Wyldhunt

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  1. Quote:
    Originally Posted by Crysys View Post
    I wanted LIONS not girly pussycat lionesses for Beast Mastery.
    Riiiiggghhht. Ever study anything about lions? Yeah, the males look all fearsome and their growls sound cool, but ever see them out, you know, hunting? Or do they pretty much sit at home, defend the pride's kids, and eat a lot of food? Go watch the Lion episode of the Kratt Brothers' "Be the Creature" series, where the lionesses take down a frikkin' elephant, then try to be serious about them being "pussycats."
  2. Aha - thanks to your suggestion, vernichterhelge, I did find a way to have my cake and eat it too!

    I'll swap the Zephyr-ResKB to Fly and the Winter-ResSlow to Speed Boost, and change Fly's Flight-I to Zephyr-Travel, giving me +1.25% Ranged Def.

    Then if I replace the Posi's Blasts in Rain of Fire with 6 Malice of the Corruptors, I'll hit Ranged Softcap Def even w/o making them Superior. This will also give me a bit more +Rech. I'll lose 9% Acc, but I'll be hit-capped against +4 even so. Heh - I'll still make the MotCs Superior because I'm picking up EncCat drops everywhere I turn in DA.
  3. I do already have Zephyr-ResKB in Speed Boost. Maybe I should put an EndMod in SB instead for teammates, however with Transference firing off so often in addition to teammates' own Endurance mitigation/regaining powers, I haven't noticed any of them running out of End.
  4. Hm, might have to try Fire/Eng Blapper someday. For now, I'm beginning to delve into ATOs and Enhancement Catalysts, and trying to figure out a "best" build for Pixelbeater, my Fire/Kin Corr. Here's what I'm looking at currently:

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Pixelbeater alt1: Level 50 Science Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Kinetics
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

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



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    I already have everything listed except:
    1. Ragnaroks in Fire Ball - I'm using Posi's Blast there now.
    2. Empty slot in Rain of Fire is slated for Malice of the Corruptor: Chance for Neg (eventually).
    3. The last 3 slots in Web Cocoon - they're currently in other powers, just waiting for me to respec.
    4. The last 2 slots in Summon Disruptor - they're currently in other powers, just waiting for me to respec.
    5. T4 Incarnates: I have Alpha/Lore/Destiny at T3 and Interface at T2.
    Here are the good things/rationale behind the build:
    1. Def softcap S/L/E; Neg and Ranged within a small purp.
    2. Perma-hasten with Siphon Speed 2x stack (which it often is in practice).
    3. Plenty of status protection from Clarion.
    4. Enough damage, not front-loaded like a Blaster, but plenty once Fulcrum Shift kicks in - this toon is often at the Corruptor damage cap.
    5. A hold power (Web Cocoon) for some pesky enemies (Sappers).
    6. Acc/hit capped even against +4 enemies. I only use Aim for an initial damage boost until Fulcrum Shift gets going. (I verified acc/hit capped using 39% Base ToHit with Tactics turned on but Gaussian: Chance BU removed.)
    7. I've found Celerity:+Stealth in Sprint with Fly/Afterburner to be superior to Celerity:+Steatlth in Sprint with Super Speed for speeding through missions. Afterburner's +Def if the reason. Plus, I can use Afterburner with enhanced Fly to get between missions just a little more quickly.
    Things I'm wondering about - in other words, why I'm posting this build:
    1. The extra slots in Web Cocoon/Summon Disruptor do help those powers a bit, but the extra Range +Def doesn't fully cover the gap between 32.5% and 45%, so they're not really critical. Do you see any better places to put those slots?
    2. Do you see a place to better use the 2nd slot in Fly? The only thing I get out of it is more Fly speed with Afterburner running.
    3. It looks like the only real use I'd get out of Enhancement Catalysts would be a bit of EndRed and Dam. I don't see any place where Def, RechRed, or Acc/Hit would help. So it looks like Ragnarok: Dam/End in Fire Ball and Posi's Blast: Dam/End in Rain of Fire would be the only places to use these, and then really only for the EndRed. Would you actually consider this a worthwhile use of the Enhancement Catalysts? It seems I would be pouring a lot of rare stuff after a little bit of EndRed which I don't really need. If this were your toon, Would you spend the EnhCats on this toon at all?
    My playstyle is to get in the enemies' face and let loose. I want my toon to benefit from Fulcrum Shift, Transference and Transfusion just as much as any melee toon would.

