Windenergy21

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  1. Windenergy21

    Inv or Shield?

    And then this is the shield/elec build. But again, since mid's wont update you have to use some imagination.

    Also, i was testing the values for a scrapper as well. So due to both reasons had to use a brute to figure things out. On the tanker version, which IIRC when soloing would have 43-42%ish defense to melee/ranged/aoe, tough/weave would not be as necessary. So in that build i also believe i opted for FA/physical perfection, and actually in the 3rd power slot maneuvers is JUST enough extra defense to soft cap you as well, so its not a bad trade-off really at all.

    Or if you 6 slot FA, you can get 2.5% defense to melee/ranged/aoe if you use Gaussians, but i did not have the slots to do so, and you need a power for 47 anywho, and manuevers helps the team out as well so i like it in this scenario. I would use 3 numians, and 3 performance shifters in physical perfection for this for the 2 1.88% max hp bonuses since you wont cap like the invuln who has dull pain. And the way the build is, with lotg in manuevers, dont need the 10% regen bonus with efficacy adaptors.

    As you can see also in this build it has maneuvers. That last power pick would be good with grant cover for more team defense + some slow resistance, and when you have the money to hide a lotg 7.5% recharge, or its good for conserve power with its base slot, though fully IOd, with physical perfection, and the rare case of one with the shield, doubt you would ever need it.

    Grant cover, or assault would be the best options for the 49 power which would be unslotted IMO.


    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Elec Shield: Level 50 Magic Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership

    Villain Profile:
    Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(43)
    Level 1: Deflection -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(7), S'dpty-Def(39), ResDam-I(42), ResDam-I(42)
    Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(43)
    Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(13), Heal-I(21), ResDam-I(21), S'fstPrt-ResDam/Def+(29)
    Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 10: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(11), S'dpty-Def/EndRdx/Rchg(11), S'dpty-Def(40)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Active Defense -- RechRdx-I(A)
    Level 20: Hurdle -- Jump-I(A)
    Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Numna-Heal/EndRdx(23), Heal-I(42), RgnTis-Regen+(46)
    Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(37)
    Level 26: Chain Induction -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(43)
    Level 28: Phalanx Fighting -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
    Level 30: Build Up -- RechRdx-I(A), RechRdx-I(37)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37)
    Level 38: One with the Shield -- Numna-Heal(A), Numna-Heal/EndRdx(39), Numna-Heal/Rchg(39), TtmC'tng-ResDam/EndRdx(46), TtmC'tng-ResDam/Rchg(46), TtmC'tng-ResDam(50)
    Level 41: Kick -- Acc-I(A)
    Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), RctvArm-EndRdx(50)
    Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 14% DamageBuff(Smashing)
    • 14% DamageBuff(Lethal)
    • 14% DamageBuff(Fire)
    • 14% DamageBuff(Cold)
    • 14% DamageBuff(Energy)
    • 14% DamageBuff(Negative)
    • 14% DamageBuff(Toxic)
    • 14% DamageBuff(Psionic)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 6.75% Defense(Fire)
    • 6.75% Defense(Cold)
    • 6.13% Defense(Energy)
    • 6.13% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.1% Defense(Melee)
    • 7.38% Defense(Ranged)
    • 10.5% Defense(AoE)
    • 51% Enhancement(Accuracy)
    • 40% Enhancement(RechargeTime)
    • 230.5 HP (15.4%) HitPoints
    • MezResist(Held) 8.8%
    • MezResist(Immobilize) 9.9%
    • MezResist(Sleep) 2.2%
    • MezResist(Stun) 4.4%
    • 1.5% (0.03 End/sec) Recovery
    • 94% (5.88 HP/sec) Regeneration
    • 6.25% Resistance(Negative)



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  2. Windenergy21

    Inv or Shield?

    Quote:
    Originally Posted by Failsight View Post
    In my experience, Shields soft-capped, with the option of OwtS is as survivable as Invul soft-capped with the option of Dull Pain (but without counting Unstoppable). Ultimately, the trade-off becomes one of the extra survivability of Unstoppable, which is highly situational but extremely potent, against the constant fluctuating damage bonuses of AAO and Shield Charge. In most cases, I'd take the latter. Soft-capping simply cuts down enough damage on its own that the underlying resistance and extra HP tend to be enough to hold things together no matter what.

