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No I didn't!! he started it....he invaded Poland!!
......hang on.....think I've mixed up my comedy refernces here....
Anyway, Archy, own up or I'll tell mum what you did that night when she was on holiday!!
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You wouldn't!!!?
If you do that I'll tell what you got stashed under your bed!
(oh and my personal favourite quote from a film: I can't listen to that much Wagner, ya know? I start to get the urge to conquer Poland ) -
as an Ill/Storm you get an abundance of choices in stealth.
Group Invis isn't perma even with 3 recharges in it unless you use hasten where it will be perma with 2 recharges in it. Good thing about this is the ability to grant teammates with invis aswell, and doesn't cost any end apart from the cast cost.
Sup invis is a good power but uses a lot of endurance and I personally wouldn't take that since /storm is a very end heavy set
Steamy mist is "only" stealth where the 2 other powers are invis. That means you will be detected by mobs if you stand too close to them. If you use super speed on top of mist it basically will be the same as invis. On top of the stealth and (neglible) defense in this power it grants a very nice resistance to fire, cold and energy damage.
Personally i would go the steamy mist/super speed route but it's amatter of preferance/playstyle.
You should definately dip in the fitness pool to get stamina. It's basically a necessity with /storm. -
I didn't do it!! Honest!!
well....Coin started it! -
If you haven't done this yet I would love to transfer some
global is @Archy -
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Very mumsy of you Jacks ^^
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Indeed, and I can think of none better in the game
So who's dad for Defiant?
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pfft....Bogs of course (I hope? ) -
wow....cool to see the number 1 SG kill those pesky grey mobs !!
other than that...nicely made. -
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Actually, water spout is the equivalent of tornado from the storm set
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But doesn't do any damage as Tornado does so not the same. -
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The debuff from RI is the same as the to hit debuff..so about 22.5/25%?
freezing rain is NOT worth slotting on it imo unless you go 3 recharge 1 acc 2 defense debuff (didn't even knew that was possible lol)
no idea about tornado:/
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Never ever slot Freezing Rain with accuracies!! I'm not 100% sure how this power works actually since I'm fairly sure it's not autohit but never ever misses.
Slotting would be 2-3 recharges, 1 end red. You can put 1 or 2 def debuff in it if you have the slots and/or want to PvP. -
3 recharges opposed to 2 gives roughly half a second faster recharge on your single target hold. Personally I don't think it's worth it so I'm going with the classic 2 acc, 2 rech, 2 hold dur
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Interesting. I notice no one goes for teleport friend. Any reason for this? Just seems like an oppertunity not used. I admittedly neve took it for my empath as I figure if Im tping dead around I either didnt do my job or the mission is too much for my team. But I am suprised at so many proposed builds here and on the ill/rad that leave tp friend out.
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Recall Friend is a nice power....but many other, better and more interesting powers in the 2 sets to get....would personally leave out Mutation aswell. -
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28) --> Combat Jumping==> Jump(28)
30) --> Super Jump==> Jump(30)
49) --> Acrobatics==> EndRdx(49) EndRdx(50)
[/ QUOTE ]Rather get IR and two useful powers.
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It's true you could go with IR instead but I really really hate being knocked back/down....especially as a /kin
If you believe that CJ and Acrobatics isn't useful powers...well..thats just another thing we don't agree on. -
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Any propsed builds for PvE may I ask?
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Something like this? It's very late/early so I wont go into details.
You could go for sup invis instead of group invis if you want....if so then just replace the recharges with end reds.
