_Elektro_

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  1. Thank you. Very good information.

    I'm not sure I understand what makes the Kismet different? I understand that it won't work. I'm just not sure why it's different? Because it does a 'to hit'?
  2. Quote:
    Originally Posted by StratoNexus View Post
    Read the first paragraph in a serious fashion and consider it (it is funny too, but also see it from a different angle).

    I bet your blaster is better at being team dependent than your scrapper. [snip]

    For everyone who wanted to play a blaster, but wanted it to be more like a scrapper, they made VEATs. IMO, it was a conscious and brilliant choice (although it has taken a long time for me to feel that way). Having both ATs is likely a good idea (and I think they are both very popular ATs). The only drawback for me is I can't play a Fire, Ice, Punch, or Elec version. VEATs have solid projectiles, Nrg blasts, mace, claws, poison, crab legs, and Psi powers covered though.
    You make some very solid points, and I wouldn't argue any of them. Except perhaps the VEATS. I think you've over thought them. The VEATS to me are just in line with MOST of the villian ATs. They are hybrids. Just like corruptors, dominators, brutes and stalkers are all hybrids of the hero AT's.

    Personally I didn't want this to turn into a 'Why blasters suck' sort of negative thread. I accept the role a blaster has to take. I'm okay with it. It's just the longer, tougher road. I'm okay with it. It's the price of all that flare.
  3. Quote:
    Originally Posted by StrykerX View Post
    Solo or teamed? Scrappers can solo a given mob with a cheaper build than any Blaster but on teams with decent aggro control (or heavy buffs) many Blasters put out a ton more AoE damage than any Scrapper.

    (By the way, why use a Panacea set? Doctored Wounds is about a thousand times cheaper, also has recharge, and the Panacea proc is of limited usefulness since a Miracle and Numina's should cover any endurance issues and the Panacea heal is only equal to about 20% regen over time.)
    I agree totally. The problem is when I go out for high end loot the blaster is stuck with table scraps. The purple recipes/shards I get with my scrapper is... like winning a lottery compared to my poor blaster. Which is something I accept. The blaster is the wannabe, and the scrapper simply IS what ever he wants. He does just about anything without hesitation.

    On the Panacea, originally I wanted a build with NO regard to cost. But this isn't going to happen I can see. So originally I thought I wanted to avoid doing too many 5% bonuses.... I can see it's just not going to happen. My build is heavily built around recharge for soloing, as well as teams. I have since made the swap to Doctored Wounds.

    In my most current build, the blaster is surprisingly survivable. I'm glad I took Force Mastery. The extra Def, and 30% resists are extremely nice with the Aid self (with one interrupt reducer). BUT status is still a killer. Stuff like Arachnos, I have to turn down. Too many sleeps/holds/stuns/whatevers. The sort of stuff my scrapper walks through.

    I love the style of my blaster. I wouldn't give him up. It's just getting used to the... lower expectations.
  4. Quote:
    I don't solo any x8 missions with my Blasters, but I don't do that with any of my characters, either. I'd find those missions to be far too long, to be honest.

    So you can see I'm not exactly skimping on my Blasters, either.
    I really don't know hot to say this because I think video game bragging is for idiots but that being said, I go +4 x8 with my DM Shield scrapper. There are certain enemies I won't do that on, but I also do not go below +3 x8. Carnie are the worst, and the 'new' uber DE are just the Kryptonite to defense.

    And honestly... it doesn't take long at all... not at all. The lethargic slotting I have is all the proof I need of the difference between these two AT's.

    And on the total other end of the spectrum? My blaster is doing +1 x3 with relative ease, but +2 gets hairy..... too hairy, and I find I have to be too selective.

    For the record, I am talking solo here. My blaster build is based on damage and recharge and in a team he is literally... fantastic. I get really good feedback on him, and I have HoB up very quickly. The AoE combo is fantastic in teams.

    But to put my DM/Shield against my DP/EM blaster? That's really, really stretching it. They are in two totally different universes.
  5. Ah... considering the answer above, I better be careful.

    Now if I put my 7.5% LotG global recharge in PFF, does it work when the PFF is inactive?
  6. Quote:
    Originally Posted by DanZero View Post
    Recharge.