    Ultimately, my preference is Shields, due to its offensive-minded nature, even though I still love my Inv Tanker. They're my two favourite Tanker primaries.

    Except that you can boost dull pain with recharge, which you cant to OWTS (still making no sense to me why you can't :/)

    You can soft cap a shield/elec and it will survive pretty well. Ever since i had an elec/elec blaster i always wanted elec melee for tanks, and always wanted to do an invuln/elec.

    Its just SUCH a good combo, however with shields, i'm torn cause i know with investment i can make an offensive powerhouse, good for farming and the like.

    The pros and cons, invuln matures faster, and takes a SIGNIFICANTLY less amount of money to make a good decent IOd build.

    Also, invuln benefits a lot from hasten, which means that your attacks recharge faster, and are slotted more for recharge unlike the shield tanker, which wil lbe using a full set of either touch of death or mako's bite in the single target abilities, which elec melee is slightly lower on in general.

    Invuln also helps you to be more accurate which is nice, but in both builds with the addition of physical perfection, even if unslotted its best to take focused accuracy prior to it so that's a little less of a boon.

    I know i wont have room in one post so i'll have to do in two. So you just have to figure, do you want a more end game resulting toon, with a hefty investment of IOs that is better for farming purposes (shield/elec) Or do you want a much cheaper but effective build, that matures faster and all around easier to level up play before bonuses, and is a little better when soloing as well, but can still bring the pain when teaming (invuln/elec)

    I'll post the biuld for the invuln/elec first, just be aware, MIDS did not update yet, so you have to kinda figure where the elec powers are in relation to the dark melee powers. Dark melee had the closest power skills in relation to elec melee, first 2 attacks then a cone, and it has 2 pbaoe attacks for thunder strike and lightning rod.

    FYI touch of fear is build up, dark consumption is lightning rod, siphon life is thunder strike, and soul drain is chain induction. The bonuses play out the same, and where laser beam eyes is, is where physical perfection will go.

    FYI for physical perfection, its 2 numinas and 4 efficacy adaptors. So thats 25% more recovery and slotted + bonuses you get like 55% extra regen out of it. End result of this build is regenerating a tic every 3.5 seconds.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Invuln Elec: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(43)
    Level 1: Shadow Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(48)
    Level 2: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(48)
    Level 4: Shadow Maul -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(5), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(31), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Dmg/Rchg(43)
    Level 6: Dull Pain -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(7), Tr'ge-EndRdx/Rchg(11), Tr'ge-Heal/Rchg(11), Tr'ge-Heal/EndRdx/Rchg(13)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(42)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(19), LkGmblr-Rchg+(42)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(42), RgnTis-Regen+(43)
    Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(37)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(27), DefBuff-I(27)
    Level 28: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), M'Strk-Dmg/EndRdx/Rchg(46)
    Level 30: Touch of Fear -- RechRdx-I(A), RechRdx-I(50)
    Level 32: Resist Physical Damage -- ResDam-I(A), ResDam-I(37), S'fstPrt-ResDam/Def+(37)
    Level 35: Unstoppable -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 41: Focused Accuracy -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(50)
    Level 44: Laser Beam Eyes -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46), Empty(46)
    Level 47: Resist Energies -- ResDam-I(A), ResDam-I(48)
    Level 49: Resist Elements -- ResDam-I(A), ResDam-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 5.5% Defense(Smashing)
    • 5.5% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 4.25% Defense(Melee)
    • 4.25% Defense(Ranged)
    • 3% Defense(AoE)
    • 47.5% Enhancement(RechargeTime)
    • 57% Enhancement(Accuracy)
    • 189.7 HP (10.1%) HitPoints
    • MezResist(Immobilize) 8.8%
    • MezResist(Stun) 4.4%
    • 2.5% (0.04 End/sec) Recovery
    • 68% (5.32 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 7.5% Resistance(Psionic)



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    The bonuses if you look at mids will be accurate as well with this build.
  3. I would also like to advise the OP, to switch epics to the elec mastery epic. Static discharge with howl and psy scream can easily create a full aoe/cone attack chain. See the link in my sig for some info/advice on the matter, but its very potent and great on teams. Elec mastery also gets surge of power, which works exactly like force of nature, as does charged armor, only charged armor includes energy resistance to the smash/lethal.
  4. Quote:
    Originally Posted by Oliin View Post
    Repulsion bomb for a blaster actually does a considerable amount of damage. It's actually a little better than most primary's ranged AoE damage wise, and on top of that there's the knockback and mag2 stun. It just has a considerable windup
    And recharge, its on a 45 second base recharge timer unlike the 30 second recharge of its defender version.

