ZataWave

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  1. Looking for some feedback from those in the Fire/Ice know. This is my 1st attempt with either set and any info to making the combo better is appriciated.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Blazing-Frost: Level 50 Science Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Ice Melee
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Teleportation
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/Rchg:40(3), S'fstPrt-ResDam/Def+:30(5), S'fstPrt-ResKB:30(46)
    Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx:35(45), KntkC'bat-Knock%:35(45), F'dSmite-Acc/Dmg/Rchg:40(48), Mocking-Acc/Rchg:50(48)
    Level 2: Ice Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx:35(46), KntkC'bat-Knock%:35(48), F'dSmite-Acc/Dmg/Rchg:40(50), Mocking-Acc/Rchg:50(50)
    Level 4: Healing Flames -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Rchg:50(5), Dct'dW-Heal:50(7), Dct'dW-Heal/EndRdx/Rchg:50(43), Dct'dW-EndRdx/Rchg:50(50)
    Level 6: Frost -- Posi-Acc/Dmg:50(A), Posi-Acc/Dmg/EndRdx:50(7), Posi-Dmg/Rchg:50(9), Posi-Dmg/Rng:50(11), Posi-Dmg/EndRdx:50(34)
    Level 8: Consume -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod/Acc:50(9), P'Shift-Acc/Rchg:50(11), C'ngBlow-Acc/Rchg:50(34), Sciroc-Acc/Rchg:50(43)
    Level 10: Boxing -- Empty(A)
    Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(13), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(15)
    Level 14: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(15), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(37)
    Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17)
    Level 18: Blazing Aura -- Sciroc-Dmg/EndRdx:50(A), C'ngBlow-Dmg/EndRdx:50(19), M'Strk-Acc/Dmg/EndRdx:50(19), Sciroc-Acc/Dmg/EndRdx:50(33), M'Strk-Acc/EndRdx:50(37), C'ngBlow-Acc/Dmg:50(42)
    Level 20: Ice Patch -- RechRdx-I:50(A)
    Level 22: Burn -- Sciroc-Acc/Rchg:50(A), Sciroc-Dmg/Rchg:50(23), C'ngBlow-Dmg/Rchg:50(25), C'ngBlow-Acc/Rchg:50(34), Sciroc-Acc/Dmg:50(37), C'ngBlow-Acc/Dmg:50(46)
    Level 24: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(27), GSFC-ToHit/Rchg/EndRdx:50(33), GSFC-Rchg/EndRdx:50(40), GSFC-ToHit/EndRdx:50(42), GSFC-Build%:50(42)
    Level 26: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(33)
    Level 28: Freezing Touch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/Rchg:35(29), S'ngH'mkr-Dmg/EndRdx/Rchg:35(29), S'ngH'mkr-Dmg/EndRdx:35(31), F'dSmite-Acc/Dmg/Rchg:40(31), Mocking-Acc/Rchg:50(31)
    Level 30: Combat Jumping -- Krma-ResKB:30(A)
    Level 32: Rise of the Phoenix -- HO:Perox(A)
    Level 35: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(36), GftotA-Def/Rchg:40(36), GftotA-Def/EndRdx/Rchg:40(36)
    Level 38: Frozen Aura -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/Rchg:50(39), Sciroc-Acc/Rchg:50(39), C'ngBlow-Acc/Rchg:50(39), C'ngBlow-Acc/Dmg:50(40), C'ngBlow-Dmg/Rchg:50(40)
    Level 41: Super Jump -- Zephyr-ResKB:50(A)
    Level 44: Recall Friend -- Zephyr-ResKB:50(A)
    Level 47: Taunt -- Zinger-Dam%:50(A)
    Level 49: Conserve Power -- RechRdx-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A), Empty(21), Empty(21), Empty(23)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run



