Yogi_Bare

Caption Champ - 11/30/11
  • Posts

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  1. While I'm aware that you don't get 'crit-Hide' status from using Smoke Flash, is it supposed to be aggroing a mob that hasn't even seen you yet?

    Example: I'm in Hide and come upon a spawn of critters. I throw down Smoke Flash (thinking that it should do the same thing as Fire 'Trollers Smoke; instead, Hide drops, the spawn attacks me briefly and then goes into Placate mode.

    Is this WAI?
  2. Well, there's already quite a bit on the Markets; going at about PvP IO prices 50mil-200mil+

    Got 3 of the procs for less than 400mil inf
  3. Quote:
    Originally Posted by Nericus View Post
    Minor clarification: are the entire ATO sets for their bonuses worth it. I've read up on them at paragon wiki and some seem nice, and apparently upgrading all 6 augments the set bonuses, if so, what are the set bonuses with all 6 ATO having been augmented?
    For me, no. Especially being that I have a mild case of altitis.

    That's 150,000,000 per set plus either (330+ Astrals, 2400+ Reward Merits, or a ton of points/cash at the PMarket) or whatever the going market rate will be for these.

    If you have those kind of resources, then I'm better off leaving that kind of speculation to what your needs dictate.
  4. Quote:
    Originally Posted by Nericus View Post
    Now for the big question: are the ATO's worth it?
    Stalker proc: definitely
    Brute proc: maybe
    Scrapper proc: maybe
    Dominator proc: probably better off slotting for more damage
    Tanker: Yes
    Defender proc: IMO, yes (much better than the Entropic Chaos proc)
    SoA proc: yes
    Kheld proc: yes
    MM proc: IMO, no (compared to what you'd invest on other pet positional defense Uniques)
  5. Quote:
    Originally Posted by Snow Globe View Post
    *Cough*
    I didn't see any at the alignment merit Vendors just yet but the other vendors already have them listed.

    I22 must be close.
  6. Quote:
    Originally Posted by Tater Todd View Post
    Could someone remind me how man Astral Merits one can get in a BAF, LAM or KEYEES?

    Is it 20 Astrals? It has been a while since I've participated in one.
    http://wiki.cohtitan.com/wiki/Incarnate_Trial
  7. Quote:
    Originally Posted by Darth_Khasei View Post
    From where?
    ATOs are already at the Merit Vendors: $25mil Inf + 500 Merits (may be a bit more Merits for the procs)

    and at the Astral Vendor: $25mil Inf + 55 Merits (+70 Merits for the procs)
  8. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I don't see why males get a pile of M&Ms, but females get an equivalent amount of jelly beans plus a similar amount of M&Ms.
    1.) LOL, and how is that different from real life

    2.) Its because they're girls, duh

    3.) Because males have ulterior motives

    4.) You think that pile of M&Ms in front of the guy are actually his

    5.) Girls don't get beat up for hogging all the candy

    6.) Girls can never have too much candy (Happy V.D. everyone!)
  9. Yogi_Bare

    Brute ATO Proc?

    How, exactly, does the Brute ATO proc work:

    Is the Fury Bonus only from the power its slotted in (PWiki says all powers)?

    Does it activate the same way normal Fury does in AoE powers (ie per activation as opposed to per target hit)?

    Will this finally allow Damage Auras to generate Fury?

    If slotted into a pet power, will it generate fury for the user or get wasted on the pet?
  10. All I've been saving my freebie points for are powersets and bits of costume sets.

    I may be using my freebie points on the packs for the ATOs instead (I don't need a whole set of ATOs; just 1 or two that I can convert in-game to ATO procs) and adding a 20-spot to my account to cover the 'oh so slow' release of what I'd rather throw a few bones at.

    If I get costume pieces and pets along the way; cool... but they're not make or break for me.

    Well, heck, I won't even have to do that (although I've already eaten through this month's allotment); I can get them at the Merit Vendor (and elsewhere, apparently).
  11. ...great, now somebody's gotta get the cleaning wipes out...


    Great news!


    Now... about those holsters.


    And any chance of the wide-brimmed Renegade Hats getting ported over?
  12. Quote:
    Originally Posted by Papaschtroumpf View Post
    This build takes a very different approach, more def/res and a lot less recharge.
    both approaches are valid (and your is a lot cheaper) but the Plant/Storm combo benefits a lot from +rechg: you want seeds of confusion on every spawn, even when the team is steamrolling, stack your thunderstorms, etc...