    It does do good damage though, and the knockdown is good. If you are only one slotting it, i wouldnt bother, but its a good power if you fully slot it.

    Personally I'm missing why you cant move something like force of nature to level 49 instead. It really only needs 2 level 50 Recharge IOs. If you play your character right, its base resistance should be more than enough to get by, especially since you have drain psyche and siren's song and to an extent shockwave as controlling/regenerating abilities.
  5. Quote:
    Originally Posted by Space_Goat View Post
    With Frankenslotting Short Circuit is great. You can get good acc, dam, endmod, and rech all at once.

    This is what I came up with for mine, but perhaps someon^]cwFulmens has a better idea.

    Damage
    Damage
    Performance Shifter EndMod
    Performance Shifter EndMod/Accuracy/Recharge
    Performance Shifter Accuracy/Recharge
    Performance Shifter EndMod/Recharge

    With level 40 enhancements, that's roughly +40% Acc, +75% Dam, +80% EndMod, and +65% Recharge, nearly 8-slots worth of enhancement value.

    You will be wanting a faster recharge however, going as close to 7 seconds as you can to keep the end drain fully on enemies such as bosses without a hickup of endurance for them to earn.

    Its easier for me to just post the build, but my SC has 47% accuracy,53% damage, 95%ish recharge, and 88% end mod. With a bonus 26.5% end redux, which does help as even IOd with power sink i've seen my blaster get low at times through attacking so much and saving power sink for when i really need to sap a mob fast.

    This keeps the power with decent damage 78% of its total non-buffed output, and keeps it in high value to use as an end draining ability, with the key on its maxed recharge. And granting great bonuses as well with my slotting, 20% regeneration, 1.13% max hp, and 1.5% recovery.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Elec Elec Elec: Level 50 Mutation Blaster
    Primary Power Set: Electrical Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1:  Charged Bolts  --  Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(48)
    Level 1:  Electric Fence  --  Acc-I(A)
    Level 2:  Lightning Bolt  --  Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(48)
    Level 4:  Ball Lightning  --  Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(40), RechRdx-I(43)
    Level 6:  Short Circuit  --  Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(13), Sciroc-Dmg/EndRdx(34), Sciroc-Dmg/Rchg(37)
    Level 8:  Combat Jumping  --  DefBuff-I(A)
    Level 10:  Havoc Punch  --  C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(46), Efficacy-EndMod/Acc/Rchg(48)
    Level 12:  Hurdle  --  Jump-I(A)
    Level 14:  Super Jump  --  Jump-I(A)
    Level 16:  Build Up  --  RechRdx-I(A), RechRdx-I(17)
    Level 18:  Tesla Cage  --  NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(19), NrncSD-Hold/Rng(19), NrncSD-Acc/Hold/Rchg(31), G'Wdw-Acc/Rchg(45), G'Wdw-Acc/Hold/Rchg(46)
    Level 20:  Health  --  Numna-Regen/Rcvry+(A), Numna-Heal(21), Heal-I(21), Heal-I(50)
    Level 22:  Stamina  --  Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc(23), Efficacy-EndMod/Acc/Rchg(37)
    Level 24:  Hasten  --  RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26:  Voltaic Sentinel  --  S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(27), BriL'shp-Acc/Dmg/EndRdx(27), BriL'shp-Dmg/EndRdx(34)
    Level 28:  Thunder Strike  --  Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(46), M'Strk-Acc/Dmg/EndRdx(50)
    Level 30:  Aim  --  RechRdx-I(A), RechRdx-I(31)
    Level 32:  Thunderous Blast  --  Det'tn-Dmg/Rchg(A), Det'tn-Acc/Dmg/EndRdx(33), Det'tn-Dmg/EndRdx/Rng(33), AirB'st-Dmg/Rchg(33), Posi-Dmg/Rchg(34), Efficacy-EndMod/Rchg(50)
    Level 35:  Power Sink  --  Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/EndRdx(36), RechRdx-I(37)
    Level 38:  Shocking Grasp  --  C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40), Hold-I(45)
    Level 41:  Static Discharge  --  Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), RechRdx-I(43)
    Level 44:  Charged Armor  --  Aegis-Psi/Status(A)
    Level 47:  Surge of Power  --  RechRdx-I(A)
    Level 49:  Acrobatics  --  EndRdx-I(A)
    ------------
    Level 1:  Brawl  --  Empty(A)
    Level 1:  Sprint  --  Empty(A)
    Level 2:  Rest  --  Empty(A)
    Level 1:  Defiance  
    ------------
    Set Bonus Totals:
    • 1.56% Defense(Fire)