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Name:
Level: 50
Archetype: Controller
Primary: Illusion Control
Secondary: Kinetics
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01) --> Blind==> Acc(1) Acc(3) Rechg(3) Rechg(5) Hold(5) Hold(7)
01) --> Transfusion==> Acc(1) Acc(7) Rechg(9) Heal(9) Heal(11) Heal(11)
02) --> Spectral Wounds==> Acc(2) Acc(13) Dmg(13) Dmg(15) Dmg(15)
04) --> Siphon Power==> Acc(4) Acc(17)
06) --> Hurdle==> Jump(6)
08) --> Hasten==> Rechg(8) Rechg(17) Rechg(19)
10) --> Siphon Speed==> Acc(10) Acc(19) Rechg(21) Rechg(21) Rechg(23)
12) --> Group Invisibility==> Rechg(12) Rechg(23) Rechg(25)
14) --> Super Speed==> Run(14) EndRdx(25)
16) --> Health==> Heal(16)
18) --> Phantom Army==> Rechg(18) Rechg(27) Rechg(27) Dmg(29) Dmg(29) Dmg(31)
20) --> Stamina==> EndMod(20) EndMod(31) EndMod(31)
22) --> Speed Boost==> EndMod(22) EndMod(46)
24) --> Flash==> Acc(24) Acc(33) Rechg(33) Rechg(33) Hold(34) Hold(34)
26) --> Spectral Terror==> Acc(26) Fear(34) Fear(36)
28) --> Combat Jumping==> Jump(28)
30) --> Super Jump==> Jump(30)
32) --> Phantasm==> Acc(32) Acc(36) Dmg(36) Dmg(37) Dmg(37)
35) --> Transference==> Acc(35) Acc(37) Rechg(39) Rechg(39) EndMod(39) EndMod(40)
38) --> Fulcrum Shift==> Acc(38) Acc(40) Rechg(40) Rechg(42) Rechg(42)
41) --> Fire Ball==> Acc(41) Acc(42) Dmg(43) Dmg(43) Dmg(43) Rechg(45)
44) --> Fire Shield==> EndRdx(44) EndRdx(45) DmgRes(45) DmgRes(46) DmgRes(46)
47) --> Fire Blast==> Acc(47) Acc(48) Dmg(48) Dmg(48) Dmg(50) Rechg(50)
49) --> Acrobatics==> EndRdx(49) EndRdx(50)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Containment==> Empty(1)
02) --> Rest==> Empty(2)
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im curious is cinders worth taking? as I am finally 18 now and I just tooked it... its like EMP, long recharge and has short holding ability I suppose it would be better once I slot it but is it actually worth dropping for smoke or TP instead? as seeing as EMP does exactly the same thing but larger range and has a special on mecha mobs such as clockwork
I've messed around with me build once again
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01) --> Char==> Acc(11) Hold(13) Hold(19) Rechg(21) Rechg(34)
01) --> Radiant Aura==> Heal(1) Heal(3) Heal(3)
02) --> Radiation Infection==> TH_DeBuf(2) TH_DeBuf(5) TH_DeBuf(5) DefDeBuf(7) DefDeBuf(7) DefDeBuf(48)
04) --> Fire Cages==> Acc(4) Acc(11) Immob(13) Immob(19) Rechg(21)
06) --> Recall Friend==> Range(6)
08) --> Accelerate Metabolism==> Rechg(8) Rechg(9) Rechg(9) EndMod(37) EndMod(37) EndMod(37)
10) --> Swift==> Run(10)
12) --> Hover==> DefBuf(12)
14) --> Fly==> Fly(15) Fly(15)
16) --> Mutation==> Rechg(16) Rechg(17) Rechg(17)
18) --> Teleport==> Range(18)
20) --> Hot Feet==> Dmg(20) Dmg(40) Dmg(42) EndRdx(43) EndRdx(43)
22) --> Health==> Heal(22) Heal(23) Heal(23)
24) --> Stamina==> EndMod(24) EndMod(25) EndMod(25)
26) --> Lingering Radiation==> Acc(26) Acc(27) Slow(27) Slow(29) Rechg(43) Rechg(46)
28) --> Flashfire==> Acc(28) Acc(29) DisDur(31) DisDur(36) DisDur(36) Range(36)
30) --> Enervating Field==> EndRdx(30) EndRdx(31) EndRdx(31)
32) --> Fire Imps==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Rechg(34) Rechg(34)
35) --> Bonfire==>
38) --> EM Pulse==> Acc(38) Acc(39) Hold(39) Hold(39) Rechg(40) Rechg(40)
41) --> Hasten==> Rechg(41) Rechg(42) Rechg(42)
44) --> Fire Ball==> Dmg(44) Dmg(45) Acc(45) Acc(45) Range(46) Range(46)
47) --> Fire Shield==> DmgRes(47) DmgRes(48) DmgRes(48)
49) --> Consume==> Rechg(49) Rechg(50) EndMod(50) EndMod(50)
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Cinders is absolutely worth taking even though you can go without especially since you will get EM pulse....more control is always nice...good slotting for Cinders would be 2 acc, 2 rech, 2 hold. For EM Pulse I would go 2 acc, 3 rech, 1 hold since the base hold duration on EM Pulse is quite long.
