Wyatt_Earp

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  1. Quote:
    Originally Posted by Muon_Neutrino View Post
    This particular objection gets raised every time the subject of illusion control for doms comes up, and I really don't understand why people keep bringing it up. Yes, illusion has a bunch of pet based powers. So do other sets. Let's look at what powers in other sets benefit from domination in a *useful* way (i.e. immobs don't count since the ST one is already mag 4 and they last for ages already):

    Earth: ST hold, AoE stun, crappy AoE sleep that nobody takes, AoE Immobilize.
    Electric: ST hold, AoE hold, AoE Immobilize, First Target of the Chain Confuse.
    Fire: ST hold, AoE stun, AoE hold, AoE Immobilize.
    Grav: ST hold, AoE stun, AoE hold, AoE Immobilize.
    Ice: ST hold, AoE hold, crappy AoE sleep that nobody takes, AoE Immobilize.
    Plant: ST hold, AoE confuse, AoE hold, AoE sleep that nobody takes, AoE Immobilize.
    Mind: Everything except TK and Levitate.

    Hypothetical illusion: ST hold, ST confuse, AoE hold.

    With the exception of mind control, every other control set has only a few powers that usefully benefit from domination *anyway*. And if electric control, which only has its ST and AoE holds benefitting, is fine as a dominator set, than illusion would be more than fine. I'll happily trade dom-boosting something like flashfire for the ability to *actually do something notable against those $)(*&$%&* PToD EBs.*.
    Fixed.

    First, I don't know why you ignored the AoE immobilizes... I can see the ST immobs, but the AoE immobilizes are certainly useful to immediately lock a spawn in place. Also, you forgot to note that the first target of Synaptic Overload does benefit from Domination.

    While I agree with your assessment that Illusion would be fine as is, make no mistake that it will definitely benefit from Domination the least of all the control sets.
  2. Here is the build I'm working toward on my Beam/Cold corruptor. I went for more recharge with less recovery, but the near permanent Heat Loss should take care of that.

    It's close to perma-hasten and has 43.5% Sm/L defense.

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

    Click this DataLink to open the build!

    Freeze Ray: Level 50 Magic Corruptor
    Primary Power Set: Beam Rifle
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Single Shot -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(43), KinCrsh-Rchg/KB(43), KinCrsh-Rechg/EndRdx(46), KinCrsh-Dmg/EndRdx/KB(50), KinCrsh-Acc/Dmg/KB(50)
    Level 1: Infrigidate -- Acc-I(A), Achilles-ResDeb%(50)
    Level 2: Ice Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def(3), GA-3defTpProc(3), RedFtn-Def/Rchg(37)
    Level 4: Cutting Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dam%(25), Posi-Acc/Dmg/EndRdx(25)
    Level 6: Disintegrate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
    Level 8: Aim -- RechRdx-I(A)
    Level 10: Glacial Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def(11), S'fstPrt-ResDam/Def+(11), RedFtn-Def/Rchg(17)
    Level 12: Lancer Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(15), Ruin-Acc/EndRdx/Rchg(23)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), S'dpty-Def/EndRdx(19)
    Level 20: Arctic Fog -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), S'dpty-Def/EndRdx(21), ResDam-I(23), HO:Cyto(37)
    Level 22: Assault -- EndRdx-I(A)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Piercing Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(40), Posi-Dmg/Rng(43)
    Level 28: Benumb -- Acc-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(34), GSFC-Build%(37)
    Level 32: Overcharge -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(33), Ragnrk-Knock%(34), LdyGrey-Rchg/EndRdx(34)
    Level 35: Sleet -- UndDef-Rchg(A), UndDef-DefDeb/Rchg(36), UndDef-Rchg/EndRdx(36), Achilles-ResDeb%(36)
    Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), RedFtn-Def/EndRdx(42), HO:Cyto(42)
    Level 44: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
    Level 47: Summon Disruptor -- C'Arms-Acc/Dmg(A), C'Arms-Acc/Dmg/Rchg(48), C'Arms-EndRdx/Dmg/Rchg(48), C'Arms-+Def(Pets)(48)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)
  3. As DarkGob said, Disintegration is just a status effect. When it spreads, it's the same status effect on the other enemies as it was on the first. The only thing that is different is that the DoT on the ones that got hit with the spread is less than the original enemy that was hit with disintegrate.
  4. I can't say that I've ever heard of someone putting any of the recovery/regen uniques into a pet. I don't see why it wouldn't give them extra recovery, but it really wouldn't make sense to me. The main reason being that you would only get the recovery benefit from the miracle unique every time you casted Dark Servant, so you'd have to cast him every two minutes. (It would make even less sense on a MM pet)

    As for the -recharge proc, it's mostly worthless, you'd be better off slotting for -ToHit.
  5. Here is a very simple leveling build that includes all the powers you'll want for sure. There are 11 more powers that you can fill in the blanks with whatever you want.

