Arbegla

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  1. I'll be honest, i havent had the chance to download it, and check myself, but does the suppression cover both stealth, and travel?
  2. I can do plenty without pets plainguy, and while i will admit that i tossed billions in to that build to just bascially toss billions into it, i know what i can and can not do with it. I like the way it plays, and i was merely sharing my build, as there isn't a whole lot that can compare to it.

    2 - 3% def isn't all that much to make up for. I've read dechs guide, and i really don't care much about the 2 - 3% difference. Even without the -tohit proc in seeker drones i can make up that difference. I have absolutely zero need for any other defense.

    Oh, and seeker drones last 40 seconds. EACH

    http://tomax.cohtitan.com/data/power..._Traps_Seeker1

    •PerceptionRadius -0.9 for 40s PvE only
    Effect does not stack from same caster
    •PerceptionRadius -0.9 for 20s If target is a player
    Effect does not stack from same caster
    •ToHit -5% for 40s
    Effect does not stack from same caster
    •DMG(All Types) -20% for 40s [Ignores Enhancements & Buffs]

    so two seeker drones, thats base -10% tohit (just from me mind you), and with the purple patch knocking it down by 85% your still at -1.5% tohit, base, and i'm pretty sure i have enough enhancement slotted to hit that 2 - 3% range i'm missing.

    The difference between 40% and 45% is the difference between being hit 10% of the time the 5% of the time, or 100% increase in durability, but the difference between 42% and 45% is the difference of 8% and 5%.. or only a 62% increase in durability. And i have enough recharge to stack the drones before the first ones wear off (i/e, that recharge before that 40s debuff drops)

    Plus /traps LOVES recharge bonuses. Triple Acid mortars, double triage beacons, multiple poison traps, quad caltrops, etc.
  3. Quote:
    Originally Posted by Eiko-chan View Post
    So, anyone want to post their PuG ITF success story that involves Masterminds? Because none of you have countered what was a central point I made: Don't Bring a Mastermind seems to be the operative strategy to winning the ITF.
    http://video.google.com/videoplay?do...87941000579334

    This was back in beta of the ITF, back when people were screaming it was overpowered, and needed to be nerfed. A Gravity/energy dom, and a bot/traps MM Duo'ed it, before PvP IOs, before alpha sloted, and during the actual BETA TESTING.

    While Masterminds do add more pets, and pets do add to the healing, if i remember correctly, you can pretty much nuke rommy down to nothing (via debuffs, or just pure +dmg) and once you take him out enough, he'll actually kill the puff balls himself, and make life a lot easier.
  4. See, i play this game FOR the information overload. I have a pretty heavy case of ADD (some would even say ADHD, but i'm not overly hyper, and thats the biggest difference) and the information overload i get from huge spawns of mobs lets me focus on whats in front of me, and actually allows me to pay attention.

    Its kinda weird that i have to overload my senses in order to focus on them, but i guess its the way i work. I thrive on pulling large groups, on playing my mastermind and having to keep an eye not just on my hitpoints/end, but my bots as well, while trying to one up the /dark or /rad on the team who things their debuffs are better then mine. (mathematically speaking /traps has the better -regen, and with enough recharge, higher -res and -def values as well)
  5. I work in movies (at a local theater) How did i miss this awesome piece of movie? This is the first time i've even seen the trailer..

    And now i can't wait til march..
  6. Gamblers cut is a very fast attack, having the lowest activation time in all of katana, plus it hits pretty hard.

    take for example, comparing it to Golden Dragonfly, or Soaring Dragon, and sting of the wasp:

    Sting of the Wasp:79.83 damage, 1.32 activation 60.47DPA
    Gamblers cut:57.81 damage, .924 activation time (after arcanatime) for a total of 62.56DPA <--higher DPA then the damage it does, so spamming it more will increase your DPS
    Golden Dragonfly:164.04 damage, 1.98 activation time 82.84DPA
    Soaring Dragon: 123.87 damage, 1.584 activation time 78.02DPA
  7. I actual take a screenshot, then paste the image into paint (as i don't always remember to turn my UI on, paint will just do a screen capture and keeps the UI) and then i respec.