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  2. ZataWave

    Nin/Nin Stalker

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Shadow Stalker: Level 50 Magic Stalker
    Primary Power Set: Ninja Blade
    Secondary Power Set: Ninjitsu
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(9), C'ngImp-Dmg/EndRdx/Rchg:50(13), C'ngImp-Acc/Dmg:50(25), C'ngImp-Dmg/Rchg:50(40), Achilles-ResDeb%:20(46)
    Level 1: Hide -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(3), GftotA-Def/Rchg:40(11), GftotA-Def/EndRdx/Rchg:40(15)
    Level 2: Ninja Reflexes -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(3), GftotA-Def/Rchg:40(5), GftotA-Def/EndRdx/Rchg:40(15)
    Level 4: Danger Sense -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(5), GftotA-Def/Rchg:40(7), GftotA-Def/EndRdx/Rchg:40(19)
    Level 6: Assassin's Blade -- C'ngImp-Acc/Dmg/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(7), C'ngImp-Dmg/EndRdx/Rchg:50(9), C'ngImp-Acc/Dmg:50(11), C'ngImp-Dmg/Rchg:50(40), F'dSmite-Acc/Dmg/Rchg:40(46)
    Level 8: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(23), GSFC-ToHit/Rchg/EndRdx:50(23), GSFC-Rchg/EndRdx:50(25), GSFC-ToHit/EndRdx:50(40), GSFC-Build%:50(43)
    Level 10: Caltrops -- ImpSwft-Dam%:30(A), Posi-Dam%:50(42), Posi-Acc/Dmg:50(42)
    Level 12: Placate -- RechRdx-I:50(A), RechRdx-I:50(13)
    Level 14: Super Jump -- Zephyr-ResKB:50(A), Empty(17), Empty(17), Empty(48), Empty(50)
    Level 16: Kuji-In Rin -- RechRdx-I:50(A)
    Level 18: Divine Avalanche -- C'ngImp-Acc/Dmg/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(19), C'ngImp-Dmg/EndRdx/Rchg:50(37), C'ngImp-Acc/Dmg:50(37), C'ngImp-Dmg/Rchg:50(37), LkGmblr-Rchg+:50(46)
    Level 20: Kuji-In Sha -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Heal:50(21), Dct'dW-Rchg:50(21), Dct'dW-Heal/EndRdx:50(36), Dct'dW-Heal/EndRdx/Rchg:50(42)
    Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(43)
    Level 24: Boxing -- Empty(A)
    Level 26: Soaring Dragon -- C'ngImp-Acc/Dmg/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(27), C'ngImp-Dmg/EndRdx/Rchg:50(27), C'ngImp-Acc/Dmg:50(31), C'ngImp-Dmg/Rchg:50(36)
    Level 28: Tough -- S'fstPrt-ResDam/Def+:30(A), TtmC'tng-ResDam/EndRdx:50(29), TtmC'tng-ResDam:50(29), TtmC'tng-ResDam/EndRdx/Rchg:50(36)
    Level 30: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(31), GftotA-Def/Rchg:40(31), GftotA-Def/EndRdx/Rchg:40(34)
    Level 32: Golden Dragonfly -- M'Strk-Acc/Dmg/EndRdx:50(A), M'Strk-Dmg/EndRdx/Rchg:50(33), M'Strk-Acc/Dmg:50(33), M'Strk-Dmg/Rchg:50(33), M'Strk-Acc/EndRdx:50(34), M'Strk-Dmg/EndRdx:50(34)
    Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(48)
    Level 38: Blinding Powder -- CoPers-Acc/Rchg:50(A), CoPers-Acc/Conf/Rchg:50(39), CoPers-Conf/Rchg:50(39), CoPers-Conf:50(43), CoPers-Conf%:50(50), CoPers-Conf/EndRdx:50(50)
    Level 41: Dark Blast -- Thundr-Acc/Dmg/Rchg:50(A)
    Level 44: Shadow Meld -- LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(45), GftotA-Def/Rchg:40(45), RedFtn-Def/Rchg:50(45)
    Level 47: Stealth -- RedFtn-EndRdx:50(A), RedFtn-Def:50(48)
    Level 49: [Empty] -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
    Level 4: Ninja Run



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  3. ZataWave

    Nin/Nin Stalker

    Also, can anyone tell me how to post my build? I've never done it and if my build is posted, it would give you a point of referance.

    Thanks.
  4. ZataWave

    Nin/Nin Stalker

    I just started playing a Nin/Nin Stalker (currently lvl 12) and I was messing around with some builds and Epic PP's. Any advice on what is the best to take and why. Right now I have Dark Blast and Shadow Meld for uber def every 18 seconds.

    Please let me know your thoughts as this is my 1st Stalker.

    BTW, this will be strictly PVE.

    Thanks,

    Zata
  5. The -Res Proc is awesome, I have it on my Kat/WP Scrapper and it really does make a differance.

    I hardy play my Ra/Rad anymore, but if I ever dust him off, he'd definatly get overhauled and IO'd out.
  6. My Rad/Rad has his Radiation Infection 6 slotted with the Def/To Hit Debuf/End Red Hami's. I havent ever thought of switching them out for one of the IO sets, but after your Proc build I might need to reconcider.
  7. That would be quite the build. Very creative thinking for that build. Would that be a 2nd build to mess around with?

    Nice one, thanks again.
  8. Frog-

    That's a very interesting take on this concept. I do have a dual build Crab/Bane right now sitting at 34. It wouldn't be to difficult to create a story for him that explains away both builds.

    Thanks for the interesting perspective. That's whats so great about everyones opinions, makes others think in a different way.

    Thanks again for the post,

    Zata
  9. Seldom my name sake "Zata Wave" is a Rad/Rad/Elec Def. He was my main for so long. That combo is so awesome, so I'm glad your pick was Rad/Rad. I do agree that Scourge would be amazing. Perhaps I'll go that route and make him my alter earth countepart and start him in Partoria.

    Gravity is awesome too. I have a Gravity/Kin Troller and she's really fun. If I go Gravity/Kin Meele that might look like a good synergitc combo if they give Dom's access to KM.

    Thanks for the reply, you have some great ideas there.
  10. Schismatrix, that's awesome... Is Dr. Dino a comic book or show?

    Thanks for your input. I have not played Dark/Ice but I have used both sets with other combos. I can definatly see the benifits to your choice.