    • 1.56% Defense(Cold)

    • 5% Defense(Energy)

    • 5% Defense(Negative)

    • 2.5% Defense(Ranged)

    • 3.13% Defense(AoE)

    • 22.5% Enhancement(RechargeTime)

    • 62% Enhancement(Accuracy)

    • 85.8 HP (7.12%) HitPoints

    • MezResist(Immobilize) 6.6%

    • MezResist(Sleep) 1.65%

    • 13.5% (0.23 End/sec) Recovery

    • 106% (5.33 HP/sec) Regeneration

    • 3.15% Resistance(Fire)

    • 3.15% Resistance(Cold)

    • 1.88% Resistance(Energy)

    • 3.13% Resistance(Negative)

    • 2.1% Resistance(Psionic)

    • 5% RunSpeed





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    And as per lightning field, skip it. There are too many instances, even in my very melee centric blaster, where you'll be jumping in and out of melee, and not getting good use for it, and its not going to be doing much of anything for draining purposes, and with short circuit/power sink you won't need it at all. It looks cool and that's about it. It doesn't matter how blappified your build is, no blaster is, or at least should be in melee 100% of the time
  6. Also, can anyone tell me why the livejournal export from mids worked just fine on the last post i made, but when i used it for this one, it wasnt showing it properly?
  7. Quote:
    Originally Posted by Karl_Rove_Man View Post
    Same question, but for a dark/rad...am I thinking along the right lines here? Although running all three might kill my end.

    Maneuvers - +def to stack with my -to-hit in dark.
    Assault - +dam to stack with the -res in dark, and possibly from -res IO procs in rad attacks.
    Tactics - +to-hit to stack with -def in rad attacks.
    Vengeance - To use before I HT my whole team back to life. Vengeance is a self-buff, right?
    With dark miasma at all + any blast set, leadership really won't fit in at all anyways. For one on your question karl, you shouldnt need tactics considering all the defense debuff your attacks should be doing. Maneuvers, well if you plan your character right everything will be floored from to hit anyways making it useless. Only possibly AVs would it make a difference on, but with all the healing and still debuffing not really for how little it gives but YMMV for that, but again mostly only for AVs.

    The only one i would bother with on a dark is assault maybe, if you can manage to find an extra spot.

    As to the orignal posters question on the storm/dark. DEFINITELY skip leadership on it. There are WAY too many good powers in both storm and dark to take to warrant the end cost alone on the leadership toggles.

    As mentioned, freezing rain will take care of most any acc issues. Manuevers doesnt really have anything to stack with. And assault, as yes it always helps, but personally there are just too many good powers to pick in its place. In my build the only thing i could see skipping for it would be hasten, but i just love having freezing rain and lightning storm up as often as possible :P.