As for your slotting in this build:
Char is your most important power. Slot this ASAP and with 2 acc, 2 rech, 2 hold
Radiant Aura, if you have the slots then 3 heal, 2 rech, 1 end red would be good.
Radiation Infection, basically just need 3 tohit debuff. Def debuffs are handy if you're gonna PvP but not really needed.
Fire cages, the immob duration is fine out of the box. Go with 2 acc, 1 end red
Hover....never ever slot this for defense...the values are too low to even consider. Go with fly speed instead.
Mutation, only slot 1 recharge....3 is overkill.
Hot Feet, awesome power but doesnt mesh well with fly. Maybe consider taking the leaping pool for combat jumping and acrobatics so you can stand toe to toe in the middle of a mob? Slotting would be 3 dmg, 3 end reds (total endhog)
Health, don't ever 3 slot this on a low hp AT...simply not worth it + you have a self heal so maybe take hurdle instead?
Lingering Radiation, not much use for slows in this since its pretty good out of the box. I would go for 2 acc, 3 rech, 1 end red
Flashfire, try and take this one earlier....one of your most important powers and your main opener in fights. Use with fire cages to get a makeshift AoE hold. Slotting would be 2 acc, 2 rech, 2 dis dur.
Enervating Field, you can get by with 2 end reds....but 3 is fine. Could maybe even swap the 3rd one for a recharge?
Fire Imps, not really much use for recharges in them unless you want to PvP?
Bonfire, never taken this power so really cant comment on slotting. Some love this power, others hate it.
Fireball, go with 2 acc, 3 dmg, 1 rech or end red
Fire Shield, get some end reds in here. I would go for 2 end reds, 3 dmg res.
No Fire Blast?
Hope this helps. -
Looks pretty good.
I would go for Super Jump and Acrobatics instead of Hover and Fly though. -
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Even with Transference I think Stamina is a must. Specially if you got toggles like leadership.
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Stamina is not a must after you get transferance but it's mighty nice to have. You will constantly be watching your end bar if you go without....but it's relatively easy to manange. -
OK....my brain hurts after reading that post!
I'll give you a rundown of the different Ice/Storm powers and conventional slotting.
Ice:
Chilblain:
Single immob and probably your best bet for dmg for the first many lvls. Good for keeping AVs in one spot aswell as it's good in PvP. 3 different way to slot this I would say:
Dmg: 2 acc, 3 dmg maybe 1 rech
AVs: 2 acc
PvP: 2 acc, 2 rech, 2 immob
Block of Ice:
Single target hold and your most important power.
Slotting: 2 acc, 2 rech, 2 hold
Frostbite:
AoE immob. Has it's good and bad points. First it negates knockdown for 10 seconds after use and therefore doesn't work well with Ice Slick and Freezing Rain (for the 10 seconds anyway) and will use a lot of endurance at lowlvls.
It's very good to set up containment though and I would therefore consider it for the highlvls; also good to use with Tornado if you decide to pick that one up (pretty good dmg) so it doesnt scatter the mobs all over the place.
Slotting: 2 acc, 1 end red
Arctic Air:
Really good power but uses quite a bit of endurance and since Storm is a really endheavy set I would probably not take it. But it really is a very good power.
Slotting: 2-3 end reds, 1-3 conf dur
Shiver:
Very cool cone slow. Has a huge cone.
Slotting: 2 acc, 1-3 rech, 1-2 slows
Ice Slick:
Staple power of the Ice set. Basically your main opener against mobs.
Slotting: 3 rech, 0-1 end red
Flash Freeze:
PbAoe sleep, which I probably would recommend you skipping.
Slotting: 2 acc, 0-3 rech, 0-2 sleep dur
Glacier:
Your (Pb)AoE hold. Ypu can skip this if you feel like it since it has a fairly long recharge but it's one of the few hard controls you have availble so I think you should get it.