    If you can afford it, Spell's build is probably best, especially since you'll get some def, resists and healing from the rest of your team.

    I hate to be disabled as a controller (I'm supposed to disable you, not the other way around) so I always slot for at least on KB reduction (in superspeed, in tough, in weave, in mist, ... lots of possibilities to pick from ). That's also one reason I care for defense more than some (although at 50 I take clarion and forget about mezzers)
    The FF proc in Gale is very reliable for me; AoE check for proccing. Even if I can only get it up once a minute; that still averages out to around +20% recharge when broken down over time (but I never have that much of a drought ). [Also, I know that many think Gale is a meh power but certain procs are gold and Interface selection makes it somewhat more viable for constant use.]

    I also use Force of Nature and alternate in and out of Ageless Destiny; debating on whether to go Agility on the Alpha or not (currently Cardiac).

    I can get up to 3 Thunderstorms out on a good roll and I have the option of alternating Creepers, Vines and Seeds as openers. [Plus I went the Cognitive route for Interface.]

    I rarely try to factor in Purples too much on builds but if one can afford it... go for it.
  13. I've planned about 3+ builds for this combo.

    Skip Thunderclap unless you're going to back it up with Earth Mastery.

    Snowstorm is a toss-up; keep it if you can manage your Endurance well AND you can get someone to take Alpha/hold aggro for you.

    Don't worry about O2; you're not a healer by any stretch of the imagination... you're a Control and Damage beast! Spirit Tree may get in the way sometimes but a 275% Regen buff is great for a high HP-based team (or League)

    Maneuvers is a good LoTG mule.

    I'm still undecided about Hurricane (nice debuffs... except when the targets keep getting Repelled or KBed out of your (and everyone else's) 'zones'.



    Here's one of my planned builds:

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

    Click this DataLink to open the build!