    After the respec i do a quick /cleartray and move my powers back the way they were before, due to the image i have in paint, just an alt tab away. Makes things a lot easier.
  8. Well, spine/fire or spine/dark or spine/elec scrappers both have 2 damage auras and mez protection, but they aren't blasters

    Pretty much, for a /fire blaster you going to either have to use BFs as preventative care (see that sapper/mez? pop a BF and smash his face) or get used to retoggling.
  9. Eh, Gravity control, fire control, elec control, earth and even ice control can easily come from gadgets.

    Mind and illusion are psionic in nature, so those can be natural too

    plant is well, nature.

    So that sums up all the control sets. I'm sure someone else can sum up all the secondary sets
  10. The thing is plainguy, my build doesnt have to be at the softcap, due to all the other layers helping it out.

    double stacked triage beacon, the resistance shield, and my debuffs do far more for me then another 2 - 3% defense would (heck, Arcanaville pretty much said the mitigation i have is better then the mitigation a softcapped SR scrapper with aid self has)

    And, even with the purple patch, the seeker drones -tohit values (from both me and my protector bots) fill that 2 - 3% hole in my defense. so for all intents and purposes, i am softcapped, in addition to all the other mitigation i have.

    that bot/traps build is my main character, and i pretty much threw money at it to give even the slightly increased in mitigation. I used to have the scorpion shield which put me way beyond the softcap on smash/lethal/energy, but the resistance shield i have now ends up adding more to it, as well as having double stacked triage beacons, and being able to floor AVs tohit values against me.

    Remember, you bots take 3/4 if the damage that you would've taken due to bodyguard mode, but that damage is lowered by your resistance first. So, if BaBs hits you with his energy transfer power, and it would normally do about 1500 damage, your resistance (in this case about 46.2% cuts it down to 810 and then your bots cut it down again by 75%, so you only have 202 damage. If your at the softcap, but have no resistance, then you only have bodyguard mode to fall back on, so you end up taking 375 damage after bodyguard mode. (your pets take about 1/2 what you took, so for the first example, its 101, for the second its 187.5)
  11. I was thinking of running this, i'm not sure if its endurance sustainable, but its atlest within the ranges of my recharge.

    Build up->(hide->(placate)->assassin strike)->Energy Punch->Dark Blast->Bonesmasher->Energy punch->Dark Blast->Barrage->Bonesmasher->Dark Blast->Total Focus

    Any thoughts?
  12. Yeah, yeah, i know this is the scrapper thread, but all the number junkies hang out here, and for the life of me, i can't get a constant attack chain using this new EM/nin build i put together.

    I can pretty much do EP->BS->EP->Barrage all day long, but with TFs high DPA, and barrages pretty low DPA, plus dark blast, i'm just not sure how to chain them all together. Anyone got any ideas using this build?

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Pummeling: Level 50 Mutation Stalker
    Primary Power Set: Energy Melee
    Secondary Power Set: Ninjitsu
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Barrage -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(48), T'Death-Dmg/Rchg(48), T'Death-Acc/Dmg/EndRdx(50), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
    Level 1: Hide -- LkGmblr-Rchg+(A), Krma-ResKB(5)
    Level 2: Ninja Reflexes -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46), RedFtn-EndRdx(48)
    Level 4: Energy Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(43), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(45), T'Death-Dam%(45)
    Level 6: Assassin's Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 8: Danger Sense -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(39), RedFtn-EndRdx(39)
    Level 10: Bone Smasher -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(37)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(15)
    Level 16: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-Rchg/EndRdx(19), GSFC-ToHit/Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(37)
    Level 20: Kuji-In Sha -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal(23), Dct'dW-Rchg(25), S'fstPrt-ResDam/Def+(25)
    Level 22: Placate -- RechRdx-I(A), RechRdx-I(23)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(27), Aegis-EndRdx/Rchg(27), Aegis-ResDam/EndRdx/Rchg(29), Aegis-ResDam(29)
    Level 28: Smoke Flash -- Acc-I(A)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
    Level 32: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 35: Blinding Powder -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(36), CoPers-Acc/Rchg(36), CoPers-Conf/EndRdx(36), CoPers-Conf%(37)
    Level 38: Kuji-In Retsu -- LkGmblr-Rchg+(A)
    Level 41: Dark Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42)
    Level 44: Shadow Meld -- LkGmblr-Rchg+(A)
    Level 47: Summon Widow -- ExRmnt-Acc/Dmg/Rchg(A)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Assassination
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(5)



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    Thanx
  13. I've put off getting placate until after i get build up, and in some stalker builds, thats mid 20s, but i would never skip it entirely.
  14. The numbers of merits you earn depends on how long the raid lasts.