Slotting: 2 acc, 2 rech, 2 hold
Jack Frost:
Your pet. He does good dmg when in melee but it can be fairly hard to get him in there. Since Ice has very little dmg I used him to highlvls and respec'd him out when I got epics. Has a hold aswell.
Slotting: 1-2 acc, 3 dmg, 0-2 hold
Storm:
Gale:
Not a very good power but can still be used to keep mobs away from you from time to time.
Slotting: 1-2 acc.
o2 Boost:
Single target heal. It does too little to be effective as a heal but still useful to keep your pet alive and teammates if need be. It also has a sleep and stun resist + a very nifty res to end drain; for this melee ATs will love you when fighting Malta.
Slotting: 1-3 heal, 0-3 rech, 0-1 end red
Snow Storm:
Toggle slow that needs an anchor. Good to keep the mobs on your Ice Slick and in your Freezing Rain. Slows recharge and movement speed on the affected mobs. Slotting for slow only affects movement speed and not recharge.
Slotting: 2-3 end reds, 0-2 slows, 0-1 rech
Steamy Mist.
Nice PbAoe stealth and gives some defense and resistance. The defense is too puny to slot for but you can get some pretty good resistance to Fire/Cold/Energy dmg.
Slotting: 2 end reds, 3 dmg res
Freezing Rain:
Fantastic power, especially when used with Ice Slick. Big def and res debuff + slow
Slotting: 2-3 rech, 1-2 end reds, 0-2 def debuff
Hurricane:
Some hate this power and most of us loves it. You have to get used to this power but when you do its awesome. Has probably the best accuracy debuff in the game.
Slotting: 2 end reds, 3 tohit debuff
Thunder Clap:
PbAoE disorient. I say skip this power as it only stuns minions and the accuracy is pretty poor + it's useless in PvP now with the toggledropchanges. Looks cool though
Slotting: 2 acc, 0-2 rech, 1-2 dis dur.
Tornado:
I LOVE this power but most hate it. You summon a tornado that follows you around and basically knocks everything all over the place. This is where you should use Frostbite or Chilblain for the -knockback. It also has a massive def debuff which makes it excellent for AVs.
Slotting: Can be slotted all kinds of ways. Personally I've got 3 dmg, 2 rech, 1 end
Lightning Storm:
Stationary cloud that does ok dmg. Was excellent for PvP but again the toggledrop nerf has made this useless in PvP but is still very handy in PvE
Slotting: 3 dmg, 1-2 rech, 1-2 end reds
Hope this answers some of your questions -
Sleet is great and from what I can see exactly the same as Freezing Rain
It seems to have a better resistance debuff than Rain though....seems to be 40% instead of 30% as Rain has. Haven't seen any numbers on this though? -
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..Miasmatic Elfling- The first Rad/Psy Defender on the list!
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In that case you need to put G-Bomb on that list aswell:
G-Bomb Radiation Emission / Psychic Blast / Power Mastery
(who dinged 50 about 6 months ago ) -
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The more I look at it, the more I am thinking Hasten is a no brainer for my controller.
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0nce you have hasten you could most likely barely have a use for your secondaries (i know i dont) until you face AV's.
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Really? Oh, because I barely use them now... I'm only level 15.
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You're not serious right?? The secondaries is there for a reason and should be used.
I'm seeing this more and more....people not using their powers....this is what makes the difference between just another player on the team and a good controller...shame on you! -
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Raid was called off. Stupid PA changes meant we couldn't actually get anyone into the bubble.
If I decide I can be bothered to do another one, I'll post the date in the future.
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Thanks for attempting in the first place, I feel sorry for the whole community for some change or bug like this to destroy everything. It cant really be working as intended?
[/ QUOTE ]Well, the tactic we use is not how the devs intended the raid to work, AFAIK that strategy hasn't been figured out yet.
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So? what you're saying is that the dev's wants us to find and use 1 specific tactic to do this specific task? And if we find another way of doing it; they will just keep changing the rules until we play the game as they intend??