    i21 Eden 50: Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Entangle -- Enf'dOp-Acc/Immob:50(A), Enf'dOp-Acc/Immob/Rchg:50(3), Enf'dOp-Acc/EndRdx:50(7), Enf'dOp-Acc/Rchg:50(37), Enf'dOp-EndRdx/Immob:50(40), Enf'dOp-Immob/Rng:50(45)
    Level 1: Gale -- Acc-I:50(A), FrcFbk-Rechg%:50(43)
    Level 2: Strangler -- BasGaze-Acc/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(3), Thundr-Acc/Dmg:50(7), Thundr-Dmg/EndRdx:50(23), Thundr-Acc/Dmg/Rchg:50(23)
    Level 4: Roots -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(5), Enf'dOp-Acc/EndRdx:50(5), Enf'dOp-Immob/Rng:50(11), Enf'dOp-Acc/Immob/Rchg:50(34), Enf'dOp-Acc/Immob:50(34)
    Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(46)
    Level 8: Seeds of Confusion -- Acc-I:50(A), Acc-I:50(9), Conf-I:50(9), Conf-I:50(13), CoPers-Conf%:50(46)
    Level 10: Steamy Mist -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(11), S'fstPrt-ResDam/Def+:30(13), ResDam-I:50(40), ResDam-I:50(40)
    Level 12: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(46), KntkC'bat-Dmg/Rchg:35(48), KntkC'bat-Dmg/EndRdx/Rchg:35(50)
    Level 14: Tough -- EndRdx-I:50(A), ResDam-I:50(15), ResDam-I:50(15)
    Level 16: Freezing Rain -- RechRdx-I:50(A), RechRdx-I:50(17), Achilles-ResDeb%:20(17)
    Level 18: Vines -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(19), BasGaze-Rchg/Hold:30(19), BasGaze-EndRdx/Rchg/Hold:30(25)
    Level 20: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(21)
    Level 22: Hover -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(34)
    Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 26: Carrion Creepers -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(27), Enf'dOp-Acc/EndRdx:50(27), Enf'dOp-Immob/Rng:50(29), Enf'dOp-Acc/Immob/Rchg:50(29), Enf'dOp-Acc/Immob:50(31)
    Level 28: Spirit Tree -- Numna-Heal:50(A), Numna-Heal/Rchg:50(31), Numna-Heal/EndRdx:50(42)
    Level 30: Hurricane -- DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(31), DarkWD-ToHitDeb/Rchg:50(37), DarkWD-ToHitDeb:50(37)
    Level 32: Fly Trap -- ExRmnt-EndRdx/Dmg/Rchg:50(A), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg:50(33)
    Level 35: Tornado -- ExRmnt-EndRdx/Dmg/Rchg:50(A), ExRmnt-Acc/Dmg/Rchg:50(36), ExRmnt-Dmg/EndRdx:50(36), ExRmnt-Acc/Dmg:50(36)
    Level 38: Lightning Storm -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(39), Thundr-Acc/Dmg/Rchg:50(39), Dev'n-Hold%:50(39)
    Level 41: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Dmg/EndRdx:50(42), Decim-Build%:40(43)
    Level 44: Rise of the Phoenix -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg:30(45), Erad-Dmg/Rchg:30(45)
    Level 47: Consume -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg/Rchg:30(48), Erad-Acc/Rchg:30(48)
    Level 49: Fire Shield -- EndRdx-I:50(A), ResDam-I:50(50), ResDam-I:50(50)
    Level 50: Void Radial Judgement
    Level 50: Cognitive Core Flawless Interface
    Level 50: Storm Elemental Total Radial Improved Ally
    Level 50: Ageless Core Epiphany
    Level 50: Musculature Partial Core Revamp
    Level 0: Demonic Aura
    Level 0: Force of Nature
    Level 0: Frenzy
    ------------
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Panac-Heal/+End:50(A), Numna-Regen/Rcvry+:50(25), Numna-Heal:50(43)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(21)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 18.94% Defense(Smashing)
    • 18.94% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 21.75% Defense(Energy)
    • 21.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 18% Defense(Melee)
    • 12.38% Defense(Ranged)
    • 3% Defense(AoE)
    • 3.6% Max End
    • 66.25% Enhancement(RechargeTime)
    • 9% Enhancement(Immobilize)
    • 49.6 HP (4.88%) HitPoints
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 7.75%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 5%
    • 10.5% (0.18 End/sec) Recovery
    • 54% (2.29 HP/sec) Regeneration
    • 5.63% Resistance(Negative)
    ------------
    Set Bonuses:
    Enfeebled Operation
    (Entangle)
    • 3% Enhancement(Immobilize)
    • 1.88% Resistance(Negative)
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.75% Enhancement(RechargeTime)
    • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
    Basilisk's Gaze
    (Strangler)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    Thunderstrike
    (Strangler)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    Enfeebled Operation
    (Roots)
    • 3% Enhancement(Immobilize)
    • 1.88% Resistance(Negative)
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.75% Enhancement(RechargeTime)
    • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
    Luck of the Gambler
    (Steamy Mist)
    • 10% (0.42 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Steadfast Protection
    (Steamy Mist)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Kinetic Combat
    (Boxing)
    • MezResist(Immobilize) 2.75%
    • 15.26 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Basilisk's Gaze
    (Vines)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.03 End/sec) Recovery
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Weave)
    • 10% (0.42 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Hover)
    • 10% (0.42 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Enfeebled Operation
    (Carrion Creepers)
    • 3% Enhancement(Immobilize)
    • 1.88% Resistance(Negative)
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.75% Enhancement(RechargeTime)
    • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
    Numina's Convalescence
    (Spirit Tree)
    • 12% (0.51 HP/sec) Regeneration
    • 19.08 HP (1.88%) HitPoints
    Dark Watcher's Despair
    (Hurricane)
    • 15.26 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 5% Enhancement(RechargeTime)
    Expedient Reinforcement
    (Fly Trap)
    • Status Resistance 2.5%
    • 3% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    Expedient Reinforcement
    (Tornado)
    • Status Resistance 2.5%
    • 3% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    Thunderstrike
    (Lightning Storm)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    Thunderstrike
    (Fire Blast)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    Eradication
    (Rise of the Phoenix)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    Eradication
    (Consume)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    Numina's Convalescence
    (Health)
    • 12% (0.51 HP/sec) Regeneration



    [Edited; hopefully to more accurately reflect activations of Accolades and other items that may not have been represented because I forgot to 'activate' it in the planner. ]
  14. At one time, I would've been all for new zones but after watching red-side's and Praetoria's lack of population numbers found on blue-side; not so much.

