Windenergy21

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  1. Quote:
    Originally Posted by Pinkpup View Post
    If you're going for a prema-Haste build, you really don't need Absorb Pain since you can just double-up on Heal Other on that tank (or a Heal other, then a healing aura). I understand its faster, but it got a huge downside with not being able to heal yourself for what will seem like forever in a battle going bad.

    Add to the fact, getting sucked by when the tank pops Unstoppable and you don't notice... my emp fender has died a handful of times trying to AB the tank and gets too close and grabs some hate.
    Not to mention, one big reason why I hate absorb pain, is the heal doesn't come in until the end of the animation. You almost have to use heal other before it anyways cause SO many times i've seen people faceplant cause the emp on the team uses AP instead of heal other and the tank or whatever gets killed before the actual heal kicks in anyways.
  2. Windenergy21

    what/cold?

    Yeah I think the devs know about it, but arctic fog really needs to grant positional defense as well. Hopefully they fix that soon.

    As to FW, its on a diminishing returns based on how much +HP the character you use it on has. Its not a bad power, but I still feel it should have a heal, or preferably a regen component to it.

    I wouldn't drop snowstorm, its a very good power that only needs its base slot. On an ill/cold i'd never skip it, since illusion doesn't have any way on its own really to stop mobs from moving around too much.
  3. I would definitely agree with dropping absorb pain. That power should never be taken on a controller, and I probably wouldn't take it on a defender even too.

    I've always been much more partial to group invis. There are few things in this game that a stealth IO and some manuevering can't get past, for anything else group invis, which can go on teammates is enough. The only difference is between nemesis snipers that i've ever seen, and the times where that matters have been so few for me i'd rather have the team buff, and it's easy to perma, and better on endurance.

    I am much more a fan of the hover + SS combo, as mentioned on the stealths as well it furthers the bettering of group invis over SI. And hovering is good manuevering with illusion so you can come down on top of the mob to get the most out of your phantasms energy torrent, plus you are getting hasten anyways.
  4. Windenergy21

    what/cold?

    Quote:
    And even pretending everyone did have perma dullpain, they can then use it as a heal, which /cold otherwise lacks.
    Only that's the problem, it DOESN'T heal right now, only +HP buff . It SHOULD heal, or at least have that 150% regen buff as mentioned. And even if people are not at the cap, with accolades, bonuses, and other +HP powers, they seriously diminish the usefulness of the +HP of frostwork, why hence it needs to have that heal or regen component.

    As mentioned before, frostwork at 35, would never happen, for other reasons mentioned before, it would never be later than benumb, which should be at 35 or 38 at the earliest.

    And no its not as good as sleet, hence one reason why sleet comes after it, and for what mentioned before why sleet needs to come later than a stormy can get freezing rain.
  5. Windenergy21

    what/cold?

    Quote:
    Originally Posted by Frosticus View Post
    I think they should just flip the position of FW and Sleet. Would really change how cold progresses.

    Or push sleet down to t5 (FW position) and then flip FW and Benumb, so FW ends up being T7 and Benumb ends up being T8.

    Either way, would be fine. Waiting until 35 for sleet is brutal.

    Benumb either needs to be aoe with the rech/duration it has or it needs to cycle a lot faster. it is a great power, but not so great that it should be unable to perma outside of extreme conditions.
    Frostwork definitely is placed properly. No way it should be later, when people start getting dull pain/other hp powers/bonuses to make it less useful. Its best in the lower levels IMO. (still think it should have a heal like other dull pains or a 150% regen bonus grr)

    I think sleet, while would be nice to be earlier, is fine at either tier 7 or 6. It should not be earlier than freezing rain on storm, as thats where part of the namesake of storm comes by. So I don't mind it being later, but 35 is just WAY too late. I will never play a cold controller until it gets switched, its just that bad.
  6. Windenergy21

    what/cold?

    Quote:
    Originally Posted by MentalMaden View Post
    I like my Ill/Cold. I made it as a counter to my Ill/Thermal. The slows and sleet make up for the control holes in Illusion.
    At level 35, ugh, they need to put sleet at least at tier 7, nobody needs Benumb at level 28 ugh. With a 120 second base recharge it is pretty much ONLY an AV power really. I'd suggest more that it actually gets put to tier 9 but grr. Devs really didn't think that through unless their sole purpose was to piss us off XD
  7. Windenergy21

    what/cold?

    It also according to Tomax has more debuff in the terrify power it casts as well as its pbaoe cloak aura:

    http://coh.redtomax.com/data/powers/...id=Pets_Terror
  8. Windenergy21

    what/cold?