    Thanks again.
  11. Thanks for the reply Catastrophe. That's the input I'm looking for. I have a lvl 50 Plant/Storm/Artic Troller right now and he's wicked fun.

    I have 3 MM's but for some reason can't get into playing them. Maybe its the set up, who knows, but your right, they make a very good AT to fall into that catagory. I just wish I liked to play them.

    Keep those combos coming. I'm interested in your combo ideas.
  12. Valid point, but what is your idea of the best combo?
  13. I'm torn because I like all 4 of those AT's. My reason for the post is to get "your" thought on what the best combo for the concept would be. I could see my favorite being a Elec/Dark Troller if we ever get Dark on that AT. But since we now have the cross pool ability I thought I'd put this out there and get everyones input.
  14. Thinking of rolling out a new concept character and I'm curious on what everyones thoughts are on what combo for a corr/dom/troller/def would be the uiltimate diabolical doctor/scientist?

    It doesnt matter on archtype since GR can let you swich alingments.

    Post your thoughts? I'm interested to hear your combos and reasons for your pick.
  15. ZataWave

    Hit Point Cap

    The AT Combo I'm creating is SD/NRG Melee. I have him in mids at 2966.6 with accolades.

    This concept is for Going Rogue. He is going to be my Pratorian self for my Primal Earth SD/SS Tank. Instead of getting imbuded with Super Strength, he was infused with Energy instead.

    I dont think that 2966.6 is that bad. My SD/SS tank is around 2700 and plays just fine, no worries of going down in a battle. I was trying to see if I could hit cap.
  16. ZataWave

    Hit Point Cap

    Res is very easy to cap on a INV, S/L isn't that hard either esp with Invinc giving you a boost. The best I've come up with so far is just under 2900 HP's for my new tank that I'm going to roll out when GR is released.
  17. ZataWave

    Hit Point Cap

    Thanks for finding that Je. Been looking everywere.
  18. ZataWave

    Hit Point Cap

    Anyone out there know the hit point cap for a tank? If I remember correctly it 3000, but I need some validation.

    Thanks.
  19. ZataWave

    Claws for Tanks

    Quote:
    Originally Posted by field_medik View Post
    That has to be one of the silliest things I've heard.

    This is a game where customization is huge. Who is to say what set feels tankish or not? Sure, the devs can say that the set doesn't feel tankish to them (Which I am not claiming they have), but that would be their opinion. To me a tank is something that can hold aggro and keep the mobs on them.

    If a tiny catgurl Claws/SR tank is weaving around quickly dodging attacks, scratching everyone and throwing out profanities to keep the enemies attention I would say she is very tankerish. Because she just isn't going down.

    I think that kind of creativity and customization is what the devs were going for. Not this whole "You are that and he is that and that is that" mentaility.
    I feel the same way you do, the game gives the freedom of creativity, but not all the sets. Depending on "our" character concept, it really shouldn't matter to much what set combinations we want to use.
  20. ZataWave

    Claws for Tanks

    I couln't agree with you more Clouded. Why shouldn't Claws be an option for Tanks. Brutes aren't over powered with them. Sure there Res isn't capped like a Tanks would, but both AT's can soft cap their S/L Def.

    Hopefully the Dev's will pick up on our requets and give us that set.
  21. ZataWave

    Claws for Tanks

    I agree, BS is awesome, I have a BS/SD scrapper and he's really fun to play.

    I wish I picked a better secondary for my Kat. He's 50 and IO'd out, but just very lack luster compared to his BS/SD counterpart. I think it I went Regen, I would enjoy him much more.
  22. ZataWave

    Claws for Tanks

    Whoops, I totally zoned out on that. Thanks G.
  23. ZataWave

    Claws for Tanks

    That is true ND. You could start of with Shock Wave then SC your way into the mob.
  24. ZataWave

    Claws for Tanks

    There really isn't much more for us to play. I have tanks with SS, DB, NrgM, FM, WM, BA,EleM and StoneM. I deleted my WP/Dark tank, never played him. I love the AT and would like some more choices.

    I really don't think Claws should be out of reach for us. I can understad that it's not a "typical" tank set, but I have a great idea for a Inv/Claws. I have him rolling as a Brute which I plan to bring over Blueside, but I'd like the option to play him as a Tank AT.
  25. ZataWave

    Claws for Tanks

    I agree that the play style is somewhat different, but the Brute is still the AT going into the fray and absorbing the alpha. After that it's a free for all.

    I think they should just tweak the Claws set all together and get rid of the KB component and replace it with KD like they did with BA.

    It seems counter productive for a melee AT to have a KB component in any of thier attacks. Focus is the ranged attack in Claws and even though it's has a KB effect, my scrapper has seen it do more KD. I would guess mostly because the mobs are +2 +3.

    I just think it would be fun to be able to play that kind of set on a tank. It's really not too much different then say BA or WM. I could see why the Dev's wouldn't want to give Spines to a tank, but Claws, come on, it's not that overly powerful of set to keep them from us.