...and yeah...I'm aware of the silver bullet theory and all the other silly theories. -
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You can never have a "gimped" controller combo. Controllers don't have any "bad" PvP powersets.
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i think earths is quite gimped in the arena, only thing going for it is quicksand, that's about it.
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Oh hay yeah, quicksand is the ONLY thing going for the set, lets just ignore the hold, and the single target immobilze which also does -fly. Oh yeah that targeted AoE hold, which constantly stacks with itself is very gimp. OH WAIT don't get me started on that gimpy knockdown power aswell, lol oh you whats the worst thing? The pet which has insanely high res to damage. Yup earth is gimped.....
And i agree with botty 100% Player always counts above build.
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so what all the other set's have -fly except illusion. don't see what makes it better then other sets.
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Mind and Fire doesn't have -fly either so that's half the sets which haven't got it. -
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... conserve power truthuly is preety rubish :S
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Conserve isn't a rubbish power...especially with 2 quite endheavy sets as earth and rad -
hey there...thanks for working on this.
Arch Nemesis' epic is Primal Forces and not Fire Mastery
And please add:
Arch Jackson, Fire Control / Kinetics / Fire Mastery controller.
and
Bad Sector, Kinetics / Dark Blast / Power Mastery defender -
[ QUOTE ]
lo again
Just want to post a proposed build up and say thanks for the help. I've only managed to get her to lvl 8 with i7 and exams popping up recently
anyway here it is, c+c greatly appreciated
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Radiant Earth
Level: 50
Archetype: Controller
Primary: Earth Control
Secondary: Radiation Emission
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01) --> Fossilize==> Acc(1) Acc(9) Hold(13) Hold(17) Dmg(21)
Most important power you got. 6 six slot with 2 acc, 2 rech, 2 hold. Go with 2 acc, 1 rech, 3 dmg at lowlvls for dmg.
01) --> Radiant Aura==> Heal(1) Heal(3) Heal(3) Rechg(11) EndRdx(25)
02) --> Stone Cages==> Acc(2) Acc(9) Immob(13) Immob(17) Immob(25)
Doesn't need the immob dur since its good out of the box. Go with 2 acc, 1 end red.
04) --> Radiation Infection==> EndRdx(4) DefDeBuf(5) DefDeBuf(5) TH_DeBuf(11) TH_DeBuf(21)
The Def Debuffs aren't that important for PvE. Go with 3 tohit debuff and maybe 1 end red.
06) --> Accelerate Metabolism==> Rechg(6) Rechg(7) Rechg(7) EndMod(15) EndMod(15) EndMod(23)
08) --> Recall Friend==> Range(8)
10) --> Enervating Field==> EndRdx(10)
Go with 2 or 3 end reds....uses it's fair share of endurance
12) --> Stalagmites==> Acc(12) Acc(23) DisDur(31) DisDur(31) Dmg(45)
One of your most important powers and whatever you do do not slot it for dmg. Go with 2 acc, 2 rech, 2 disdur
14) --> Teleport==> EndRdx(14) Range(31) Range(45)
16) --> Mutation==> Rechg(16) Rechg(19) Rechg(19)
Its a rez (a very good rez I will admit) so you can skip this power if you wish. 1 rech should be fine.
18) --> Earthquake==> TH_DeBuf(18) Rechg(39) DefDeBuf(39) TH_DeBuf(39) TH_DeBuf(40) DefDeBuf(43)
The tohit/def debuffs aren't massive in this. Stick with 3 recharges.
20) --> Lingering Radiation==> Acc(20) Acc(45) Slow(46) Rechg(46) Slow(46)
One of the best powers in Rad. Awesome for AVs since it's one of the best -regen powers out there. Slot 2 acc, 3 recharge and maybe 1 end red if you have the slot.
22) --> Swift==> Run(22)
24) --> Health==> Heal(24)
Health isn't great on a squishie because of few hps and since you've got a selfheal I would go for hurdle instead.
26) --> Stamina==> EndMod(26) EndMod(27) EndMod(27)
28) --> Volcanic Gasses==> Acc(28) Acc(29) Rechg(29) Rechg(33) Hold(34) Hold(34)
Doesnt need the acc. Slot with 3 recharges and maybe a 1 or 2 hold durations and maybe 1 end red if you have the spare slot.