    I generally avoid /cold on a controller, if for mainly because sleet doesn't come until 35 and that's just way too late for me, plus the cold shields are weaker on a controller.

    If you're dead set on it on a controller though, most will work with it, since you're avoiding fire and illusion:

    I personally am not a fan of it on an ice, unless for theme, or earth (though the shields and frostwork are nice on both pets).

    The buffs and debuffs are good for gravity, even though I avoid it right now still. Plant works well with it for several reasons. Gotta jet though at work and need to get off the net!
  9. Quote:
    Originally Posted by Virtual_Fighter View Post
    Here is a vid showing off the tier 4 "unique power"

    http://www.youtube.com/watch?v=ms9CU58Ay38
    Wow, that really makes me want to try Guild Wars 2 lol.

    But yeah, I've already envisioned a "static field" power. Kind of like quicksand, only its the static electricity keeping enemies slowed movement, and constantly draining them of endurance.

    As to the lightning rod type power, makes the most sense as a ranged stun, only the controller is conjuring it up, still knocks down, but stuns as well. So the actual player wouldn't be teleporting, it would just be the animation of the power (no pseudo pets, targetted, not location based)

    The aoe hold, I see as either a "charging discharge pbaoe" kind of like blanka in street fighter does, zapping enemies around you, or a ball lightning animation, only you'd send quick shocking bolts to all enemies.

    Did I mention to please ditch tesla cages for shocking bolt/bolts as the animation would be ABHORRID on too many foes?
  10. Quote:
    Originally Posted by Virtual_Fighter View Post
    Here is a vid showing off the tier 4 "unique power"

    http://www.youtube.com/watch?v=ms9CU58Ay38
    Wow, that really makes me want to try Guild Wars 2 lol.

    But yeah, I've already envisioned a "static field" power. Kind of like quicksand, only its the static electricity keeping enemies slowed movement, and constantly draining them of endurance.

    As to the lightning rod type power, makes the most sense as a ranged stun, only the controller is conjuring it up, still knocks down, but stuns as well. So the actual player wouldn't be teleporting, it would just be the animation of the power (no pseudo pets, targetted, not location based)

    The aoe hold, I see as either a "charging discharge pbaoe" kind of like blanka in street fighter does, zapping enemies around you, or a ball lightning animation, only you'd send quick shocking bolts to all enemies.

    Did I mention to please ditch tesla cages for shocking bolt/bolts as the animation would be ABHORRID on too many foes?
  11. Quote:
    -give elec control debuff or two which (-rech, -dam, -hit, -def, -whatever) scales in strength inversely with the target's endurance level
    I've been saying this for YEARS, for all -end/-recovery powers to get more oomph. -damage makes the most sense. As you get tired, your attacks are going to lack some power. Something like scaling down to 50% damage when near zero endurance, from full damage when at 95-100% endurance.
  12. Quote:
    Originally Posted by Castle View Post
    Pretty close. I can't say which bits are wrong, but...pretty darn close! The tier 4 "unique power" is quickly becoming one of my favorite powers in the game.
    Can you PLEASE for the love of all that is holy not use tesla cage. The power is slow, but most of all, having all the enemies in tesla cages would be WAY too much. Please make the hold powers shocking bolt, and shocking bolts. The electric wrigling is just perfect for an aoe hold, lightning cages on all enemies, omg would that be far too annoying, ditto with for the ST mez as you ususally hold several enemies with it.
  13. Quote:
    Originally Posted by Local_Man
    Actually, the Slow sets also have a Dam/Slow as well as the Acc/Dam/Slow. I like to use that one in Hot Feet.
    I know, but with LR, you're not using that one.

    Quote:
    I can't think of too many times that I would want a Slow (moving slowly) over an Immobilize (can't move at all), except where the Slow is combined with an Afraid, as in Hot Feet . . . but Hot Feet has its own Slow, so one application of unenhanced LR easily goes far past the cap. For a fast moving team, Fire Cages animates faster than Ling Rad and recharges a LOT faster. Sure, the Recharge debuff in Ling Rad is nice, but only if the foes last long enough to get off more than 1 shot of any particular power -- otherwise, it provides no benefit. Also, my Fire Cages has a bunch of procs that have a chance to do damage and a Chance to Hold. (In the case of Slow+Afraid, the foes slowly try to run away rather than attack most of the time, but if you Immobilize them, they are more likely to attack. However, Immobilizing them will keep them in range of HF+CC, allowing the hold to hit while they take more damage. That's a trade-off that I'm willing to make, since I have a heal as well.)
    You're looking at it all wrong, its not "don't get fire cages, LR is all you'll need". Not by a long shot, its in addition, and depending on the situation, like one I mentioned above in a previous post.