    I have (almost) five pruple sets which give rechage, five of the 6.2% recharge sets, and five of the 5% recharge sets. Now, an Alpha for recharge. With Hasten up almost permanently, nukes, self rez, aim etc are always back up after a fight.

    Downtime = less damage.

    Waiting for self rez = less damage.

    No Build up or Aim = much less damage.

    Plus, with Ice/Energy, I can have conserve power up most of the time. I can spam frost breath and ice storm. My three holds are always up. And mt ST damage goes through the roof.

    Damage? Even my tier 1 does more damage than 50% damage bonus on my tier 3. More attacks offer superior damage.
    It's funny you mention almost 5 sets of purples.

    Here I am thinking that if I did go recharge Alpha, I might skip the purples, because the downside of purples is you can end up giving up a lot of defense. Right now my attacks are loaded with positional defense. To give those up means I get squishier, but faster. Not lots faster, because in some cases we are talking about replacing 6.25% recharge, with 10 %.

    So what's the verdict? Are you keeping him this way? My thought was to keep the bonus to defense sets, and bonus to damage sets, and forgo the Purple sets. (as said in my previous post my recharge is really decent already.)
  7. Well I'm getting closer to slotting my Alpha and now I'm shifting to Musculature!

    Why? I'm not sure. I have a great damage bonus with my blaster already, including Assault, and set bonuses so I know ED will punish a lot of the damage. But I just did a respec and my recharge is about 145%.

    My nuke is up almost... almost every mob. I still am short a set of panacea so there's that. And I'm wondering what it would be like to do more damage.

    I'm looking further down the road where the Rare, and Rarer Musculature give a higher bonus around the ED cap. That's where I think Musculature could shine for Blasters.

    I don't know for sure, but I know I should make my mind up soon as I'm approaching the components I need to start building a common Alpha.
  8. Yes I have to remind myself to stick my blaster out sometimes.

    I made it to 50 and beyond.... because I love Pistols. It's a lot of fun for me. Otherwise the AT is difficult. I mean I understand with my controllers I am resigned to a role. But a Blaster is supposed to be the damage AT? I don't think so.

    Almost anything my blaster can do, my scrapper can do better. And for 1/3 the influence. My Blaster has broke me! I am still trying to finish a set of Panacea that are my last step before entering purple land.

    My Scrapper? I have an uber build for him, but it's more about tweaking a percent or two here or there. He still whips through missions at +3/+4 x 8. The damage he does shames my blaster. And he does it waaay cheaper.

    Vhaz is my first blaster to 50, ever. He was/is a lot of fun, but the AT could use a tweak IMHO.

    I'm trying to retire my scrapper now as the blaster takes a lot longer to do certain things with and I want to get into the post-50 world of TF's, etc.... finish my Alpha slotting. It's a tougher world as a blaster, no doubt. But I still enjoy him.
  9. Quote:
    Originally Posted by Aett_Thorn View Post
    PFF is indeed the self bubble that turns you into bubble-boy. You can't attack, but are very hard to hit, as well.

    Temp Invuln is a glowy aura around your whole body. You can easily see what it looks like before you get it on your character by making an Invuln character in the character creator, and seeing what it looks like there.
    Ah ok. Well that one isn't bad at all... Not too distracting.... Thanks for the answer. I may have a winner then. And the great thing about PFF is it's finally a 3rd place for a LotG 7.5% recharge.

    Looks like I have my respec figured out. For a while there it was looking like charged armour might win. The additional energy res looked good, but no spot for a LotG in that pool.
  10. I play Dual Pistols which requires a lot of close combat blasting.

    I still find I prefer positional defense over typed defense. I get up to 25% (approx) in Melee/Ranged/AoE, then I stop worrying about it. Pop a purple before a brawl and it works very well.

    Later game S/L doesn't cover some big damage type (as I understand it), but very, very few attacks are not classified as Melee, Ranged, or AoE.

    In my case if I start with HoB, I'm nearly capped in positional def. It's my preference, but in your case, your build would also be a big factor. (if you take Ancillary shields for instance... S/L is probably the way to go.)
  11. Hey,

    I'm thinking of spending a vet respec on my DP/EM blaster and this time I'm thinking of actually dipping into the Ancillary Power Pools, mostly for some S/L resists as I don't want to go into the Fighting Pool.

    So far I am most interested in the Force Mastery Pool to get the Personal Force Field---> Temp Invulnerability.