    At this point, I want to see them use their tech (like phasing, variant dialogue, etc) to consolidate the faction maps (one world map as opposed to three). Utilizing a lot of what was done in Praetoria, with keeping opposing factions on the same world map, could work on the whole of Primal as well. (All of this so that players don't have to resort to Alignment switching to have the whole map open to them)

    I do agree that the game can decrease its monotony by periodically releasing more instanced maps:

    Full hospital maps (with elevators, cafeterias, etc - mod one of the larger office maps if they have to)
    Partial and full shopping mall maps (both 1 story and mega mall style)
    More factories (auto makers, faction factories (Sky Raider, Arachnos, Crey etc))
    School campuses (college and high school)
    Movie-plexes
    Amusement parks
    etc

    then add variants to the above

    Shoot, even using the Holiday events as an excuse to bring out more variants would be interesting (expand the ice on the lake tech to both world and other instanced maps; Halloween up the standard indoor maps; give some christmas or valentines decor to office maps, etc)
  15. I'm primarily looking at /Earth and /Energy:

    Both have Power Boost and both can slot multiple Force Feedback procs (more +rech; yay!)

    I'm leaning more towards Earth though (more AoE and AoE application of FF procs)
  16. Quote:
    Originally Posted by UberGuy View Post
    No they are not.

    I understand what you said. It was a factual error. At the very absolute most minimal level, it is a problem they share with Stalkers. In fact, if we're going to go riffling through all their powers, even ones builds don't often prioritize, Scrappers have at least one tool for stopping Runners that Stalkers don't - confront. It also dawns on me with this post that Stalkers have exactly zero taunt auras, making it pretty clear to me that they are the ones least equipped to deal with runners.

    Seriously? You're going to suggest that multiple builds factors into this? Wow, dude, talk about reaching. I'm going to concede the general point on Banes, but either you don't play a melee Widow or you have very strange definition of what a "ranged arsenal" means if you think a Night Widow spec character has tools that help a lot with runners. I compare it directly to what my Scrappers with epic ranged attacks get.

    If you think terror keeps mobs who are debuffed or on fire from running, I question how much you ever use any terrorizing power. And Placate keeps one mob in place until you attack it. News flash - nothing runs until you use powers on them that cause them to run. Placate factors into that absolutely not at all, since it is canceled as soon as such a power affects them.

    Do you even play a Stalker?
    I don't play a lot of Stalkers; however, the ones I'm soloing have less issues with runners than my Scrappers.

    What's happening with my Stalkers is I'm 1 to 2-shotting the hard target and utilizing any Demoralize to ST the softer targets. I'm not AoEing the whole spawn or setting anyone on fire; my spawns aren't usually getting the chance to run from me, en masse. I consider Placate a 'guaranteed critical' and depending on the follow-up attack (and the runner); that's an awesome way to stop a runner.

    The newer setup is allowing me to up my Crits while STing; so the process gets even better at times.

    I haven't gotten my rhythm down on the Stalker ATIO but I notice the Crit bump there as well.


    (Although I prefer my Fortunata build) I've alternated between two and three ranged attacks on my Night Widow build precisely to catch runners in the back. I also use runners to my advantage (for both my NW and Stalkers) to slip back into Hidden-for-Crit mode.

    Another thing about Widows is the -SPD that most of their attacks have. Yes, even on my NWs, I get a control tool.


    And I have seen street-sweep spawns that have at least one runner, damaged or otherwise (Family in Cap, Atlas Park spawns, etc), that would bug out almost immediately after combat starts. Many times.
  17. Quote:
    Originally Posted by UberGuy View Post
    I'm sorry, what exactly do Placate and Demoralize have to do with your claim that Scrappers are the only AT that has to worry about fleeing mobs with "no ranged arsenal"?

    Neither Placate or Demoralize does anything to stop fleeing mobs. And heck, if you want to get into Scrapper powers in the Placate spot, Scrappers get an actual Taunt in Confront, that trumps any runner-stopping tools Stalkers get. (Widows can get it too, oddly.)

    And if you build a Night Widow instead of a Fortunate, you get a grand total of three ranged a attacks (Mental Blast, Poison Dart and Dart Burst). Very few people worried about DPS take all of those, and some take none, taking a Patron or Epic Pool ranged attack (Gloom!) instead. Which, of course, all Scrappers (and Stalkers) can do as well, though they don't get the wonderful DPA of Gloom.

    Give it up. This is not a Scrapper-specific problem. That claim was silly.
    You're right, runners are not a Scrapper specific problem but that's not what I said.

    Runners do present issues for all AT types; Scrappers are the AT that's least equipped to prevent in from happening or deal with it when it does. And in certain scenarios (like solo play, where a player has to run down a hard target); it can decrease DPS. I don't see the difficulty in understanding that concept. Or the need to over inflate a simple point.