    As to the single accuracy, I've already explained the extra benefits of the added end redux/slow/range in the power. Not "necessary" but all are very nice additions. There are the bonuses, as well as the actual enhancing in the power. There is as well exemplaring, and leveling up where those slots help ot more as well.

    There are also situations, like the vast DE missions where the fungi cast their eminators, making flashfire/fire cages/ cinders useless, where LR works straight from the get-go.
  14. Windenergy21

    Fire/Rad Farm

    Quote:
    Originally Posted by Pyro_Master_NA View Post
    I am trying to come up with a build to farm on my fire/rad. I'm looking for something for strictly farming, as I will switch builds for anything else. However, I am horrible at making builds that are both good and affordable for me. Currently, I have about 250mil inf available. If anyone can come up with a build that would be good for farming, I would greatly appreciate it. Since it will only be farming, and going as fast paced as I can go, I don't mind if any debuffs are left out, as I won't want to waste time recasting them on every group. I prefer Stone Mastery for an ancillary pool, but if something else is far better to farm with, I'll be open to it. Thank you in advanced.

    Also, if GR (finally) lets us trade inf between heroes and villains, I can get up to 800mil inf available, so that will give much more flexibility to the build.

    GR won't let us trade between heroes and villains. But glad you mentioned stone mastery, as that's what my fire/rad I use to farm uses. FYI, you're going to need a lot more than 250 mil, there is just no way around it with a fire/rad build for farming and perma am/hasten, sorry. Do Tfs as you level up, hold the merits, when you get to level 35, then use the merits. Lots of good 25-29, and 30-34 random roll recipes that when the level of the actual recipe is 35, sell for a lot, and well. When those merits are used up, then save any further merits till you hit 50, the next level of IO with the best selling turnout rate.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fire Rad Recharge: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(37), Hold-I(37)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(17)
    Level 2: Fire Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(50), TotHntr-Dam%(50)
    Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(17), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(43)
    Level 6: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(11), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-ToHitDeb/EndRdx(19)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(11)
    Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(19)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(21), TmpRdns-Rng/Slow(21), TmpRdns-EndRdx/Rchg/Slow(34), TmpRdns-Acc/Dmg/Slow(34), RechRdx-I(46)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(23), P'Shift-EndMod/Acc(45)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Hot Feet -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Dmg/EndRdx(27), Armgdn-Dam%(34), Sciroc-Dam%(36), ImpSwft-Dam%(36)
    Level 28: Choking Cloud -- EoCur-EndRdx/Hold(A), G'Wdw-EndRdx/Hold(29), NrncSD-Dam%(29), G'Wdw-Dam%(45), UbrkCons-Dam%(45), Para-EndRdx/Hold(46)
    Level 30: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(46)
    Level 32: Fire Imps -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(33), BldM'dt-Acc/Dmg(40)
    Level 35: Assault -- EndRdx-I(A)
    Level 38: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(39), LkGmblr-Rchg+(39)
    Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), RechRdx-I(43)
    Level 44: Rock Armor -- LkGmblr-Rchg+(A)
    Level 47: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Rchg(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 3.15% Max End
    • 1.5% Enhancement(FlySpeed)
    • 98.8% Enhancement(RechargeTime)
    • 8% Enhancement(Heal)
    • 1.5% Enhancement(JumpHeight)
    • 1.5% Enhancement(JumpSpeed)
    • 1.5% Enhancement(RunSpeed)
    • 72% Enhancement(Accuracy)
    • 5% FlySpeed
    • 83.9 HP (8.25%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 2.75%
    • MezResist(Terrorized) 4.4%
    • 27.5% (0.46 End/sec) Recovery
    • 20% (0.85 HP/sec) Regeneration
    • 13.2% Resistance(Fire)
    • 13.2% Resistance(Cold)
    • 10% RunSpeed



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  15. Quote:
    Originally Posted by Larcen3 View Post
    No.

    What he means is that the other sets only heal you up to your current HP. Frostworks in /cold actually increases the targets HP and its the only buff that has that effect.
    I really wish Frostwork came with either a heal like all dull pains do, or a regen buff too like 150% base like spirit tree/ triage beacon do etc, only to a single target.
  16. Kin Melee? where can I read up on this. Hope it doesn't screw up the list of all my alts that I might rather have it for than something else grr. At least with controllers I know I'll want an elec/kin, which my freedom server needs a kin so that works out.