    By the way, I don't PvP (yet) nor will I ever AE farm with this build. Yes, I do hit repeatable missions and trials, and recognize them as "dev-sanctioned farms" . I'm just looking to see whether there are any specific opinions on how to squeak the last ounce of PvE high-level performance out of this toon.
  5. Yep, had to say it as a headline. I've been playing CoX (on and off) since I2, mostly Tanks/Brutes, with occassional forays into MM, and several failed attempts at ranged/control toons - the highest was an Ice/Dark Corr, which petered out at 43.

    But I still wanted to try ranged - the issue is that my playstyle is up in the enemies face, with them attempting to hit back. Massive held enemies slowly dying just seems boring to my inner kid (sorry Controllers/Doms; I'll crack that nut sometime).

    I then followed an off-the-cuff suggestion from another player to try Fire/Kin, after Fire/Time just didn't do it for me. Yeah, I know, supposedly "overpowered" and "everybody's got one" (not true, at least on Guardian).

    It's sweet. I had to babysit it through the 30s/40s, especially eating BFs like candy, but once I hit 47 with lvl 50 IOs and near Def softcap, then Incarnate with Clarion perma... yeah, baby. This is a toon I can love: lots of AoE face-melting damage, self-buffs galore, keeps the green and blue bars full, and brings value to the team ...and can still play in melee range.

    So, if any other longterm meleers perusing the Corruptor forums are having trouble finding a likable ranged toon, try Fire/Kin - it lets you have your ranged toon in melee pretty dang well.
  6. Just checked the new Dark Astoria - sweet on the graphic changes. I like the models, textures, shadows, and overall feel very much. Unfortunately, this has the side affect of making the older zones show their age even more. I think the devs should bump up the priority of zone makeovers to the newer quality, or if they have, possibly the schedule/pace of highly-used zones, even at the expense of (yes, I'm saying it) new powersets. It doesn't make too much sense to have new pretty shinies to play with in old drab-looking-by-comparison toyroom.

    Also did 2 runs of Dilemma Diabolique. Pretty nice - didn't find any mechanics which made it feel "cheaty," and a full league of 14 with mostly +2s/+3s was able to run through pretty quickly. We were able to pick up 3 trial badges in our 2nd run.
  7. <--reads patch notes, taking in all the new content, until....










    HEAD EXPLODES!!!!


    Seriously - great job, devs! I've always been a content junkie, and this is a fix that'll keep me going for some time to come!
  8. I feel the pain too, but every time that happens to me, I just channel Yosemite Sam and yell "Stupid dragon!"
  9. I'm going to finally remake my namesake - Wyldhunt, who is currently an En/Elec Brute, and has sat unplayed since just after the Energy Transfer nerf. I don't care how Beast Mastery stacks up again the other MM primaries - the Master of the Wild Hunt concept as a BM/DM MM will be very, very fun for me.
  10. Quote:
    Originally Posted by Nihilii View Post
    Alternating aggro with other meleers in BAF is actually easier without taunt, as taunt lasts much longer than other aggro powers.
    While I have and like using Taunt on my Elec/SM Tanker, this quote is something to remember. Since getting my Incarnates and S/L Def Softcap, I've found my Tanker can last against almost anything. I've found that he can grab and hold aggro quickly and reliably, even from other Tankers. However, when I'm spamming Stone Fist, Seismic Smash, Fault, and Taunt, Siege/Nightstar don't easily forget me - three times I've gone from 1 to 3 rings in an instant (the last time others got caught with me). Even when I jump away with two rings, they remember me for quite a while. Taunt is keeping their interest in me much longer than otherwise. I've learned that once a ring is on me, I don't use Taunt - I already have their attention just fine.