    So I've played bubble masterminds, but I'm not sure I'm thinking of the right force field...is this basically the power that turns you into a bubble boy..? Kind of an "oh S*$#^" power?

    And what are the graphics for Temp Inv? Is it like frozen armour? Do any of the Ancillary Power Pools have non-offensive body armour type powers (like Temp Inv.)?

    Thanks.
  12. That certainly is a cool exclamation point on the thread....

    I'm making the final turn in the build. I'm not too concerned about which Incarnate ability to take.... I'm more concerned with the final build going into that.....

    The life of a blaster, period, is bloody, and hard fought. My scrapper(s), all of them, can moonwalk through missions that would make my blaster pee his pistols.

    I have gone through several builds, and I really should make a guide, but I'm too lazy right now. The truth is, you need to spend a lot of influence on the AT period. It really does depend on your expectation, but it's worth noting as a Dual Pistol blaster, you're going to be in fairly close for a large portion of the battle.

    I have two non-purple IO builds I'm thinking about... I have tuned one with full leadership pool, and the heal, and I have another build that drops the medicine pool, and goes leadership/fighting.

    The survivability goes up substantially in the fighting pool build, but no heal .And I'm finding you can play one of two ways.... assume you are going to get hit, and get ready to have a healthy diet of Luck insps, and self heals... or assume the role of a light scrapper, and hope your defense holds out, and the light damage resists hold out long enough to get a few green insps.

    Personally I see the value in both builds, but I am preferring the build with no Fighting, because I can combine luck insps constantly because I require no other inspirations... my endurance use is super low and I self heal. I recharge a lot so can start 90% of the battles with HoB and get the 10% def boost, suck back a purple and I'm just about capped in the 3 positional defenses anyway. The heal can be quick, and handy with well over 400 hitpoints healed at a time and an interrupt reducer.

    The other build requires more management.... but is more durable. But you're still going to get hit, so I am leaning towards the heal one.

    But I just hit 50 so we'll see if that changes shortly.
  13. Quote:
    Originally Posted by Ironblade View Post
    Shield is fine at high level. My shield tank tanked an ITF for the Master badge. My ice tank was also great (haven't played him lately - he was my 2nd tank).

    I'm wondering if you need to assess playing a tank at all. You've played a few but never taken them past the 30's. If you're really not enjoying them, then maybe tanks aren't your cup of tea.

    As for me, I love tanks. I've taken every armor set to level 50 and just started a PB who will be human/lobster and will be my next 'tank'.
    Sorry, I don't mean to sound like I don't enjoy the AT.

    I guess what Guardien says is somewhat true though. I guess I am prioritizing like: Survivable/Fun 'original' powers/concept.

    I will probably stick out my Elec tank. I think on paper he seems... better? I'm assuming I'm going to get hit, like my scrapper does against some of the nastiest things in the game.

    WP is out if it's too hard to hold Aggro. Again, this is a team tank.

    Elec seems very well rounded.... The elec attacks... I guess I can live with. Maybe it will get funner down the road.

    The one thing I notice is the idea of 'unique' Tank choices makes it funner for me... like you'll never see a Super Strength scrapper for instance.
  14. Quote:
    Originally Posted by Kractis_Sky View Post
    New Dawn said it right. Moreover, the trust of this topic is poor (I do understand you wanting advice), and after reading the results it has just reenforced the imparative of "play what you like." But building something you dont like and trying to force yourself to play it is bad especially in a *game.* Otherwise you'll be doomed to playing something that may be "superior" by some measure but will just be heck for you to play/have fun with. Much of tanking is picking a tank that you enjoy so that if there is anything to be learned, it wont be a chore doing so. I have Stone/DM and Inv/DM and WP/stone - the stone/dm blows everything away with survivability, but he's so techincal that way he's not really that *fun.* Inv/DM and WP/stone, while not as tough, are way tough enough.

    Just tank.
    That's a fair statement. I agree, you gotta love what you're playing to do 50 levels the old school way. That's why I said I won't play Stone Armour.

    BUT on the other end of the spectrum, as I am finding with my Shield Defense, you need to find an inbetween area, where you have a -good- solid tank, and a set you can live with.
  15. Thanks for that.

    I too am starting to think Defense is getting the short end of the stick. In end game as well as future (which of course we are purely speculating on) game.