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Storm Dark Stun: Level 50 Magic Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Dark Blast
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: O2 Boost -- Tr'ge-EndRdx/Rchg(A), Tr'ge-Heal/Rchg(3), Tr'ge-Heal/EndRdx/Rchg(3), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(15)
    Level 1: Dark Blast -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(5), Entrpc-Acc/Dmg(11), Entrpc-Dmg/EndRdx/Rchg(40), Thundr-Acc/Dmg/Rchg(45), Thundr-Dmg/EndRdx/Rchg(50)
    Level 2: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A)
    Level 4: Gloom -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(5), Entrpc-Acc/Dmg(7), Entrpc-Dmg/EndRdx/Rchg(40), Thundr-Acc/Dmg/Rchg(46), Thundr-Dmg/EndRdx/Rchg(50)
    Level 6: Steamy Mist -- EndRdx-I(A)
    Level 8: Freezing Rain -- RechRdx-I(A), RechRdx-I(9), TmpRdns-EndRdx/Rchg/Slow(9)
    Level 10: Combat Jumping -- Krma-ResKB(A)
    Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-ToHitDeb/EndRdx(15)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(37), Enf'dOp-Acc/Immob/Rchg(46)
    Level 18: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(19), Stpfy-Acc/EndRdx(19), Stpfy-Stun/Rng(25), Stpfy-Acc/Stun/Rchg(37), Rope-Acc/Stun/Rchg(43)
    Level 20: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(48)
    Level 22: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(23), Stpfy-Acc/EndRdx(23), Stpfy-Stun/Rng(25), Stpfy-Acc/Stun/Rchg(37), Rope-Acc/Stun/Rchg(43)
    Level 24: Hurdle -- Jump-I(A)
    Level 26: Health -- Heal-I(A), Heal-I(27), Numna-Regen/Rcvry+(27), RgnTis-Regen+(45)
    Level 28: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(29), Efficacy-EndMod/Acc(34)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Lightning Storm -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(33), Entrpc-Dmg/EndRdx/Rchg(33), Entrpc-Dmg/Rchg(33), Thundr-Dmg/EndRdx/Rchg(34), Thundr-Acc/Dmg/Rchg(34)
    Level 35: Life Drain -- Nictus-Acc/Heal(A), Nictus-Heal/HP/Regen/Rchg(36), Nictus-Acc/EndRdx/Heal/HP/Regen(36), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(48)
    Level 38: Blackstar -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(39), M'Strk-Dmg/Rchg(39), M'Strk-Dmg/EndRdx/Rchg(39), DampS-ToHitDeb/Rchg(45)
    Level 41: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(48)
    Level 44: Dark Embrace -- S'fstPrt-ResKB(A)
    Level 47: Soul Drain -- C'ngBlow-Acc/Rchg(A)
    Level 49: Tornado -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Vigilance
    ------------
    Set Bonus Totals:
    • 36.3% Enhancement(RechargeTime)
    • 27% Enhancement(Accuracy)
    • 9% Enhancement(Stun)
    • 152.6 HP (15%) HitPoints
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Sleep) 1.65%
    • 20% (0.33 End/sec) Recovery
    • 130% (5.52 HP/sec) Regeneration
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)



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  8. Don't remember who was asking, but i do remember responding to it if its the same one, was a while ago though. Here is the build i made for energy/ice/cold. Its VERY sturdy, with hibernate, frozen armor, snowstorm + shiver + ice patch, Hoarfrost as a heal, since its at the HP cap, and the fact that he is regenerating a tic every 3 seconds just like a regen scrapper pre-IOs in addition to the safety of the knockback, is just WONDERFUL .




