. Since I'm learning the set, I'm running regular and tip missions at +0/x1 still. I'm absolutely certain I could bump up the diff, but I actually like to take my time with content and learning sets. By the way, I'm only using regular IOs so far - no set bonuses yet. I'll hit the sets around level 47.

    EDIT: in the current version of MIDS, there is a bug - don't mouse over Fearsome Stare when Vigor Radial Paragon (or any Fear-enhancing Alpha) is active. You'll get a program error (which you can ignore). If you do end up getting the error, just inactivate Vigor Radial Paragon to be able to inspect Fearsome Stare again.

    Villain Plan by Mids' Villain Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Wyldhunt: Level 50 Magic Mastermind
    Primary Power Set: Beast Mastery
    Secondary Power Set: Dark Miasma
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Summon Wolves -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
    Level 1: Twilight Grasp -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Rchg(9), Nictus-Acc/EndRdx/Heal/HP/Regen(11)
    Level 2: Tar Patch -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(7), RechRdx-I(43)
    Level 4: Fly -- Zephyr-ResKB(A)
    Level 6: Train Beasts -- EndRdx-I(A)
    Level 8: Darkest Night -- DampS-ToHitDeb/EndRdx(A)
    Level 10: Howling Twilight -- RechRdx-I(A), RechRdx-I(19), Rope-EndRdx/Stun(36)
    Level 12: Summon Lions -- SvgnRt-PetResDam(A), EdctM'r-PetDef(13), SCotMastermind-Rchg/PetAoEDef(13), SvgnRt-Acc/EndRdx(15), DefBuff-I(15), DefBuff-I(17)
    Level 14: Assault -- EndRdx-I(A)
    Level 16: Shadow Fall -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(34), LkGmblr-Rchg+(36), S'fstPrt-ResDam/Def+(36), GA-3defTpProc(37)
    Level 18: Fortify Pack -- LkGmblr-Rchg+(A)
    Level 20: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(21), SipInsght-Acc/Rchg(21), SipInsght-ToHitDeb/EndRdx/Rchg(23), SipInsght-Acc/EndRdx/Rchg(23), SipInsght-%ToHit(33)
    Level 22: Tactics -- GSFC-ToHit(A), GSFC-Rchg/EndRdx(25), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(37), GSFC-ToHit/EndRdx(46), GSFC-Build%(50)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Summon Dire Wolf -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(29), BldM'dt-Dmg(31)
    Level 28: Petrifying Gaze -- Lock-Acc/Hold(A), Lock-Acc/Rchg(31), Lock-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(33), Lock-%Hold(34)
    Level 30: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(40)
    Level 32: Tame Beasts -- EndRdx-I(A)
    Level 35: Hover -- LkGmblr-Rchg+(A)
    Level 38: Dark Servant -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(39), SipInsght-Acc/Rchg(39), SipInsght-ToHitDeb/EndRdx/Rchg(39), SipInsght-Acc/EndRdx/Rchg(40), SipInsght-%ToHit(40)
    Level 41: Call Ravens -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(42), ShldBrk-Acc/Rchg(42), ShldBrk-DefDeb/EndRdx/Rchg(42), Posi-Dmg/EndRdx(43), Achilles-ResDeb%(43)
    Level 44: Call Hawk -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(45), SipInsght-Acc/Rchg(45), SipInsght-ToHitDeb/EndRdx/Rchg(45), SipInsght-Acc/EndRdx/Rchg(46), SipInsght-%ToHit(46)
    Level 47: Call Swarm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
    Level 49: Scorpion Shield -- LkGmblr-Def/EndRdx(A)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 1: Supremacy
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc(17), P'Shift-End%(19)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Void Core Final Judgement
    Level 50: Degenerative Radial Flawless Interface
    Level 50: Polar Lights Core Superior Ally
    Level 50: Clarion Core Epiphany
    Level 50: Support Core Embodiment
    Level 50: Vigor Radial Paragon
    ------------



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  21. Interesting build. After making sure I had the settings like Fulcrum Shift, Siphon Speed, and Interface comparable between your latest and my build, I find three significant differences:

    1. Your build has more ST (Blaze) and less AoE (Fireball, Rain of Fire) damage than mine.

    2. Your build relies on and prepares more for melee than mine (Soul Drain, OG, Flurry?).

    3. Your build assumes more incoming damage from S/L (50% S/L ResDam) than mine (Energy and Range Def softcap).

    With aggressive use of Fulcrum Shift, I haven't experienced a desire to increase my ResDam. Transfusion gets my health back quickly enough if an attack does get by my S/L/E/Rg Def softcaps. I also haven't seen a need to go for iTrial Def softcaps - 45% is good enough.