30) --> Quicksand==> Slow(30) DefDeBuf(34) DefDeBuf(36)
Good power but if it comes down to choose between LR and QS I would go for LR
32) --> Animate Stone==> Acc(32) Acc(33) Rechg(33) Dmg(37) Dmg(37) Dmg(37)
Drop the recharge unless you plan on having him killed loads....he's pretty tough.
35) --> Choking Cloud==> EndRdx(35) Hold(36) Hold(36) Hold(50)
One of the biggest endhogs in the game. Slot with 3 end redux at least.
38) --> EM Pulse==> Acc(38) Acc(40) Hold(40) Hold(42) Rechg(43) Rechg(43)
fantastic AoE hold. The hold baseduration is pretty long so I would probably go with 2 acc, 3 rech, 1 hold.
41) --> Conserve Power==> Rechg(41) Rechg(42) Rechg(42)
At this point you will be aching for dmg. Go with power blast instead
44) --> Stealth==> EndRdx(44)
Go with temp imvul instead...it will make a BIG difference.
47) --> Power Blast==> Acc(47) Dmg(48) Dmg(48) Dmg(48)
Take power boost here.
49) --> Power Boost==> Rechg(49) Rechg(50) Rechg(50)
Probably go with conserve power here.
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Containment==> Empty(1)
02) --> Rest==> Empty(2)
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Thanks in advance
BSN
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My earth/rad suggestion would probably look something like this:
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Name:
Level: 50
Archetype: Controller
Primary: Earth Control
Secondary: Radiation Emission
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01) --> Fossilize==> Acc(1) Acc(3) Rechg(3) Rechg(5) Hold(5) Hold(7)
01) --> Radiant Aura==> Heal(1) Heal(36) Heal(36) Rechg(36) Rechg(40) EndRdx(46)
02) --> Stone Cages==> Acc(2) Acc(7) EndRdx(9)
04) --> Accelerate Metabolism==> Rechg(4) Rechg(9) Rechg(11) EndMod(11) EndMod(13) EndMod(13)
06) --> Radiation Infection==> TH_DeBuf(6) TH_DeBuf(15) TH_DeBuf(15) EndRdx(48)
08) --> Combat Jumping==> Jump(8)
10) --> Swift==> Run(10)
12) --> Stalagmites==> Acc(12) Acc(17) Rechg(17) Rechg(19) DisDur(19) DisDur(21)
14) --> Super Jump==> Jump(14)
16) --> Hurdle==> Jump(16)
18) --> Earthquake==> Rechg(18) Rechg(21) Rechg(23)
20) --> Stamina==> EndMod(20) EndMod(23) EndMod(25)
22) --> Enervating Field==> EndRdx(22) EndRdx(25) EndRdx(50)
24) --> Acrobatics==> EndRdx(24) EndRdx(27)
26) --> Volcanic Gasses==> Rechg(26) Rechg(27) Rechg(29) Hold(37) Hold(43) EndRdx(46)
28) --> Lingering Radiation==> Acc(28) Acc(29) Rechg(31) Rechg(31) Rechg(31) EndRdx(37)
30) --> Hasten==> Rechg(30) Rechg(33) Rechg(33)
32) --> Animate Stone==> Acc(32) Acc(33) Dmg(34) Dmg(34) Dmg(34)
35) --> Super Speed==> Run(35) EndRdx(37)
38) --> EM Pulse==> Acc(38) Acc(39) Rechg(39) Rechg(39) Rechg(40) Hold(40)
41) --> Power Blast==> Acc(41) Acc(42) Dmg(42) Dmg(42) Dmg(43) Rechg(43)
44) --> Temp Invulnerability==> EndRdx(44) EndRdx(45) DmgRes(45) DmgRes(45) DmgRes(46)
47) --> Power Boost==> Rechg(47) Rechg(48) Rechg(48)
49) --> Conserve Power==> Rechg(49) Rechg(50) Rechg(50)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Containment==> Empty(1)
02) --> Rest==> Empty(2)
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Oh hey, two Defenders and one Controller.
Balance for the win.
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Wouldn't that be 3 defenders? 2 emps and 1 storm?