    If you can grab 4 - 6 bombs, the raid will prolly net you 150 - 250 merits.

    6- 12 bombs and your lookin at 250 - 500 merits

    12 - 18 bombs and your looking at 500 - 800 merits.

    18 - 24 bombs and your getting about 800 - 1000 merits.

    Problem is the timers on the bombs means that in order get a lot of them you have to be un teamed, and then re team after all the bombs are triggered. the more bombs you get, the longer the raid, and the more merits you get.
  15. If i slow hits you to -20% recharge, your resistance knocks it down to -16%. which isn't a whole lot of noticing change. Your fire resistance is still going to be maxed, and the slight cold resistance isn't going to do much for you. 7% - 10% isnt going to save you.

    Its a passive power that is a great slot for the steadfast 3% def IO, or a KB IO and thats about it.
  16. Using your build as a base, heres what i came up with. It caps melee/range, with 40% AoE def, higher damage then your build, slightly lower acc, but i can actually use tough for those hard fights (17% resistance might help out, especially with my heal) I'll have higher recharge, and i have shadow meld for when the -def debuffs start piling in, plus the elude clone.

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Pummeling: Level 50 Magic Stalker
    Primary Power Set: Energy Melee
    Secondary Power Set: Ninjitsu
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Barrage -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(7), T'Death-Dam%(36)
    Level 1: Hide -- LkGmblr-Rchg+(A), Krma-ResKB(3)
    Level 2: Energy Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 4: Bone Smasher -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(39)
    Level 6: Assassin's Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(42), T'Death-Dmg/Rchg(42), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(43)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
    Level 10: Ninja Reflexes -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(13), RedFtn-EndRdx(19)
    Level 12: Placate -- RechRdx-I(A), RechRdx-I(34)
    Level 14: Danger Sense -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(15), RedFtn-EndRdx/Rchg(15), RedFtn-Def(17), RedFtn-EndRdx(17), RedFtn-Def/EndRdx/Rchg(19)
    Level 16: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(34)
    Level 18: Boxing -- Mako-Acc/Dmg/EndRdx/Rchg(A)
    Level 20: Kuji-In Sha -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal(27), Dct'dW-Rchg(27), S'fstPrt-ResDam/Def+(29)
    Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(23), Aegis-EndRdx/Rchg(23), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(25)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Def(33)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 28: Smoke Flash -- RechRdx-I(A)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 32: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Dmg/EndRdx(46), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(48)
    Level 35: Blinding Powder -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(45), CoPers-Acc/Rchg(45), CoPers-Conf/EndRdx(46), CoPers-Conf%(48)
    Level 38: Kuji-In Retsu -- LkGmblr-Rchg+(A)
    Level 41: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(42)
    Level 44: Dark Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48), Dev'n-Acc/Dmg/Rchg(50), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
    Level 47: Shadow Meld -- LkGmblr-Rchg+(A)
    Level 49: Summon Widow -- ExRmnt-Acc/Dmg/Rchg(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Assassination
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(33), P'Shift-EndMod(34)



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    What ya think?
  17. might wanna throw it on the market anyways. My panacea proc is level 37, and i purchased it directly from the market about 9 or so months ago, for a clean 1 billion. Even at odd levels, its still affects everything.
  18. how is it unattainable? i still don't get it.. PvP zones are actually pretty empty these days. And if your only getting 30 vanguard merits a mother ship raid, then something is wrong. Once you get in the middle of the ship, and merits come down like rain.
  19. moonbeam is there for the manticores set, which gives added ranged def (good for /nin) added recharge (good for any build) and added damage (good for stalkers)

    Smoke flash is an PBAoE placate, and helps out alot when surrounded, which a non AoE stalker just can't handle.
  20. Arbegla

    Super Strength

    Eh, only way to really make it feel for super would be to change the 'rock' you throw with hurl into a car.