    And, as Zombie Man alluded to, when you get Darkest Night and Fearsome Stare, you and your zombies will be much more survivable because nothing will be able to hit you.

    Villain Plan by Mids' Villain Designer 1.95
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 49 Magic Mastermind
    Primary Power Set: Necromancy
    Secondary Power Set: Dark Miasma

    Villain Profile:
    Level 1: Zombie Horde -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(5)
    Level 1: Twilight Grasp -- Acc-I(A), Acc-I(7), Heal-I(9), Heal-I(9), Heal-I(11)
    Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13)
    Level 4: Darkest Night -- EndRdx-I(A), EndRdx-I(13), ToHitDeb-I(15), ToHitDeb-I(15)
    Level 6: Enchant Undead -- EndRdx-I(A)
    Level 8: [Empty]
    Level 10: Howling Twilight -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17), Dsrnt-I(19), Dsrnt-I(19), EndRdx-I(21)
    Level 12: Grave Knight -- Acc-I(A), Acc-I(21), Dmg-I(23), Dmg-I(23), Dmg-I(25)
    Level 14: [Empty]
    Level 16: Shadow Fall -- EndRdx-I(A), EndRdx-I(36), DefBuff-I(36), DefBuff-I(36)
    Level 18: Soul Extraction -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34), Hold-I(34)
    Level 20: Fearsome Stare -- Acc-I(A), Acc-I(31), ToHitDeb-I(31), ToHitDeb-I(33), ToHitDeb-I(33), Fear-I(33)
    Level 22: [Empty]
    Level 24: [Empty]
    Level 26: Lich -- Acc-I(A), Acc-I(27), ToHitDeb-I(27), ToHitDeb-I(29), Fear-I(29), Hold-I(31)
    Level 28: [Empty]
    Level 30: [Empty]
    Level 32: Dark Empowerment -- Empty(A)
    Level 35: [Empty]
    Level 38: Dark Servant -- Acc-I(A), RechRdx-I(39), ToHitDeb-I(39), ToHitDeb-I(39)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(7), EndMod-I(25)
  6. @Elektro - the reason I was able to do it so fast is because I only hacked it up so I could make some builds. Also I am not too good with the mids db. There will surely be bugs.

    @Clouded - I also noticed that. I updated the file and removed the slow enhancements. Unfortunately mids won't save the kb enhancements correctly, so you'll have to wait for the official release for it to work correctly.

    @War Nugget - Your welcome, and no poison because it sucks. TBH, I haven't played the new poison...
  7. Hey all,

    I had a few minutes this morning and decided to hack up the Mids' database to add a pseudo time manipulation powerset for Defenders/Corrupters/Controllers/Masterminds and Beam Rifle for Blasters/Corruptors/Defenders.

    Keep in mind that this is a hack and very well may cause mids to crash. It seems to be ok for me on the latest version (1.942), but YMMV. Also, I've not tested it on a 64-bit system.

    Just replace the Data and Images folders in
    C:\Program Files\Titan Network\Mids Hero Designer\
    or C:\Program Files (x86)\Titan Network\Mids Hero Designer\
    with the folders in the following zip file.
    http://www.4shared.com/file/5IRVk1Xg...RifleData.html

    One more warning... You may want to back up the Data and Images folder just in case. However, the most likely worst case scenario is that you'll need to uninstall/reinstall Mids.

    Note: I could not find the numbers for Beam Rifle, so disregard the damage/effects. Should still work for slotting though.
  8. Link in OP is updated with Beam Rifle for Blasters/Corruptors/Defenders as well.
  9. Hey all,

    I had a few minutes this morning and decided to hack up the Mids' database to add a pseudo time manipulation powerset for Defenders/Corrupters/Controllers/Masterminds and Beam Rifle for Blasters/Corruptors/Defenders.

    Keep in mind that this is a hack and very well may cause mids to crash. It seems to be ok for me on the latest version (1.942), but YMMV. Also, I've not tested it on a 64-bit system.