    Elec/storm also makes me quiver some, tough choices XD

    But kin melee, that could cause some problems GRRR!!!
  17. Windenergy21

    Spines/Fire

    My friend wanted help with a spines/fire farm build, so I made him one. Enemies die so fast, the amount of defense you'll get really doesn't matter that much, especially if when instead you build for recharge your heal is up every 12 seconds. And i'll be personally honest, I've never been a fan of fiery embrace, I'd personally ditch it for RotP at 49. No matter how you build it, its a scrapper, chances are you'll eat dirt one of these times :P. FE recharges so slowly though and with build up, I usually forget it's even there:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Spines Fire ET: Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Lunge -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 1: Fire Shield -- ResDam-I(A), ResDam-I(3), S'fstPrt-ResDam/EndRdx(3), S'fstPrt-ResKB(42)
    Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(37), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(15), Dct'dW-Rchg(15)
    Level 6: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Acc/Dmg/EndRdx(21), Sciroc-Dam%(34), C'ngBlow-Acc/Dmg(43), C'ngBlow-Dmg/EndRdx(43)
    Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(29), Decim-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(39)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Plasma Shield -- ResDam-I(A), ResDam-I(17), S'fstPrt-ResDam/EndRdx(17), S'fstPrt-ResKB(42)
    Level 18: Quills -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Acc/Dmg/EndRdx(19), Sciroc-Dam%(31), C'ngBlow-Acc/Dmg(43), C'ngBlow-Dmg/EndRdx(46)
    Level 20: Health -- Mrcl-Rcvry+(A)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(23), P'Shift-EndMod/Acc(46)
    Level 24: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(25), P'Shift-Acc/Rchg(25), P'Shift-EndMod/Acc(31)
    Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(34), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 28: Build Up -- RechRdx-I(A), RechRdx-I(50)
    Level 30: Kick -- Acc-I(A)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(40)
    Level 35: Tough -- ResDam-I(A), ResDam-I(36), S'fstPrt-ResDam/EndRdx(36), S'fstPrt-ResKB(36)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Focused Accuracy -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(45), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(45), AdjTgt-ToHit/EndRdx(46)
    Level 47: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
    Level 49: Fiery Embrace -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 2.25% Max End
    • 51.3% Enhancement(RechargeTime)
    • 52% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 10% FlySpeed
    • 80.3 HP (6%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Immobilize) 4.95%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 2.2%
    • 16.5% (0.28 End/sec) Recovery
    • 20% (1.12 HP/sec) Regeneration
    • 4.41% Resistance(Fire)
    • 4.41% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 7.51% Resistance(Negative)
    • 1.26% Resistance(Toxic)
    • 1.26% Resistance(Psionic)
    • 10% RunSpeed



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    For mobs, Throw Spines > Energy Torrent > Spines Burst > Throw Spines, mobs are dead, and with energy torrent, they're knocked down for when you enter melee to use spine burst so they don't attack back, then you jump out and Throw spines again. After that, any damage you did take, heal up, and enemies are fairly slowed as well, then mop up the bosses of there are any, or shoot off another throw spines, etc you get the idea.

    Very effective, I much prefer spines/fire over spines/DA because with throw spines you are moving around so much, with DA it kinda makes you stay in the middle of the mob too much. Spines/Fire is essentially a defensive blapper.
  18. Quote:
    Originally Posted by Endless_Night View Post
    I've been looking over a lot of posts and it seems I can't find a SD/SS without hasten.
    I was wondering if it's that important to the standard build. And what would I lose if I don't use it?
    I worry about handling the crash from that plus Rage. I keep AD on auto fire so that means I would have to manually manage Rage and Hasten. Is this wrong? Also understand that ATM I'm lvl 34 and have no IO sets, and not enough inf to buy any serious ones right now (about 35mil to my name.)

    If leaving out hasten is doable, could someone post a build without it?
    Lastly is there anyone who could post a good low budget IO build that works on +Def.

    Thanks

    Sure thing to both (fyi I hate having to manually click hasten, same with rage, but its less of an issue) Stinks active defense has to take that auto-power, but hasten is just a PITA personally, at least rage you know if you need it or not and when it's about to go out easier.