    As far as Willpower, it is tempting. The problem with aggro might be too negative though. Although with each of my last 'test' tanks I have taken the Taunt each time, and spam it. Some blasters will just cause that much aggro that I am used to spamming taunt.

    I was just on a mid level team where we had 4 tanks on an 8 man team. Amazingly enough we all had different primaries, but I was the only one who took Taunt. I was able to 'peel' off stragglers that went after squishy types. So I think regardless of primary, I'm keeping taunt, and the larger the team, the more I'll gladly spam it. It also makes for tight formations that I found blasters love for the AoE's.

    I am currently building an SO only build (for experiment's sake) to try to save the idea of my Shield/SS tank. As you mentioned, no real problem getting the positional Defense cap, but resistance? The problem is (previously mentioned as well) is the I/O bonuses... well they stack defense easily, but resists are hard to come by.

    Typically I start a Mid's build with SO's only, then go back and see what holes have to be filled. I know this is going to cause a bit of a ruckus, but again, I am having trouble justifying a Shield Tank over a Shield Scrapper. The Shield scrapper is subjected to the same defense caps. And the damage advantage is HUUUUGE.

    I really like the concept of my Shield/SS tanker but I'm not liking the numbers so far. I know that will bug me later on..... call it a personality defect.

    I am going to try another Elec/Elec Mid's SO build, and perhaps... Willpower/Stone or Something?
  16. Grey Pilgrim,

    It seems to me that a lot of resist based tanks can build strong defense as well though. And tough doesn't really fill that void (it certainly helps though).

    I just notice that when my lvl 50 shield/DM scrapper gets into to trouble, it is nasty. I have extra hitpoints, and probably a more expensive build than I'd want with my tank. Still *if* something gets past the shield's defense it seems extremely damaging.

    I guess that's where I'm getting my urge to move away from a defense primary set, and get to a set that can still hit some soft caps, and end up with hard capped resists. I don't know if I'm seeing this incorrectly but the way I see it:

    Shield counts on not getting hit. When it does though, it probably hurts more than a tank would like.

    Resist based sets, can still be hard to hit, but when they do, a very sizable portion of that is mitigated.

    Am I wrong?
  17. I was afraid someone would say that... .ugh.

    See this.. is when the game becomes a grind. You find something out too late. You hit the reset button a few times... grind, grind grind.

    I may stick him out. Elec armour has great potential (I think) even without Uber Slotation.

    The Shield/SS guy is a fun concept character I have from the 50's style of comics... but I'm starting to lean away from heavy defense based tanks at the moment.

    Jacob's Ladder though... it looks like your character is getting ready to take a dump then 'PffffFFFFFFtttttzzzztttt'.... he farts out of his hands. Oddly enough I remember trying to build a brute with elec melee and hating that animatin and SUPER narrow field of the cone. But if it's a very important power.... so be it.. hand farts and all.
  18. I have resurrected this topic because my tank exploring has been time consuming, and not... great.

    I know someone said that it should be a pleasure playing the first 25 levels, but after 6 years of it... I'm tired of those levels. Sorry.

    So far, I have worked a Shield/SS tank up to the teens...
    An Elec/Elec up to the 20's
    Inv/DM up to the 30's
    WP/SS up to the 30's.
    And I have a Fire/Stone Brute at 50.

    So far I don't like some aspects of these tanks....

    The elec/elec guy seems okay.... but I don't know about Elec melee. I also am stumped for the build. Electric's Jacob's Ladder, and Chain Induction... well frankly they annoy me. I don't know if I can make the build around those.

    Willpower is good, but I just did a Willpower/Dual Blades to 50.

    Shield is interesting. I am finding my Dark Melee/Shield scrapper is SOoooo strong, that the tank... I'm not sure about. The Shield tank is relying on not getting hit. I don't think I like that for late game. I am starting to think that I'd rather count on getting hit, and mitigating as much of that damage as possible.... Shield relies on numbers that I can (largely) get with my scrapper. Add my Scrapper's damage (think Soul Drain + Against All odds + Shield Charge... ouch) and the tank feels like a second class citizen.

    So I like my Shield/SS tank for 'fun' but not sure about end game, and energy/psi damage... uber Devouring Earth, etc. Like I said I don't want to run from much. Elec seems to have better coverage in resistance while still retaining (fairly easily) soft capped def.