    Just replace the Data and Images folders in
    C:\Program Files\Titan Network\Mids Hero Designer\
    or C:\Program Files (x86)\Titan Network\Mids Hero Designer\
    with the folders in the following zip file.
    http://www.4shared.com/file/5IRVk1Xg...RifleData.html

    One more warning... You may want to back up the Data and Images folder just in case. However, the most likely worst case scenario is that you'll need to uninstall/reinstall Mids.

    Note: I could not find the numbers for Beam Rifle, so disregard the damage/effects. Should still work for slotting though.
  10. Yes, you can only stack 5 of the same bonus.

    Secondly, you won't need any of the heals from the power pools or probably even the repair. The heal powers in your secondary should be sufficient. Leadership would be a better choice.

    Also, I've not played /Pain, but it looks like the best powers from your secondary are horribly underslotted. Just as a general rule, healing is not a terribly effective damage mitigation tool in this game, unlike many others. You'd be better off focusing on your buffs.
  11. Wyatt_Earp

    Beam/Poison help

    The only thing that stacks is Weaken's -Regen.
  12. I have to agree with the point that Poison is too single target focused. I took a Necro/Poison Mastermind to 50 when CoV came out and it was just fine solo. However, as soon as you get on a team, the combo just flat out sucks. As Local man said, the ONLY AoE protection you have is a cone slow (with a small chance to hold). It is a good power, but it is just not enough...

    Given those two choices, Ill/Time will be the stronger pairing. Plant/Poison won't be bad, but it will mainly be because Plant is so good.
  13. Quote:
    Originally Posted by Deacon_NA View Post
    An overstatement eh? Which part is overstated, is it "The numbers most certainly are not the same across the board"? Because that's a fact. Not an overstatement, but a fact.

    Is "it's wrong on 1/3 of the entire powerset for Trollers" an overstatement? I was considering these 3 powers: Infrigidate, Snow Storm and Benumb. I see now that you're right, Heat Loss is different too. So this was actually an understatement, it's not 1/3 of the power selections, it's almost half, 4/9, that are different.

    All I was doing was giving a warning to anyone that went to that Cold guide expecting " the corruptor values are the same as controllers". They are not, this is a fact, not an opinion, or an overstatement of fact. If you want correct numbers, use City of Data, not that guide. Again, fact.
    While you are technically true, that those 4 powers are slightly different, the effects of those differences in game are hardly noticeable. The only difference that you might notice would be benumb. The others are just differences in slow debuffs, so yes, it is an overstatement to claim that 1/3 of the powerset is so different that the guide is unusable for controllers.
  14. Quote:
    Originally Posted by Deacon_NA View Post
    Do NOT use the guide referred to above for Controllers. The numbers most certainly are not the same across the board and that guide is not to be used for Controllers as it's wrong on 1/3 of the entire powerset for Trollers. Use City of Data instead.
    I think that is a bit of an overstatement. The only differences I see are Heat Loss has slightly more recovery, benumb has more -Special, and Snow Storm has more slow on a troller. Other than that everything else looks identical.
  15. It basically is the opposite of Power Boost. For example, Benumb has -Special

    From the wiki: http://wiki.cohtitan.com/wiki/Benumb#Benumb

    Quote:
    Additionally, the affected target's secondary power effects are all weakened. The target's powers' effects like heals, defense buffs, endurance drains, disorients, holds, immobilizes, knockbacks and more, are all weakened.
  16. Quote:
    Originally Posted by Pureshadow2 View Post
    I only have 4 gb of ram and run trials all the time with out lag. It's your cpu and video card most likely.
    Yeah, I don't think it's the RAM, I'm still running on 2Gb of RAM with no lag on any of the trials. (most of the time)
  17. It's pretty hard to guess what incarnate powers would work best because it really depends on the build. However, I'll give it a shot...

    For Judgement, I really see three choices for a Dark/Rad in melee, Pyronic, Ion, or Void. Personally, I like Void for the 50% -Damage, but any of them will work just fine.

    For Interface, I would suggest either Reactive for the extra damage or Gravitic for the 10% -Special debuff. I would think the extra 5% -ToHit from Diamagnetic would be superfluous, and the 15% -Regen isn't anything to write home about. (and you have a couple sources of -Regen already.

    As for Destiny, do you really need more defense? Do you find yourself being hit often? I would think with 25-30% defense and all the -ToHit, extra defense/resistance may not help all that much. (Probably only for iTrials) If it were me, I'd probably go for Clarion because Mez protection on a squishy is just nice... Also, Ageless would be a good choice if you find yourself with endurance problems.
  18. Quote:
    Originally Posted by _Pine_ View Post
    It's almost always a good idea to put it in either the minnion pets or the LT pets (more pets, more chances for the proc to fire)
    I'm not sure that's true. When the proc hits, it only affects that one pet, and not the entire tier of pets. So, I think the best place to put it is probably the group of pets that do the most damage. Another thing to consider might be how sturdy the pets are. For example, with the Ninja primary, you may spend a lot of time with only 1 or two Genin, so even though they do the most damage, Jounin may be a better place for it.