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Shield SS Team AV: Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(5), LkGmblr-Rchg+(15), ResDam-I(19), ResDam-I(42)
    Level 1: Jab -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(45)
    Level 2: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(45)
    Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(9), Numna-Heal(9), ResDam-I(15), ResDam-I(19), S'fstPrt-ResDam/Def+(37)
    Level 6: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(7), LkGmblr-Rchg+(46)
    Level 8: Against All Odds -- EndRdx-I(A)
    Level 10: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(43)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Active Defense -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(34), RgnTis-Regen+(46)
    Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(33)
    Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 26: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), RechRdx-I(43)
    Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(36)
    Level 30: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(43)
    Level 32: Kick -- Acc-I(A)
    Level 35: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(36), Aegis-ResDam(36), TtmC'tng-ResDam/EndRdx(37)
    Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), KinCrsh-Rechg/EndRdx(40)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(46), P'Shift-EndMod(50), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc(50)
    Level 47: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(48), S'dpty-Def/EndRdx/Rchg(48), S'dpty-Def(48)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 13.5% DamageBuff(Smashing)
    • 13.5% DamageBuff(Lethal)
    • 13.5% DamageBuff(Fire)
    • 13.5% DamageBuff(Cold)
    • 13.5% DamageBuff(Energy)
    • 13.5% DamageBuff(Negative)
    • 13.5% DamageBuff(Toxic)
    • 13.5% DamageBuff(Psionic)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 10.5% Defense(Fire)
    • 10.5% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 3% Defense(Psionic)
    • 13% Defense(Melee)
    • 13% Defense(Ranged)
    • 13.3% Defense(AoE)
    • 39% Enhancement(Accuracy)
    • 37.5% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 365.4 HP (19.5%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 12.1%
    • MezResist(Immobilize) 12.1%
    • 4% (0.07 End/sec) Recovery
    • 90% (7.04 HP/sec) Regeneration
    • 6.25% Resistance(Negative)
    • 15% RunSpeed



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    This is about the most influence managed builds you can get too. Very good for teams (no taunt, I never seem to need it, especially on a build like this with a strong autohit aura, large radius foot stomp, that knocks down, as well as the larger radius shield charge for starting battles.

    Over capped by a few percentages for defense, to combat any debuffs, in addition to granting teammates near you 16.56% defense, more than enough recovery, some good Hp bonuses, and an additional 173.4% regeneration (means you regenerate just a tidbit faster than a tic every 3.5 seconds, VERY useful)

    It would be nice to fit in OWTS, but with tough, capped defenses, the resists from Deflection/true grit plus the extra HP/bonuses, and high regeneration and knockdowns, it shouldn't be needed.

    If you still like that, and want taunt, if you wanted to drop tough you could pick up taunt and OWTS that way. Neither should really ever be necessary though so I'd suggest sticking with this build.
  19. I love my stone/db. With him I too look towards giving a constant battle for the debuffs of granite. The build has great speed, good constant damage etc. Towards the end focused on more speed bonuses for movement in granite (actually faster than starting a toon with sprint on)

    He has the other toggles by doing so also, not optimum, but for easy things its doable, you find what you can/can't do by doing so.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Stone Dual Blades: Level 50 Magic Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Dual Blades
    Power Pool: Teleportation
    Power Pool: Fitness
    Power Pool: Speed

    Hero Profile:
    Level 1: Stone Skin -- Aegis-ResDam/Rchg(A), Aegis-ResDam(3), S'fstPrt-ResDam/Def+(3)
    Level 1: Nimble Slash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Acc/Dmg(42), C'ngImp-Dmg/EndRdx/Rchg(46)
    Level 2: Power Slice -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Acc/Dmg(42), C'ngImp-Dmg/EndRdx/Rchg(46)
    Level 4: Ablating Strike -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Acc/Dmg(42), C'ngImp-Dmg/EndRdx/Rchg(46)
    Level 6: Earth's Embrace -- RgnTis-Heal/Rchg(A), RgnTis-Heal/EndRdx/Rchg(7), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(11), H'zdH-Heal/EndRdx/Rchg(15)
    Level 8: Rooted -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/EndRdx/Rchg(9), Numna-Heal/EndRdx(9), Numna-Heal(31)
    Level 10: Mud Pots -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Dmg/EndRdx(31), TmpRdns-Acc/EndRdx(37), TmpRdns-Acc/Dmg/Slow(50)
    Level 12: Recall Friend -- Range-I(A)
    Level 14: Teleport -- EndRdx-I(A)
    Level 16: Typhoon's Edge -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(34), C'ngBlow-Acc/Dmg(43), C'ngBlow-Dmg/Rchg(50)
    Level 18: Swift -- Run-I(A), Run-I(31)
    Level 20: Blinding Feint -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(45), F'dSmite-Acc/EndRdx/Rchg(45)
    Level 22: Health -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/Rchg(23), Heal-I(23)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(25), EndMod-I(25)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 28: Vengeful Slice -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg(48)
    Level 30: Taunt -- Mocking-Taunt/Rchg(A)
    Level 32: Granite Armor -- GftotA-Run+(A), GftotA-Def(33), DefBuff-I(33), ResDam-I(33), Aegis-ResDam/EndRdx(34), Aegis-ResDam(34)
    Level 35: Sweeping Strike -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(36), C'ngBlow-Acc/Dmg(43), C'ngBlow-Dmg/Rchg(48)
    Level 38: One Thousand Cuts -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), C'ngBlow-Acc/Dmg(43), C'ngBlow-Dmg/Rchg(48)
    Level 41: Rock Armor -- GftotA-Run+(A)
    Level 44: Crystal Armor -- GftotA-Run+(A)
    Level 47: Minerals -- GftotA-Run+(A)
    Level 49: Brimstone Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 71% Enhancement(Accuracy)
    • 25% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 105.4 HP (5.63%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 11%
    • 6.5% (0.11 End/sec) Recovery
    • 64% (5.01 HP/sec) Regeneration
    • 12.5% Resistance(Negative)
    • 10% Resistance(Psionic)
    • 62% RunSpeed