    Since I tend to attack by close-range Fulcrum Shift -> Fireball (with KD proc) -> Rain of Fire (or Pyronic Partial Core) -> Blaze -> Fireball, I don't feel a need to control melee-range crowds any more.

    I would like to hear how you like your build after you play it through some iTrials, STs, and endgame missions though. Our build differences may both be fine for our individual playstyles.
  22. Except for an initial build possibility posted on 3/24/12, I'm not finding any Beast/Dark MM builds. Below is the one I'm working towards (level 30 now).

    It is a "concept build" in that I chose Beast, and want to take all the personal attacks. I can get all the expensive IOs and such in this build, as I've done so for other toons already. If I'm reading City of Data correctly, my pets will be just under Def softcap except when Lion's Roar kicks in.

    My questions:
    1. In general, do you see better ways to slot while maintaining the Def softcap against S/L (or Mel/Rg) and AoE?
    2. Are the two +Def IOs in Summon Lions wasted? If so, what would be a better use for those two slots?
    3. With all the offensive activity in Dark, would I really need to swap out one personal Beast attack for Provoke to maintain enough attention on me vs my pets? I'm really hoping the extra effects in the personal Beast attacks will help my minions.

    Warning: there's currently a bug in Mid's that if a fear-affecting Alpha (e.g. Vigor Radial Paragon) is active, an error will be generated when hovering a mouse pointer over a power with Fear (e.g., Fearsome Stare). It's been reported to the Mid's developers already, so I'm just letting you know not to hover your mouse over Fearsome Stare if you activate Vigor Radial Paragon in this build.


    Villain Plan by Mids' Villain Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Wyldhunt: Level 50 Magic Mastermind
    Primary Power Set: Beast Mastery
    Secondary Power Set: Dark Miasma
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Summon Wolves -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
    Level 1: Twilight Grasp -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Rchg(9), Nictus-Acc/EndRdx/Heal/HP/Regen(11)
    Level 2: Tar Patch -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(7), RechRdx-I(43)
    Level 4: Fly -- Winter-ResSlow(A)
    Level 6: Train Beasts -- EndRdx-I(A)
    Level 8: Darkest Night -- DampS-ToHitDeb/EndRdx(A)
    Level 10: Howling Twilight -- RechRdx-I(A), RechRdx-I(19), Rope-EndRdx/Stun(36)
    Level 12: Summon Lions -- SvgnRt-PetResDam(A), EdctM'r-PetDef(13), SCotMastermind-Rchg/PetAoEDef(13), SvgnRt-Acc/EndRdx(15), DefBuff-I(15), DefBuff-I(17)
    Level 14: Assault -- EndRdx-I(A)
    Level 16: Shadow Fall -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(34), LkGmblr-Rchg+(36), S'fstPrt-ResDam/Def+(36), GA-3defTpProc(37)
    Level 18: Fortify Pack -- LkGmblr-Rchg+(A)
    Level 20: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(21), SipInsght-Acc/Rchg(21), SipInsght-ToHitDeb/EndRdx/Rchg(23), SipInsght-Acc/EndRdx/Rchg(23), SipInsght-%ToHit(33)
    Level 22: Tactics -- GSFC-ToHit(A), GSFC-Rchg/EndRdx(25), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(37), GSFC-ToHit/EndRdx(46), GSFC-Build%(50)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Summon Dire Wolf -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(29), BldM'dt-Dmg(31)
    Level 28: Petrifying Gaze -- Lock-Acc/Hold(A), Lock-Acc/Rchg(31), Lock-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(33), Lock-%Hold(34)
    Level 30: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(40)
    Level 32: Tame Beasts -- EndRdx-I(A)
    Level 35: Hover -- LkGmblr-Rchg+(A)
    Level 38: Dark Servant -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(39), SipInsght-Acc/Rchg(39), SipInsght-ToHitDeb/EndRdx/Rchg(39), SipInsght-Acc/EndRdx/Rchg(40), SipInsght-%ToHit(40)
    Level 41: Call Ravens -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(42), ShldBrk-Acc/Rchg(42), ShldBrk-DefDeb/EndRdx/Rchg(42), Posi-Dmg/EndRdx(43), Achilles-ResDeb%(43)
    Level 44: Call Hawk -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(45), SipInsght-Acc/Rchg(45), SipInsght-ToHitDeb/EndRdx/Rchg(45), SipInsght-Acc/EndRdx/Rchg(46), SipInsght-%ToHit(46)
    Level 47: Call Swarm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
    Level 49: Scorpion Shield -- LkGmblr-Def/EndRdx(A)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 1: Supremacy
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc(17), P'Shift-End%(19)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Void Core Final Judgement
    Level 50: Degenerative Radial Flawless Interface
    Level 50: Polar Lights Core Superior Ally
    Level 50: Clarion Core Epiphany
    Level 50: Support Core Embodiment
    Level 50: Vigor Radial Paragon
    ------------