    Use the code from propel, but limit the items to statues, cars, and rocks. (or other, really big stuff you would pick up and throw at someone)
  21. Hey guys,

    After i19 I respec'ed my stalker into combat jumping, stealth, and grant invis (for extra defense, and better recharge via LoTGs) But I'm just not happy with the way shes working out. Should i got the tough/weave route on her instead? I like all my attacks (even barrage) and i'm not a huge fan of caltrops, but I'm not really sure what else to do with this build. Any advise would be great

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Pummeling: Level 50 Mutation Stalker
    Primary Power Set: Energy Melee
    Secondary Power Set: Ninjitsu
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Barrage -- T'Death-Acc/Dmg(A), T'Death-Dmg/Rchg(46), T'Death-Acc/Dmg/EndRdx(50), T'Death-Dmg/EndRdx/Rchg(50)
    Level 1: Hide -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-Def/EndRdx/Rchg(3), RedFtn-Def(5), Krma-ResKB(5)
    Level 2: Energy Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/Rchg(45), T'Death-Acc/Dmg/EndRdx(46), T'Death-Dmg/EndRdx/Rchg(46)
    Level 4: Ninja Reflexes -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def(9), RedFtn-EndRdx(9)
    Level 6: Assassin's Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
    Level 8: Danger Sense -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def(17), RedFtn-EndRdx(31)
    Level 10: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
    Level 16: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(27), GSFC-Build%(29)
    Level 20: Placate -- RechRdx-I(A), RechRdx-I(21)
    Level 22: Kuji-In Sha -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25), S'fstPrt-ResDam/Def+(27)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Stealth -- LkGmblr-Rchg+(A)
    Level 28: Smoke Flash -- RechRdx-I(A), Acc-I(29)
    Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 35: Blinding Powder -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(36), CoPers-Acc/Rchg(36), CoPers-Conf/EndRdx(37), CoPers-Conf%(37)
    Level 38: Kuji-In Retsu -- RedFtn-Def/Rchg(A), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(39)
    Level 41: Moonbeam -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(42), Mantic-Dmg/ActRdx/Rchg(42), Mantic-Dmg/EndRdx/Rchg(42), Mantic-Dam%(43)
    Level 44: Shadow Meld -- LkGmblr-Def/Rchg(A), LkGmblr-Def(45), LkGmblr-Rchg+(45)
    Level 47: Summon Widow -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48)
    Level 49: Soul Storm -- Lock-EndRdx/Rchg/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Assassination
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(34), Mrcl-Rcvry+(36)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(34), P'Shift-EndMod(34)



    Code:
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  22. Dom's do pretty high amounts of damage, and their controls allows them to use that damage pretty easily.

    Heck, the highest raw DPS character out there is a fire/fire/fire dom.
  23. I have an alt problem. So back before the markets merged, i found 2 sets that rolled decent enough profits, and put bids in for recipes/salvage and listed the enhancement, both H and V side, (that way i can always keep track of whats im selling) Since said market merge, i still do the exact same thing, and it takes about 10 - 20 mins to do both characters a day. I pull anywhere from 25 million to 100 million per time i check, and sometimes i can check 3 - 4 times a day (i get bored, and check markets, make money, and then relist)

    On my other alts, i control how often i play them based on 2 factors:

    1) Patrol XP. I usually only play alts with max patrol XP. And i always run story arcs for merits. This allows me to be able to make a fair amount of money and get to higher levels so that the inf comes in fasters, and i get better chances are higher end stuff (max level IOs always sell for more then the lower levels)

    2) Market slots. As i craft every single recipes i get on any character i get it on, once i fill up the market slots i log off said character and roll onto another.

    As i limit myself to max patrol XP on my alts, i have to wait atlest 10 days until i play the alt again, and in that time there are always free market slots to be able to play with. Makes me a decent buck, and i get to play my alts at the same time.
  24. MMs are already pretty overpowered in the right hands. the problem is, there aren't that many people that know how to correctly use masterminds.

    I wouldn't mind a global 15% AoE def inherent added to all mastermind pets. That way its not overly bad, and make it unenhanceable, so you can buff it. That'll basically knock out 1/3 of the AoE attacks as base, and with things like /traps or /FF you can really boost that defense to high rates.
  25. Tankiest tank set?

    Bot/traps MM.

    40+% to all defense but psi, which has 30+%
    45% lethal/smash resistance, plus BG mode which cuts all incoming damage to by 5/7.
    44hp/second regeneration
    87.5% recharge, without hasten, hasten puts it up to 157.5%
    Provoke

    I've out tanked stone tanks, invulns, willpower, the whole bunch, and even tanked hami in an LGTF.