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  20. Quote:
    Originally Posted by NuclearMedicine View Post
    The only "big" weakness that I've encountered so far is Toxic damage. With Electric/DM you'll end up with three heals, or at least that's the theory I'm working with. Mine is around 26-27 and so far so good. I'll be working Tough and Weave into the build and would like Lightning Reflexes as well, so it will be tight.

    I'll probably take all powers in the Primary except Power Surge and all but Smite and Touch of Fear (note: this is subject to change once I see how the toon plays). I'll also take the Fitness Pool for Hurdle, Health and Stamina; the Fighting Pool for Tough and Weave, and I will probably try to work in Hasten and Swift. Depending on what's left over I'll look at Fire Mastery and Energy Mastery for the Epic.

    I've just picked up the Martial Arts Expansion, so Travel Powers aren't a big issue, but currently he has Super Jump.

    Energize and Siphon life, thats two, where do you get the third heal from? (you didn't mention aid self, nor would I recommend it for this build)
  21. Quote:
    Originally Posted by Local_Man View Post
    I view Ling Rad as part of the trio of debuffs that are core to Rad, but I would probably consider it to be the least important . . . until running into an AV. With a Fire/Rad, the Slow Run Speed has no effect when you have Fire Cages coming up every few seconds. The Regen debuff has little effect on standard foes, but is most useful against high Regen foes like AVs (who resist the debuff, but it still has an effect). The Recharge Debuff is the most important, but only after the first attack. RI keeps them from hitting you as often, and EF reduces the damage they do even when they do hit you.

    Ling Rad has a 30 sec duration with a 90 sec Recharge and it requires a ToHit. I consider the most important enhancements to be Accuracy and Recharge. The Recharge and Regen debuffs can't be enhanced, and the 75% Run Speed debuff can hit the 90% cap with very little enhancement. And think of how this power is used. If you use Fire Cages a lot, the Run Speed is useless. I usually lead off with Flashfire and Fire Cages, and then might apply EF, LR and RI on tough foes. On easier groups, I just use EF to buff the team's damage. By the time LR's 30 seconds are up, it is probably time to move on to the next group. So, recharge is mostly needed to make LR ready for the next group.

    If I have a build with lots of Recharge and Accuracy bonuses, I find that I can get by with a single Acc in the default slot. Look at the Slow sets. Very little Recharge, and the Damage in them is worthless in this power. The bonuses are fairly small, so you may be able to get better bonuses by using those slots in other powers.

    If I want to spend 5 slots on LR, I go with Acc/Slow and EndRdx/Rech/Slow from Tempered Readiness, and then 1 common Accuracy and two common Recharge -- but that's assuming no global Acc or Recharge bonuses. On most builds, I can drop a slot or two quite easily and still be very effective.
    That depends on how you use it and what you want out of it. As mentioned, that 3.75% recharge buff is not the largest, but it is all combining to your grand total to keep am/hasten perma. The 1.5% and .09%max end helps. The slotting gets good acc, enough rech, some end (which the power does use quite a bit especially during AV battles). The slow on it, i've found VERY useful. You may have fire cages, but they are not always the optimum of what you want. The "dam" is only in the acc/dam/slow, you're not missing out much because it's there.

    Or as mentioned if you go the other slotting, with the 4 pacing of the turtles and the recharge, you save a slot, get most of the stats you need, and a 9% acc bonus. You may think "well I have RI", but that doesn't help if you are quickly starting the fight with a flashfire or cinders, or it gets detoggled and you need to pop off one of them really quickly. As mentioned slotting either of these ways also lets you get some end reduction in the power as well, which can be very helpful.