    For example, Necro would certainly want it in the Grave Knights, while Bots may want it in the Assault Bot. And Mercs may want it in Commando over the first two tiers since they don't do a whole lot of damage.
  19. No, in order to build up high levels of defense, IO sets are pretty much required. There are three powers you can take, that will give you defense; Maneuvers (Leadership pool), Weave (Fighting pool), and Scorpion Shield (Mace Mastery pool). IO sets get you the rest of the way.
  20. Here is what I did with my Elec/Earth dom. I've got 37.5% defense to S/L and 29.84% to Ranged. With Power Boost active (which is pretty much before most groups) It bumps to 46.35% S/L and 38.69% Ranged. It's perma-dom and near perma-hasten and the build wasn't terribly expensive. (outside of the Glad Armor Proc) Probably the most expensive ones were the Basilisk's Gaze sets and the obliteration set.

    One other thing, if the panacea proc works like it does in Triage beacon, it might give the enemies HP and Endurance.

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Tectonic Spark: Level 50 Mutation Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Earth Assault
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Tesla Cage
    • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
    • (3) Basilisk's Gaze - Accuracy/Recharge: Level 30
    • (3) Basilisk's Gaze - Recharge/Hold: Level 30
    • (5) Basilisk's Gaze - Endurance/Recharge/Hold: Level 29
    Level 1: Stone Spears
    • (A) Thunderstrike - Accuracy/Damage/Recharge: Level 43
    • (5) Thunderstrike - Damage/Endurance/Recharge: Level 40
    • (7) Thunderstrike - Damage/Endurance: Level 50
    Level 2: Chain Fences
    • (A) Efficacy Adaptor - EndMod: Level 21
    • (7) Efficacy Adaptor - EndMod/Recharge: Level 32
    • (9) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 30
    • (9) Efficacy Adaptor - Accuracy/Recharge: Level 31
    • (11) Efficacy Adaptor - EndMod/Accuracy: Level 32
    • (11) Efficacy Adaptor - EndMod/Endurance: Level 34
    Level 4: Stone Mallet
    • (A) Crushing Impact - Damage/Endurance: Level 33
    • (13) Crushing Impact - Damage/Recharge: Level 34
    • (13) Crushing Impact - Accuracy/Damage/Recharge: Level 34
    • (15) Crushing Impact - Accuracy/Damage/Endurance: Level 35
    • (15) Crushing Impact - Damage/Endurance/Recharge: Level 30
    Level 6: Tremor
    • (A) Obliteration - Damage: Level 36
    • (17) Obliteration - Accuracy/Recharge: Level 44
    • (17) Obliteration - Damage/Recharge: Level 36
    • (19) Obliteration - Accuracy/Damage/Recharge: Level 32
    • (19) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
    • (21) Obliteration - Chance for Smashing Damage: Level 39
    Level 8: Conductive Aura
    • (A) Efficacy Adaptor - EndMod: Level 35
    • (21) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 36
    • (23) Efficacy Adaptor - Accuracy/Recharge: Level 38
    • (23) Efficacy Adaptor - EndMod/Accuracy: Level 34
    Level 10: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (25) Recharge Reduction IO: Level 50
    Level 12: Static Field
    • (A) Fortunata Hypnosis - Sleep/Recharge: Level 50
    • (25) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50
    • (27) Fortunata Hypnosis - Accuracy/Recharge: Level 50
    • (27) Fortunata Hypnosis - Sleep/Endurance: Level 50
    • (29) Fortunata Hypnosis - Chance for Placate: Level 50
    Level 14: Super Speed
    • (A) Celerity - +Stealth: Level 15
    Level 16: Power Boost
    • (A) Recharge Reduction IO: Level 50
    • (29) Recharge Reduction IO: Level 50
    Level 18: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed: Level 42
    • (31) Luck of the Gambler - Defense/Endurance: Level 29
    • (31) Serendipity - Defense/Endurance: Level 39
    Level 20: Heavy Mallet
    • (A) Crushing Impact - Damage/Endurance: Level 33
    • (31) Crushing Impact - Damage/Recharge: Level 35
    • (33) Crushing Impact - Accuracy/Damage/Recharge: Level 34
    • (33) Crushing Impact - Accuracy/Damage/Endurance: Level 35
    • (33) Crushing Impact - Damage/Endurance/Recharge: Level 32
    Level 22: Kick
    • (A) Empty
    Level 24: Paralyzing Blast
    • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