    I shouldn't even have to debate the issue over the ATs you suggested but it was your counterpoint; so I went with it:


    Having access to multi-builds; coupled with the flexibility of VEATs... unless a player chooses to pigeon-hole himself into one specific build, VEATS are a poor choice of comparison point.

    Even if we wanted to go that (now whittled down to one branch) route, two ranged attacks and two ranged AoE (excluding Patrons) are better than one or none; its the difference between being able to take out a running target (or an entire fleeing mob) with minimal contact from other mobs, chasing the target(s) down into other mobs or waiting it out until the straggler(s) returns to the spawn point.

    Demoralize and Placate keep mobs from running in the first place. Demoralize is also an AoE (much better than a ST taunt, IMO).


    Scrappers (generally speaking) are the player version of Fire Imps.
  18. Quote:
    Originally Posted by UberGuy View Post
    They can, depending on branch focus and build, as can Widows, and just as Scrappers and Stalkers can with Spines.

    The initial claim remains invalid.
    Widows [have] both range and control options; either branch.

    SoA has control, pets, ranged and ranged AoE attacks; either branch. Plus Placate.

    Stalkers have Placate and Demoralize.

    Spines is not an AT and is not representative of an entire AT
  19. Quote:
    Originally Posted by UberGuy View Post
    It's idiotic when they run because you hit them with a DoT of 5, but not when you hit them for 200 damage. It's idiotic when they run because you drop a debuff on them, but not when you hit them for 200 damage.

    It's idiotic when a GM runs from you when you put a debuff or DoT on them, even though it would take you 15 minutes of bashing on them to defeat them, if you even could.

    They don't just run from Scrappers. They run from everyone who can DoT or debuff them, who flies, who has high defense, or any combination of these things.
    This is part of what I was touching on with comments made elsewhere. Scrappers, IMO, are the only player-predators that have to run down their meals (without the benefit of a ranged arsenal). It, sometimes, literally takes someone else holding them in place (through aggro or controls) to allow Scrappers their full DPS.
  20. I forgot to copy over the Temps and/or Accolades on a build or two... but they should be taken itno consideration.

    Thanks in advance for opinions, suggestions and critiques
  21. Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    i22 Tra'cyr 50: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Time Manipulation
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(25), Decim-Build%(42)
    Level 1: Time Crawl -- Acc-I(A)
    Level 2: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(40)
    Level 4: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(5), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-ToHitDeb(31)
    Level 6: Fire Cages -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Acc/Immob(7), Enf'dOp-EndRdx/Immob(34)
    Level 8: Hot Feet -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(9), Erad-Acc/Dmg/EndRdx/Rchg(9), Erad-Acc/Dmg/Rchg(34), Erad-Dmg(40)
    Level 10: Temporal Mending -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(11), Numna-Heal/Rchg(11)
    Level 12: Flashfire -- Rope-Acc/Stun/Rchg(A), Rope-Acc/Rchg(13), Amaze-ToHitDeb%(13)
    Level 14: Temporal Selection -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(15), Numna-Heal/Rchg(15)
    Level 16: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(17), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Acc/EndRdx/Rchg/Hold(37)
    Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(37)
    Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(39)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Smoke -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(43), DarkWD-ToHitDeb/Rchg(43), DarkWD-ToHitDeb(45)
    Level 26: Bonfire -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(31), Posi-Dam%(34)
    Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(29), LkGmblr-Def(29), GSFC-Build%(36)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(43)
    Level 32: Fire Imps -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg(33), S'bndAl-Build%(46)
    Level 35: Slowed Response -- RechRdx-I(A), RechRdx-I(36), Achilles-ResDeb%(36)
    Level 38: Chrono Shift -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(39), Numna-Heal/EndRdx(39), EndMod-I(46), EndMod-I(50)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
    Level 44: Poisonous Ray -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Dmg/EndRdx(45), Achilles-ResDeb%(46)
    Level 47: Summon Tarantula -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
    Level 50: Vigor Core Paragon
    Level 50: Void Radial Judgement
    Level 50: Diamagnetic Core Flawless Interface
    Level 50: Clarion Partial Radial Invocation
    Level 0: Call to Justice
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Panac-Heal/+End(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(37)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run





    ********************************************

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

    Click this DataLink to open the build!