    Additionally, with half decent teams, its a fast animating, high debuff power. Lots of times I don't even need to use flashfire/cinders, and can, and do just use the debuffs and LR, and it works just fine. You never know when there is another mob that will show up as well. In situations where you've exhausted FF/Cinders, its good to snag the incoming mob with LR. This way they are slowed and debuffed, so its not a full hold but still pretty effective. By doing this (they are severely slowed, but not using fire cages), they will be debuffed, but by not using fire cages, they still take a good while to get to the team, but because you didn't use fire cages, you can very easily lose aggro with anyone near them, so the slowly incoming damage isn't all going directly to you, spreading out their "love" between the team.

    Ideally, you want more than just one accuracy in the power anyways. With either slotting you're getting at least 53%, or 73% acc, and you'll want at least 2 recharges on it. That's 4 slots minimum I'd say for the power anyways, so by adding another slot, getting even just the 9% acc bonus from PotT, or 2 slots and getting the endurance and recharge bonuses, you're also getting some decent endurance, range, and lots of slow speed enhanced in the power, which are all really big helps.
  22. Lingering radiation you want to keep the slots in it. With the build suggested and the one I'll show you I use (not all powers the same but shows you slotting ideas) It has perma hasten/AM (fyi 3 recharges in hasten), and when doing that the 5 tempered readiness (3.75% recharge, not much but all goes into getting AM/Hasten perma, 1.5% recovery and .09% max end is helpful too) and the recharge will let you get it just passed perma, which is very useful.

    If you needed to get by on 5 slots 4 PotT and a recharge could be sufficient.

    Now keep a note, both your and local man's builds, use purples, so you can't slot those until level 50, and are very expensive, so not sure if you have money banked up etc. Basalisks gaze, 10-20 mil, the one is 100 mil.

    AM, you want that last efficacy adaptor. I know, I'd like it if the set had more recharge reduction for the full set too, but its important to finish it off for the 5% recharge bonus, adding more to keep it/hasten perma anyways.

    TP foe, you won't need for anything, ever pretty much. Its only uses really are for devices/traps, and PvP.


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fire Rad Recharge: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(37), Hold-I(37)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(17), Dct'dW-Rchg(40)
    Level 2: Fire Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(50), TotHntr-Dam%(50)
    Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(17), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(43)
    Level 6: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(11), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-ToHitDeb/EndRdx(19)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(11)
    Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(19)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(21), TmpRdns-Rng/Slow(21), TmpRdns-EndRdx/Rchg/Slow(34), TmpRdns-Acc/Dmg/Slow(34), RechRdx-I(46)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(23), P'Shift-EndMod/Acc(45)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Hot Feet -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Dmg/EndRdx(27), Armgdn-Dam%(34), Sciroc-Dam%(36), ImpSwft-Dam%(36)
    Level 28: Choking Cloud -- EoCur-EndRdx/Hold(A), G'Wdw-EndRdx/Hold(29), NrncSD-Dam%(29), G'Wdw-Dam%(45), UbrkCons-Dam%(45), Para-EndRdx/Hold(46)
    Level 30: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(46)
    Level 32: Fire Imps -- CmdPres-Acc/Dmg(A), CmdPres-Acc/Dmg/EndRdx(33), BldM'dt-Acc/Dmg(33), BldM'dt-Dmg(33)
    Level 35: Assault -- EndRdx-I(A)
    Level 38: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(39), LkGmblr-Rchg+(39)
    Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), RechRdx-I(43)
    Level 44: Rock Armor -- LkGmblr-Rchg+(A)
    Level 47: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Rchg(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 3.15% Max End
    • 92.5% Enhancement(RechargeTime)
    • 1.5% Enhancement(RunSpeed)
    • 8% Enhancement(Heal)
    • 1.5% Enhancement(FlySpeed)
    • 1.5% Enhancement(JumpHeight)
    • 1.5% Enhancement(JumpSpeed)
    • 72% Enhancement(Accuracy)
    • 5% FlySpeed
    • 68.7 HP (6.75%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 2.75%
    • MezResist(Terrorized) 4.4%
    • 28% (0.47 End/sec) Recovery
    • 20% (0.85 HP/sec) Regeneration
    • 13.2% Resistance(Fire)
    • 13.2% Resistance(Cold)
    • 1.26% Resistance(Toxic)
    • 1.26% Resistance(Psionic)
    • 10% RunSpeed