    • (34) Basilisk's Gaze - Accuracy/Recharge: Level 30
    • (34) Basilisk's Gaze - Recharge/Hold: Level 30
    • (34) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
    Level 26: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 12
    • (36) Gladiator's Armor - TP Protection +3% Def (All): Level 50
    Level 28: Weave
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    • (36) Red Fortune - Defense/Endurance: Level 25
    • (36) Gift of the Ancients - Defense/Endurance: Level 36
    Level 30: Seismic Smash
    • (A) Crushing Impact - Damage/Endurance: Level 33
    • (37) Crushing Impact - Damage/Recharge: Level 35
    • (37) Crushing Impact - Accuracy/Damage/Recharge: Level 34
    • (37) Crushing Impact - Accuracy/Damage/Endurance: Level 35
    • (39) Crushing Impact - Damage/Endurance/Recharge: Level 32
    • (39) Essence of Curare - Accuracy/Hold/Recharge: Level 43
    Level 32: Synaptic Overload
    • (A) Coercive Persuasion - Confused/Recharge: Level 50
    • (39) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
    • (40) Coercive Persuasion - Accuracy/Recharge: Level 50
    • (40) Coercive Persuasion - Confused/Endurance: Level 50
    • (40) Coercive Persuasion - Contagious Confusion: Level 50
    • (42) Coercive Persuasion - Confused: Level 50
    Level 35: Gremlins
    • (A) Expedient Reinforcement - Accuracy/Recharge: Level 35
    • (42) Expedient Reinforcement - Accuracy/Damage: Level 30
    • (42) Expedient Reinforcement - Damage/Endurance: Level 31
    • (43) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 30
    • (43) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 41
    • (43) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
    Level 38: Fissure
    • (A) Positron's Blast - Accuracy/Damage: Level 32
    • (45) Positron's Blast - Damage/Endurance: Level 50
    • (45) Positron's Blast - Damage/Recharge: Level 34
    • (45) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    • (46) Positron's Blast - Chance of Damage(Energy): Level 50
    • (46) Recharge Reduction IO: Level 50
    Level 41: Sleet
    • (A) Undermined Defenses - Recharge/Endurance: Level 44
    • (46) Undermined Defenses - Recharge: Level 44
    • (48) Recharge Reduction IO: Level 50
    • (48) Achilles' Heel - Chance for Res Debuff: Level 10
    Level 44: Frozen Armor
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    • (48) Red Fortune - Defense/Endurance: Level 25
    • (50) Serendipity - Defense/Endurance: Level 40
    Level 47: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    Level 49: Assault
    • (A) Endurance Reduction IO: Level 50
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Recharge Reduction
    Level 2: Swift
    • (A) Run Speed
    Level 2: Hurdle
    • (A) Jumping
    Level 2: Health
    • (A) Miracle - +Recovery: Level 36
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 40
    • (50) Performance Shifter - EndMod: Level 47
    • (50) Performance Shifter - Chance for +End: Level 50
    Level 1: Domination
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 14.5% DamageBuff(Smashing)
    • 14.5% DamageBuff(Lethal)
    • 14.5% DamageBuff(Fire)
    • 14.5% DamageBuff(Cold)
    • 14.5% DamageBuff(Energy)
    • 14.5% DamageBuff(Negative)
    • 14.5% DamageBuff(Toxic)
    • 14.5% DamageBuff(Psionic)
    • 7.88% Defense(Smashing)
    • 7.88% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 17.6% Defense(Energy)
    • 17.6% Defense(Negative)
    • 6% Defense(Psionic)
    • 9.75% Defense(Melee)
    • 17.9% Defense(Ranged)
    • 6% Defense(AoE)
    • 54% Enhancement(Accuracy)
    • 102.5% Enhancement(RechargeTime)
    • 4% Enhancement(Confused)
    • 5% FlySpeed
    • 57.2 HP (5.63%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 9.1%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 4.7%
    • MezResist(Terrorized) 2.5%
    • 19.5% (0.33 End/sec) Recovery
    • 40% (1.7 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 14.1% Resistance(Fire)
    • 14.1% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 5% RunSpeed



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  21. Storm/TA here. OSA and Lightning Storm for damage, and tons of -Res.