    I'm not one to tell other players whether their Tanker should take Taunt. However, I will always do so myself, put at least one proc in it (when I can spare the slots), and enjoy my fast-recharging zero-endurance targeted-AoE aggro-drawing damage power. I'll also be confident in my experiments and experience which show that smart IO builds make Tanker T9 "god-mode" powers absolutely irrelevant.
  11. I'm levelling up a Fire/Kin Corr right now (he's 30 atm), and didn't want to leave your post without any replies. I don't think you're missing anything at all - I've got just a slightly different take for comparison:

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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

    Hero Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
    Level 1: Transfusion -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(9), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(29), Numna-Heal(29), Numna-Regen/Rcvry+(37)
    Level 2: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(3), Ragnrk-Acc/Dmg/Rchg(5), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/EndRdx(27), Posi-Dam%(37)
    Level 4: Super Speed -- Clrty-Stlth(A)
    Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(23)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
    Level 10: Siphon Speed -- EndRdx-I(A), Acc-I(11), RechRdx-I(11)
    Level 12: Aim -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Hover -- Ksmt-ToHit+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40), LkGmblr-Def/Rchg(43), LkGmblr-Rchg+(43)
    Level 16: Increase Density -- GA-3defTpProc(A)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
    Level 20: Speed Boost -- Zephyr-ResKB(A)
    Level 22: Assault -- EndRdx-I(A)
    Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(36), GSFC-Build%(37)
    Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 28: Inertial Reduction -- Winter-ResSlow(A)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 32: Inferno -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(43), Erad-%Dam(50)
    Level 35: Transference -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(50), Efficacy-EndMod/Rchg(50)
    Level 38: Fulcrum Shift -- EndRdx-I(A), Acc-I(39), Acc-I(39), RechRdx-I(39), RechRdx-I(40)
    Level 41: Scorpion Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(42), LkGmblr-Rchg+(42)
    Level 44: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/Rchg(45), LkGmblr-Rchg+(45)
    Level 47: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/Rchg(48), LkGmblr-Rchg+(48)
    Level 49: Burnout -- RechRdx-I(A)
    Level 50: Spiritual Radial Paragon
    Level 50: Pyronic Partial Core Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Clarion Core Epiphany
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Panac-Heal/+End(A), Mrcl-Rcvry+(17)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(15), P'Shift-End%(17)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Scourge
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run



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  12. Thank you, Ariel! I had a Splendid Solstice, and am planning a very Merry Mithras Day too!

    I hope the holiday(s) you celebrate this time of year are wonderful as well!
  13. Augh - TT comes back to Guardian, and I can't make it on 12/27! Oh, well, dem's da breaks...
  14. You set up the ability to remotely logon to your home computer from work in order to get around that darned Websense blocking software installed at your office. You then curse the drop in frame rate and keyboard/mouse responsiveness as you attempt to play CoX through the remote connection...
  15. Here's something to get you started. I have an Elec/Stone tanker at 50 T2 (almost T3) using a very similar build. A couple of notes on my personal viewpoint:
    1. I don't really like T9 power crashes, so I carry Orange inspirations and have the Eye of the Magus (Demonic Aura) accolade rather than take Power Surge.
    2. I have seen that having 45 S/L Defense is very valuable, so my primary IOing is to support that.
    3. The IO priority has left accuracy a bit below what I like, so that's why I chose Tactics and included a Kismet: Accuracy IO.
    4. I do like +Rech, and have found that the Force Feedback: Chance for +Rech IOs do help (even though they never stack, there is a greater chance for them to fire having two)
    5. Grounded has set my travel power of choice to be Super Speed.
    6. Yeah, it looks expensive, but I'm using the same IOs on my tank w/o super funding. Just do the tip missions first every day and save up your Reward Merits as well as the Hero Merits. The only one that'll take a while to get is the Gladiator's Armor: +3 Def/TP Prot, and you can use some +Def temp powers to cover it until then.

    Mine what you like and ignore the rest!