    So what's left? I guess I go back to my Elec/Elec tank? I didn't try Dark.... The visuals from it seem... disturbing to me. It could be really good, but I'm burned out on 1-25 leveling.

    I'm thinking I gotta re-assess. I've been on good teams with my Shield tank but I think he's going to have late game issues that other (non-defense) tanks won't have. Am I wrong?

    Super Strength is fun, but Rage... how annoying is that crash?
  19. Quote:
    Originally Posted by choupa View Post
    Hi _Elektro_, here is your test build with some changes i did.
    You choose Grant cover and i'm not a fan of it, i desactivated it so the end consumption isn't that bad anymore, removed all slots from boxing and replaced them in super jump, laser beam eye (taken in place of conserve power) and still keeps the same ranged defense, the others go in tough for AoE def and resist (sitting at 38% s/l now).


    Code:
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    Thanks,

    Those changes are interesting and actually an overall improvement in the build, including some nicer resist numbers, but the problem I'm having right now is endurance in longer fights. This build actually has higher endurance consumption.

    Also, if I deactivate 'grant cover' do I still get the effects of Shield Wall?
  20. As I start my latest tank project I wonder why someone would choose a Shield tank. I mean stressing the fact that 45 percent defense is the target, you can get there pretty easily with a scrapper.

    Oddly enough I hit 50 with my DM/Shield scrapper and thought I'd like to try a tank now, but maybe I'm wrong. I thought the Shield offensive help would be great for a tank, but I'd really like to be able to stand in there and take a beating.... not sure that Shield can do that after reading this thread. So again, I ask, why not just make a Shield scrapper? What can a shield tank do that a scrapper can not?
  21. Quote:
    Originally Posted by Deus_Otiosus View Post
    You could always go brute and pick up darkest night.
    The scary thing is 'we' are in the minority of players. It's true.

    I don't know about you guys, heck I don't know what server you're on, but on Freedom, I often start up conversations with people (if they aren't busy) about their toons.

    At Wentworth's I was asking someone about their level 50 KM/- toon. They pretty much make fun of people like 'us'.

    The forum is full of 'min maxers' and don't get enough out of other aspects of the game.

    I hear that more than you'd think.

    I was playing on a level 50 team (I don't think anyone was under 45) and a tank was asking how I/O's work. I bet this has happened to you too.

    I do think the numbers are getting too complicated for the average player. Heck the time I put into my build? Man if I put half that time into remodeling my bathroom, I'd have a throne fit for Statesman himself.

    'We' are definitely in the minority... IMHO.
  22. I agree. I don't have any purples in my blaster but even I can see the simple idea of having a Nuke up more often, is better than having it up less.... but hitting for 30% more damage (for example).

    I am going that route as well with my blaster. I thought about it and the idea of saving endurance is even more appealing that the damage aspect, because most of our powers aren't even close to the ED on endurance.

    Think about that. Not only would you have very little endurance sucking issues, this would also allow you to run far more toggles.... toggles that allow damage, defense, and resistance. I think that's pretty powerful in itself.

    The recharge means most to me. Faster build up, faster heal (aid self), faster Nuke, faster St attacks.... it's all cumulative. I can only imagine what it would be like with purple sets.
  23. _Elektro_

    KM/Shield Help

    I heard kinetic Melee really looked 'off' with shields... is that true or just hogwash?
  24. Actually now that I think of it... this is my current build.... Anything 'stupid' about it?

    Like I said, end problems in some long winded fights, but the damage has been stellar. (I don't have all the LotG global recharges in yet, so sometimes I wait for dark consumption/shield charge (my opening combo) longer than I want....