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  23. To me, SM is more "useful" on a Tanker than on a Brute, though no less fun. My favorite Tanker of all time is my ElA/SM, due to his staying power (including all TFs and iTrials), usefulness, and flat out fun factor. I don't use Tremor for it's AoE damage, but as an occassional AoE KB/Taunt (when I don't have something better to do).
  24. Here's the Fire/Kin I actually do run, and have loads of fun with Incarnate stuff on him. If you want to see how he performs, hit me up when you're on Guardian - @Wyldhunt global.

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Pixelbeater: Level 50 Science Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Kinetics
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(33)
    Level 1: Transfusion -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(9), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(29), Numna-Heal(29), Numna-Regen/Rcvry+(37)
    Level 2: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(3), Ragnrk-Acc/Rchg(5), Ragnrk-Dmg/EndRdx(21), Ragnrk-Knock%(27), Posi-Dam%(37)
    Level 4: Fly -- Zephyr-ResKB(A), Zephyr-Travel(39)
    Level 6: Rain of Fire -- SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Dmg/Rchg(7), SMotCorruptor-Acc/Dmg/Rchg(7), SMotCorruptor-Dmg/EndRdx/Rchg(21), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(23), SMotCorruptor-Rchg/Dmg%(23)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 10: Siphon Speed -- TmpRdns-Acc/EndRdx(A), P'ngTtl-Acc/EndRdx(11), RechRdx-I(11)
    Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-EndRdx/Rchg(13), AdjTgt-Rchg(13)
    Level 14: Hover -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def/Rchg(43), LkGmblr-Rchg+(43)
    Level 16: Increase Density -- GA-3defTpProc(A)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
    Level 20: Speed Boost -- Winter-ResSlow(A)
    Level 22: Assault -- EndRdx-I(A)
    Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(46), GSFC-Build%(50)
    Level 26: Boxing -- Acc-I(A)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def/Rchg(34), LkGmblr-Rchg+(34)
    Level 32: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def/Rchg(40), LkGmblr-Rchg+(40)
    Level 35: Transference -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(36)
    Level 38: Fulcrum Shift -- EndRdx-I(A), Acc-I(39), RechRdx-I(39)
    Level 41: Scorpion Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(42), LkGmblr-Rchg+(42), RedFtn-Def/EndRdx(43)
    Level 44: Web Cocoon -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(46)
    Level 47: Summon Disruptor -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Dmg/EndRdx(50), ExRmnt-+Res(Pets)(50)
    Level 49: Afterburner -- LkGmblr-Rchg+(A)
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(15), P'Shift-End%(17)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 50: Pyronic Partial Core Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Clarion Core Epiphany
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Radial Paragon
    ------------



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    |-------------------------------------------------------------------|
  25. My response was specifically to this part of the OP:
    Quote:
    Originally Posted by Crysys View Post
    girly pussycat lionesses
    . Sorry, I haven't seen any vids of male lions taking down elephants yet, so I'll stand by my statement that they're more like pussycats than the females.

    Yay to supheroes and fantasy. Yay to customization. Nay to putting down females especially when unwarranted. That simple.