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership

    Villain Profile:
    Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(21)
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(25)
    Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(25)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 8: Fault -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(9), RzDz-Acc/EndRdx(9), RzDz-Stun/Rng(34), RzDz-Acc/Stun/Rchg(37), FrcFbk-Rechg%(37)
    Level 10: Static Shield -- S'fstPrt-ResDam/Def+(A), ResDam-I(43)
    Level 12: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 14: Super Speed -- Winter-ResSlow(A)
    Level 16: Grounded -- GA-3defTpProc(A)
    Level 18: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21)
    Level 20: Lightning Reflexes -- Run-I(A)
    Level 22: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40), FotG-ResDeb%(46)
    Level 24: Build Up -- RechRdx-I(A)
    Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 28: Energize -- Dct'dW-Heal(A), Dct'dW-Rchg(29), Dct'dW-Heal/EndRdx(29), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 32: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), FrcFbk-Rechg%(46)
    Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(36), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36)
    Level 38: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/Rchg(39), LkGmblr-Rchg+(39), Ksmt-ToHit+(50)
    Level 41: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(42), LkGmblr-Rchg+(42)
    Level 44: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/Rchg(45), LkGmblr-Rchg+(45)
    Level 47: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(48), Zinger-Taunt/Rchg/Rng(48), Zinger-Acc/Rchg(48), Zinger-Taunt/Rng(50), Zinger-Dam%(50)
    Level 49: Tactics -- Rec'dRet-Pcptn(A)
    Level 50: Cardiac Core Paragon
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Fury
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(15), P'Shift-End%(40)
    Level 4: Ninja Run



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  16. Elec/ is my favorite armor set. High resists, a +Rech/+Run/res(slow) power*, a self-heal/regen/recovery power, a damage aura, and a +End power hit all my marks.

    *I've placed Winter's Gift: Slow Res into Super Speed to take this even further.

    I agree with Caulderone on the weaknesses, which is why my Elec/Stone makes Ring Mistresses his priority. I also have to watch out for Confuses. Endurance is never an issue, even running hasted /Stone attacks all over the place in crowds of Malta.

    I haven't had any issues at all in Incarnate content (except the occassional Confuse on BAF, which is more funny than anything), though I've avoided the toxic-heavy stuff so far.

    Mine is built with 45 S/L def, and 38 Melee Def came along for the ride, which seems to be enough help out a good deal against the more exotic damage types in Melee. I have him at 85.3 S/L res - I'm planning to get the Shield Wall +3 Res since I'm so close to cap already with that.

    I rarely have to use Energize, but it's there when I need it. Having the Eye of the Magus accolade is great for the "oh crap!" moments.

    Foot Stomp followed by Power Sink (with Lightning Field running) will be great mitigation. All the KD in the ST SS attacks will be great too. /Stone may offer superior mitigation with Fault, but of course damage will be better with /SS.
  17. Example from a SS/Elec brute build I have in Mids:

    Combat Jumping with 1 Luck of the Gambler (Def/Rech) = 2.17
    Weave with 2 Luck of the Gamblers (Def & Def/Rech) = 5.3
    Maneuvers with 2 Luck of the Gamblers (Def & Def/Rech) = 3.21
    One Steadfast Protection Res/Def unique = 3
    One Gladiator's Armor TP Prot/Def unique = 3
    Three sets of 4 Kinetic Combats @ 3.75 each = 11.25
    One set of 5 Siphon Insight (in PPP Soul Mastery -> Dark Obliteration) = 3.75
    Three sets of 4 Reactive Armors @ 1.25 each = 3.75
    One set of 6 Enfeebled Operation (in PPP Soul Mastery -> Soul Tentacles) @ 2.5 + 1.56 = 4.06
    One set of 6 Perfect Zingers = 3.13
    One set of 6 Obliterations = 1.88
    One set of 6 Guassian's Synchronized Fire Control = 1.25

    Total = 45.7

    No rule of fives broken

    This build isn't live, but I have a similar Elec/SM Tanker build (no EPP/PPP) which is live with 45.2
  18. Here's an Elec/SS build I've had stored away which fully hits the 45 S/L softcap, and with the Cardiac alpha, hits 88.5% res to S/L too. I'm running 6 Oblits in my current lvl 50+1 Elec/SM tanker with no end worries - having 37.9 Def in Melee really isn't a problem, as it does help against the other damage types tagged positionally Melee.