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Srixxon Base 2.5: Level 50 Mutation Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(43)
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(3), LkGmblr-Def(7), ImpArm-ResDam/EndRdx(13), ImpArm-ResDam(19), S'fstPrt-ResDam/Def+(40)
    Level 2: Shadow Maul -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(5), Oblit-Acc/Rchg(5), Oblit-Acc/Dmg/Rchg(9), Oblit-Dmg/Rchg(21), Oblit-%Dam(31)
    Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(17), Numna-Heal(17), Numna-Regen/Rcvry+(34)
    Level 6: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(46)
    Level 8: Siphon Life -- Theft-Heal(A), Theft-Acc/Heal(11), T'Death-Acc/Dmg(11), T'Death-Dmg/Rchg(21), Theft-Heal/Rchg(34), T'Death-Dmg/EndRdx(34)
    Level 10: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(13), LkGmblr-Rchg+(40)
    Level 12: Active Defense -- RechRdx-I(A), RechRdx-I(15)
    Level 14: Boxing -- Acc-I(A)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Dark Consumption -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(19), P'Shift-EndMod/Rchg(29), P'Shift-EndMod(31), P'Shift-EndMod/Acc(48), P'Shift-End%(50)
    Level 20: Phalanx Fighting -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
    Level 22: Tough -- EndRdx-I(A), ResDam-I(39), ResDam-I(48)
    Level 24: Weave -- RedFtn-EndRdx(A), RedFtn-Def(25), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def/EndRdx(40), RedFtn-EndRdx/Rchg(43)
    Level 26: Soul Drain -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(27), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(37), Erad-%Dam(46)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
    Level 30: Super Jump -- EndRdx-I(A)
    Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(46)
    Level 35: Shield Charge -- Oblit-Acc/Rchg(A), Oblit-Dmg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-%Dam(37)
    Level 38: One with the Shield -- ResDam-I(A)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
    Level 44: Physical Perfection -- EndMod-I(A)
    Level 47: Conserve Power -- RechRdx-I(A)
    Level 49: Touch of Fear -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Heal/EndRdx(A), Heal-I(45), Mrcl-Heal(50)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), EndMod-I(48)



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    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
    FYI: I Have my Numina's locked up with another toon so that slotting is up in the air too...
  25. Yea... I was wondering about those Devouring Earth in the tips mission. I went in and was shocked to see all these friggin plant things with no eyes treating me like a pin cushion.

    They really didn't miss... wow that was nasty. And totally unexpected from beings without... eyes.

    I may be stuck taking the Cardiac Incarnate. My build is too end heavy right now.... but it is strong, and has good damage. The 'acceptance' of taking the Endurance Incarnate opens up a new possibility for my slotting though. If Endurance was zero concern, I made a fun 'build' with that idea in mind.

    Here's what I came up with if I went with the Endurance Alpha:
    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Srixxon Base 2.5: Level 50 Mutation Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(3), Hectmb-Dmg/EndRdx(9), Hectmb-Dam%(23), Hectmb-Acc/Dmg/Rchg(39)
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(3), LkGmblr-Def(7), ResDam-I(13), ResDam-I(19), S'fstPrt-ResDam/Def+(40)
    Level 2: Shadow Maul -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(5), Oblit-Acc/Rchg(5), Oblit-Acc/Dmg/Rchg(9), Oblit-Dmg/Rchg(21), Oblit-%Dam(31)
    Level 4: True Grit -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17)
    Level 6: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(46)
    Level 8: Siphon Life -- Theft-Heal(A), Theft-Acc/Heal(11), T'Death-Acc/Dmg(11), T'Death-Dmg/Rchg(21), Theft-Heal/Rchg(34), T'Death-Dmg/EndRdx(34)
    Level 10: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(13), LkGmblr-Rchg+(40)
    Level 12: Active Defense -- RechRdx-I(A), RechRdx-I(15)
    Level 14: Boxing -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(31), Mako-Dam%(43), Mako-Acc/Dmg/EndRdx/Rchg(48)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Assault -- EndRdx-I(A)
    Level 20: Phalanx Fighting -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
    Level 22: Tough -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam(34), ResDam-I(39), GA-3defTpProc(48)
    Level 24: Weave -- RedFtn-EndRdx(A), RedFtn-Def(25), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def/EndRdx(40), LkGmblr-Rchg+(43)
    Level 26: Soul Drain -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(27), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(37), Erad-%Dam(46)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
    Level 30: Super Jump -- EndRdx-I(A)
    Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(46)
    Level 35: Shield Charge -- Oblit-Acc/Rchg(A), Oblit-Dmg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-%Dam(37)
    Level 38: One with the Shield -- ResDam-I(A)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
    Level 44: Physical Perfection -- EndMod-I(A)
    Level 47: Conserve Power -- RechRdx-I(A)
    Level 49: Grant Cover -- EndRdx-I(A), SW-ResDam/Re TP(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- RgnTis-Regen+(A), Heal-I(45), Heal-I(50)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), EndMod-I(48)



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