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  23. Quote:
    Originally Posted by Local_Man View Post
    I run HF+CC in all normal team missions. The tank runs in to grab aggro, and I'm not far behind. Flashfire+Fire cages, then I run in with HF+CC. Within a few seconds, the foes are held with CC or Char, and then the tank can leave this group to me/the rest of the team while he gets the next group. It is fast and efficient.
    I know how it works, i have both on mine. Just saying if it wasn't a farm build I'd prefer to not have either in the build.
  24. Quote:
    Originally Posted by Local_Man View Post
    Yeah, Hot Feet and Choking Cloud are the centerpiece for a Fire/Rad, around which all the other powers are based. Without Hot Feet, your only significant source of damage is Fire Imps. Fire Control gives up some control for added damage . . . compare it to Earth (with Earthquake and Quicksand instead of Hotfeet and Smoke) or Ice (Arctic Air and Shiver), both of which are low-damage sets.

    One thing I did miss in my earlier post is Hasten. I consider Hasten to be highly recommended for most controllers. In the case of a Fire/Rad, Hasten will help Flashfire, Cinders and Ling Rad recharge more quickly.

    I don't consider Ling Rad to be nearly as important as WindEnergy does. Yes, it is a nice power to stack with other control powers. When Flashfire+Fire Cages or Cinders are up, it really isn't needed for standard foes. But if both of those are recharging, then Fire Cages+RI+EF+LR are almost as good as a hold. The foes can't move, they have trouble hitting you (RI); when they do hit you, it is for less damage (EF) and it takes a while for them to recharge to take another shot (LR). The main problem is that it takes some time to stack 4 powers, compared to 2 (Flashfire+Fire Cages) or 1 (Cinders).

    But the focus of the AoE control is to keep foes in place long enough for Hot Feet+Choking Cloud and the Imps to wipe them out. For those of you who aren't fans of Hot Feet -- try running Herostats. You'll see that in the long run and with the right playstyle, Hot Feet will be your highest damage power, even more than the Imps. And you'll kill stuff faster than three Imps can.

    Never said it wasn't, just that I'm personally not that much of a fan of the power. Like I said my fire/rad has them both, but only because I bred him as a farmer. For a good portion of his life he wasn't a farmer, and I much preferred not having Hot Feet/Choking Cloud when he was a normal team runner.
  25. Quote:
    Originally Posted by ketch View Post
    Just a few things in response to Wind's post.

    Defenders do have better shields, but an Ill/FF/Primal with Group Invisibility and Maneuvers can easily keep a team soft-capped with power boosted shields. It's simply a matter of shielding teammates in phases while Power Boost is active. At that point, you become just as effective as a FF defender since defense beyond the soft cap is rarely an issue.

    As for the on the inactive nature of control coupled with FF, I'll have to disagree. After you hit your AoE control, focus shifts to individual controls to layer on bosses and clear up mobs that the AoE misses. Also, if you're shielding the team in phases, you'll break the tedium of "shield now" and "control now". When you toss some damage from your epics into the mix, there should always be something to contribute to the team. I think this is especially true of Illusion with its built-in blast.

    Really, the biggest contributor to making shields boring is what I've already hinted at twice: the re-shield every 4 minute mentality. If you break out of that, then you can take a much more active role on teams.

    "easily" I would not go to say by any means. They can do it but you're forced to go primal forces, and have to be illusion, kinda limiting there if he chooses another primary. Any defender can do it with just picking up manuevers. And ST controlling, decieve is fun to use, but for the most part you shouldn't be needing to micro manage your controls so much.

    On teams on my defender, I usually don't fully bub the team constantly, certainly not making them hold up so I can do so. It depends a lot on the team. Generally there are only the tank, and a scrap or blaster or two that seem to need to be shielded. With it being easy to cap on a defender its often times easy to use depending on the enemies you're fighting the ally shields retro-actively as well. If you look at it through the situation as a slight pre-emptive heal, it makes it much easier, takes skill and practice but eliminates the "4 minutes and wait" stigma. However its still good, like before fighting an AV etc to do so at times, and can be done all at once, especially when starting a mission, unlike the ill/ff who would have to wait for PB to cycle to do so.

    That's one thing I like about the FF/Psy, is that outside of buffing, the -recharge of psy scream and psionic tornado and the knockdown/up of psy tornado and repulsion bomb are good soft controls/debuffs for the team as well to prevent the need for using some bubbles so much as well. Using them retro-actively, if something is attacking a squishy blaster etc, just telekinetic thrust them, and then shield the ally. There are other tricks for other power sets, and also always repulsion field too, but just stating that there are always more tactics able to be used to alter the playstyle as such.