    Mine what you like and ignore the rest.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Super Strength
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 2: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(42)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
    Level 8: Grounded -- GA-3defTpProc(A)
    Level 10: Static Shield -- S'fstPrt-ResDam/Def+(A), ResDam-I(46)
    Level 12: Energize -- Dct'dW-Heal(A), Dct'dW-Rchg(13), Dct'dW-Heal/EndRdx(13), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(23)
    Level 14: Super Speed -- Winter-ResSlow(A)
    Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 18: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(45)
    Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 22: Lightning Reflexes -- Run-I(A)
    Level 24: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rng(42), Mocking-Taunt/Rchg/Rng(45)
    Level 26: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(27), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(29)
    Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/Rchg(33), LkGmblr-Rchg+(33), SW-ResDam/Re TP(45)
    Level 35: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(36), LkGmblr-Rchg+(36)
    Level 38: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Dmg/EndRdx(39), Armgdn-Acc/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Dam%(40), FrcFbk-Rechg%(40)
    Level 41: Block of Ice -- Acc-I(A)
    Level 44: Ice Blast -- Acc-I(A)
    Level 47: Ice Storm -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50), Ragnrk-Dmg/EndRdx(50)
    Level 49: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
    Level 50: Cardiac Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(19), Numna-Regen/Rcvry+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(15), P'Shift-EndMod/Rchg(15), P'Shift-End%(48)
    Level 4: Ninja Run



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  19. Here's another take, which I'm using. I did similar with an Elec/SM tanker and have liked the results. Note that I have some expensive IOs in here - the purple Apocalypse set can be switched out easily, and I plan to buy the +3 Def IOs with Hero Merits. Some Incarnate powers and Accolades are also indicated. A big goal for this build is +45 S/L Def. Mine what you like and ignore the rest.

    Hero Plan by Mids' Hero Designer 1.951
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Electrifried Man: Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Electric Armor
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 6: Boxing -- Acc-I(A)
    Level 8: Super Speed -- Winter-ResSlow(A)
    Level 10: Static Shield -- S'fstPrt-ResDam/Def+(A)
    Level 12: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 14: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(27)
    Level 16: Grounded -- GA-3defTpProc(A)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(21), GSFC-Build%(34)
    Level 20: Lightning Reflexes -- Run-I(A)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 28: Energize -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(29), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-Rchg(31)
    Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(31)
    Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), FrcFbk-Rechg%(34)
    Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(36), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(36)
    Level 38: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(40), Zinger-Taunt/Rchg/Rng(40), Zinger-Acc/Rchg(43), Zinger-Taunt/Rng(46), Zinger-Dam%(50)
    Level 41: Gloom -- Apoc-Dmg/Rchg(A), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Dam%(43), Cloud-%Dam(43)
    Level 44: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob(46), Enf'dOp-Acc/Immob/Rchg(46)
    Level 47: Dark Obliteration -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(48), SipInsght-Acc/Rchg(48), SipInsght-ToHitDeb/EndRdx/Rchg(48), SipInsght-Acc/EndRdx/Rchg(50)
    Level 49: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
    Level 50: Spiritual Radial Paragon
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Fury
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(11), Numna-Regen/Rcvry+(40)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(9)
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  20. Quote:
    Originally Posted by mauk2 View Post
    I hafta wonder....will the Force Feedback +recharge proc stack with itself?
    I tested this pretty thoroughly last night with my Combat Attributes monitor running. I never saw FF:+Rech stack, even in situations where I knew it fired from both Tremor and Fault. However, due to having 2x FF:+Rech, my boost from the proc is more consistently up, and it's enough of a bonus (100%) over a short enough time (5 secomds) that the additional uptime is useful.
  21. There are literally a plethora of options now!

    1. Tanker which can solo well and kill relatively quickly: Elec/SS
    2. Brutes, of course! Dark/Shield, SS/Fire or /Elec or /Inv, or Stone/Elec
    3. Many Scrappers, but if you're used to Tanker survivability, you may (just may) find them lacking
    4. Bots/Traps or /Dark MMs
    5. Fire/Dark or Fire/Traps Corruptors

    Plenty of others I'm not thinking of in this moment as well.
  22. The best place to actually do the tip missions is a small zone, like Atlas Park. With the exception of a couple of tip missions which always spawn in Independence Port, they'll spawn in your current zone. For me, rather than flying through gray bosses to maximise my tip drops, I just head to RWZ on x8 difficulty and do one timed mission. I get the lvl 50 drop chances and Inf, and I always end up with at least 3 tips from one mission.
  23. Even with resistances of 83.9% S/L and 90% Energy, I've found 42.2% S/L Def very useful, and am going for 45% S/L Def. Here's why:
    1. Many, if not most attacks have a S/L component
    2. Many, if not most attacks with special effects, such as debuffs/mezzes, have a S/L component.
    3. Softcapping S/L Def helps my Tanker absorb a larger alpha than he otherwise could.
    Softcapping S/L Def effectively makes those attacks hit my toon less often. As an Elec/, I particularly like this against the Toxic attacks with S/L components.
    With your Fire/Elec, you may find better uses for the slots, and my current Elec/SM softcapping is still an experiment, but the results are pretty solid so far.
  24. The changes I'd make.