    i22 Tra'cyr 50 II: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Time Manipulation
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(25), Decim-Build%(42)
    Level 1: Time Crawl -- Acc-I(A)
    Level 2: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(40)
    Level 4: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(5), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-ToHitDeb(31)
    Level 6: Fire Cages -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Acc/Immob(7), Enf'dOp-EndRdx/Immob(34)
    Level 8: Hot Feet -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(9), Erad-Acc/Dmg/EndRdx/Rchg(9), Erad-Acc/Dmg/Rchg(34), Erad-Dmg(40)
    Level 10: Temporal Mending -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(11), Numna-Heal/Rchg(11)
    Level 12: Flashfire -- Rope-Acc/Stun/Rchg(A), Rope-Acc/Rchg(13), Amaze-ToHitDeb%(13)
    Level 14: Temporal Selection -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(15), Numna-Heal/Rchg(15)
    Level 16: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(17), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Acc/EndRdx/Rchg/Hold(37)
    Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(37)
    Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(39)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Smoke -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(43), DarkWD-ToHitDeb/Rchg(43), DarkWD-ToHitDeb(45)
    Level 26: Bonfire -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(31), Posi-Dam%(34)
    Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(29), LkGmblr-Def(29), GSFC-Build%(36)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(43)
    Level 32: Fire Imps -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg(33), S'bndAl-Build%(46)
    Level 35: Slowed Response -- RechRdx-I(A), RechRdx-I(36), Achilles-ResDeb%(36)
    Level 38: Chrono Shift -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(39), Numna-Heal/EndRdx(39), EndMod-I(46), EndMod-I(46)
    Level 41: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Dmg/EndRdx(42)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
    Level 47: Ice Storm -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg(50)
    Level 49: Hibernate -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(50), Numna-Heal(50)
    Level 50: Vigor Core Paragon
    Level 50: Void Radial Judgement
    Level 50: Diamagnetic Core Flawless Interface
    Level 50: Clarion Partial Radial Invocation
    Level 0: Call to Justice
    Level 0: Eye of the Magus
    Level 0: Geas of the Kind Ones
    Level 0: Vanguard Medal
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Panac-Heal/+End(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(37)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run

    ************************************************** **

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

    Click this DataLink to open the build!

    i22 Tra'cyr 50 III: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Time Manipulation
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(25), Decim-Build%(42)
    Level 1: Time Crawl -- Acc-I(A)
    Level 2: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(40)
    Level 4: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(5), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-ToHitDeb(31)
    Level 6: Fire Cages -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Acc/Immob(7), Enf'dOp-EndRdx/Immob(34)
    Level 8: Hot Feet -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(9), Erad-Acc/Dmg/EndRdx/Rchg(9), Erad-Acc/Dmg/Rchg(34), Erad-Dmg(40)
    Level 10: Temporal Mending -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(11), Numna-Heal/Rchg(11)
    Level 12: Flashfire -- Rope-Acc/Stun/Rchg(A), Rope-Acc/Rchg(13), Amaze-ToHitDeb%(13)
    Level 14: Temporal Selection -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(15), Numna-Heal/Rchg(15)
    Level 16: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(17), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Acc/EndRdx/Rchg/Hold(37)
    Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(37)
    Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(39)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Smoke -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(43), DarkWD-ToHitDeb/Rchg(43), DarkWD-ToHitDeb(45)
    Level 26: Bonfire -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(31), Posi-Dam%(34)
    Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(29), LkGmblr-Def(29), GSFC-Build%(36)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(43)
    Level 32: Fire Imps -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg(33), S'bndAl-Build%(46)
    Level 35: Slowed Response -- RechRdx-I(A), RechRdx-I(36), Achilles-ResDeb%(36)
    Level 38: Chrono Shift -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(39), Numna-Heal/EndRdx(39), EndMod-I(46), EndMod-I(46)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rng(48), Posi-Dmg/Rchg(48), FrcFbk-Rechg%(50)
    Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Temp Invulnerability -- EndRdx-I(A), GA-3defTpProc(50), S'fstPrt-ResDam/Def+(50)
    Level 50: Vigor Core Paragon
    Level 50: Void Radial Judgement
    Level 50: Diamagnetic Core Flawless Interface
    Level 50: Clarion Partial Radial Invocation
    Level 0: Call to Justice
    Level 0: Eye of the Magus
    Level 0: Geas of the Kind Ones
    Level 0: Vanguard Medal
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Panac-Heal/+End(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(37)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run