    1. Get Fault! Not only is it a great /SM power, your WP/ regen will love its mitigation.
    2. Don't shirk Taunt. RttC's Taunt aura is weak, but if you tale Taunt and Fault, you'll be better able to keep your teammates covered, and Taunt's -Range will help keep most mobs better clumped to your RttC regen aura, even when their drunk from Fault.
    3. Skip Hurl Boulder - use temporary ranged powers instead. Since Fault has a bit of range, it can cover some for that as well.
    4. Go for S/L/E/N Def softcap - your WP regen will take good advantage of that.
    5. Go for Spiritaul Core Paragon rather than Cardiac Core Paragon. It looks like you'd make better use of the +HP/+regen/+rech than the EndRedx/+ResDam.
    6. Get the +HP/+End Accolades.

    My take on a WP/SM build is below. I have both a SS/WP Brute and an Elec/SM Tanker at 50 - I know that SM slotting given here works, and the WP slotting should as well. Since you have a Purple set in your build, I figured having the +3 Def PvP IO and two Purple sets would be within your eventual means. Until you get all the Purples, I'd use Obliteration in Tremor and Stupefy in Fault. Until you get the +3 Def Pvp IO, you could take the last slot from Fast Healing, Indomitable Will and High Pain Tolerance and put them in Maneuvers with more LotG, using the Steadfast Protection +3 Def in Strength of Will.

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Stone Melee
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership

    Hero Profile:
    Level 1: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(33)
    Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 6: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(11), RgnTis-Regen+(48), Mrcl-Rcvry+(50)
    Level 8: Indomitable Will -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def/Rchg(40), LkGmblr-Rchg+(40), Ksmt-ToHit+(50)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc(13), P'Shift-End%(43)
    Level 14: Super Speed -- Winter-ResSlow(A)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(31), Numna-Heal/EndRdx/Rchg(33), Numna-Regen/Rcvry+(33)
    Level 18: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def/Rchg(19), LkGmblr-Rchg+(40)
    Level 20: Fault -- Amaze-Stun(A), Amaze-Stun/Rchg(21), Amaze-Acc/Rchg(21), Amaze-EndRdx/Stun(27), Amaze-Acc/Stun/Rchg(29), FrcFbk-Rechg%(29)
    Level 22: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(23), Numna-Heal/Rchg(23), S'fstPrt-ResDam/Def+(50)
    Level 24: Build Up -- RechRdx-I(A)
    Level 26: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(46), Zinger-Taunt/Rchg/Rng(46), Zinger-Acc/Rchg(46), Zinger-Taunt/Rng(48), Zinger-Dam%(48)
    Level 28: Boxing -- Acc-I(A)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 32: Strength of Will -- GA-3defTpProc(A)
    Level 35: Tremor -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Acc/Rchg(36), Armgdn-Dmg/EndRdx(36), Armgdn-Dam%(37), FrcFbk-Rechg%(37)
    Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 41: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(42), LkGmblr-Rchg+(42)
    Level 44: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/Rchg(45), LkGmblr-Rchg+(45)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A)
    Level 49: Tactics -- Rec'dRet-Pcptn(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(25)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(27), P'Shift-End%(43)
    Level 4: Ninja Run



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  25. The difference is "all toggles drop," and having to rely on luck to use inspirations/etc to avoid that. Heh, maybe we should have screen-spam like Marauder does, but with a "Tanker T9 about to expire!" for everyone else...

    If we had a better option for Power Surge and Unstoppable which didn't have us rely on luck and split-second timing to avoid toggle drop during the crash, that I would like. Until then, I'll continue to excercise what I consider to be a lesser option and not use these powers. Eye of the Magus/Oranges/Wedding Band have - so far - been a suitable replacement (option), but I believe having a T9 crash which wouldn't remove toggles would be a better option yet.

    How many times has the Rage crash been complained about and revamped, and yet it had a lesser effect than the Power Surge/Unstoppable crashes?