    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Energy Ice Ice Regeneration: Level 50 Magic Blaster
    Primary Power Set: Energy Blast
    Secondary Power Set: Ice Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Flight
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1:  Power Bolt  --  Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Entrpc-Acc/Dmg(7), Entrpc-Dmg/EndRdx/Rchg(13), Apoc-Acc/Dmg/Rchg(19), Apoc-Dam%(42)
    Level 1:  Chilblain  --  Apoc-Dmg(A), Apoc-Dmg/EndRdx(21)
    Level 2:  Power Blast  --  Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(42)
    Level 4:  Energy Torrent  --  Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(17), RechRdx-I(40)
    Level 6:  Power Burst  --  Apoc-Acc/Rchg(A), Apoc-Dmg/Rchg(7), Thundr-Dmg/EndRdx(11), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(42)
    Level 8:  Ice Sword  --  P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 10:  Chilling Embrace  --  TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(50)
    Level 12:  Combat Jumping  --  LkGmblr-Rchg+(A), LkGmblr-Def(46)
    Level 14:  Super Jump  --  Jump-I(A)
    Level 16:  Build Up  --  RechRdx-I(A), RechRdx-I(19)
    Level 18:  Hurdle  --  Jump-I(A)
    Level 20:  Ice Patch  --  RechRdx-I(A)
    Level 22:  Health  --  Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(23), Numna-Heal(23), Heal-I(43), RgnTis-Regen+(50)
    Level 24:  Stamina  --  Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(43)
    Level 26:  Explosive Blast  --  Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(29), RechRdx-I(40)
    Level 28:  Shiver  --  P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(31), P'ngTtl-Rng/Slow(31), P'ngTtl-EndRdx/Rchg/Slow(34)
    Level 30:  Aim  --  RechRdx-I(A), RechRdx-I(34)
    Level 32:  Nova  --  Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), M'Strk-Dmg/Rchg(33), M'Strk-Dmg/EndRdx/Rchg(34)
    Level 35:  Freezing Touch  --  NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(36), NrncSD-Acc/Hold/Rchg(36), G'Wdw-Acc/Rchg(36), G'Wdw-EndRdx/Hold(37), G'Wdw-Acc/Hold/Rchg(37)
    Level 38:  Hover  --  Frbd-EndRdx(A), Frbd-Fly(39), Frbd-Stlth(39), Srng-Fly(39), Srng-EndRdx/Fly(40)
    Level 41:  Snow Storm  --  TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(43)
    Level 44:  Hoarfrost  --  Tr'ge-Heal/EndRdx(A), Tr'ge-Heal/Rchg(45), Tr'ge-Heal/EndRdx/Rchg(45), Numna-EndRdx/Rchg(45), Numna-Heal/Rchg(46), Numna-Heal/EndRdx/Rchg(46)
    Level 47:  Frozen Armor  --  LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49:  Hibernate  --  Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(50)
    ------------
    Level 1:  Brawl  --  Empty(A)
    Level 1:  Sprint  --  Empty(A)
    Level 2:  Rest  --  Empty(A)
    Level 1:  Defiance  
    ------------
    Set Bonus Totals:
    • 5% Defense(Energy)

    • 5% Defense(Negative)

    • 2.5% Defense(Ranged)

    • 2.5% Enhancement(JumpSpeed)

    • 27.5% Enhancement(RechargeTime)

    • 2.5% Enhancement(JumpHeight)

    • 2.5% Enhancement(RunSpeed)

    • 2.5% Enhancement(FlySpeed)

    • 50% Enhancement(Accuracy)

    • 153.6 HP (12.7%) HitPoints

    • MezResist(Immobilize) 4.4%

    • MezResist(Sleep) 4.4%

    • 14.5% (0.24 End/sec) Recovery

    • 178% (8.95 HP/sec) Regeneration

    • 3.15% Resistance(Fire)

    • 3.15% Resistance(Cold)

    • 3.13% Resistance(Negative)

    • 5% RunSpeed





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    |-------------------------------------------------------------------|
  9. Windenergy21

    Ice/Fire Guide?

    here is how i planned to set up my ice/fire blaster:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ice Fire Ice: Level 50 Magic Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1:  Ice Bolt  --  Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(48)
    Level 1:  Ring of Fire  --  Acc-I(A)
    Level 2:  Ice Blast  --  Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(48)
    Level 4:  Frost Breath  --  Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(7), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(42)
    Level 6:  Fire Sword  --  C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 8:  Freeze Ray  --  NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(9), NrncSD-Acc/Hold/Rchg(9), G'Wdw-Acc/Rchg(31), G'Wdw-EndRdx/Hold(45), G'Wdw-Acc/Hold/Rchg(45)
    Level 10:  Fire Sword Circle  --  Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(11), Sciroc-Acc/Dmg/EndRdx(15), C'ngBlow-Acc/Dmg(37), C'ngBlow-Dmg/Rchg(50)
    Level 12:  Combat Jumping  --  LkGmblr-Rchg+(A)
    Level 14:  Super Jump  --  Jump-I(A)
    Level 16:  Hurdle  --  Jump-I(A)
    Level 18:  Bitter Ice Blast  --  Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(48)
    Level 20:  Health  --  Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/Rchg(21), Heal-I(42)
    Level 22:  Stamina  --  Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(50)
    Level 24:  Combustion  --  Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(25), Sciroc-Acc/Rchg(25), Sciroc-Acc/Dmg/EndRdx(29), C'ngBlow-Acc/Dmg(42), C'ngBlow-Dmg/Rchg(50)
    Level 26:  Bitter Freeze Ray  --  Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(46)
    Level 28:  Build Up  --  RechRdx-I(A), RechRdx-I(46)
    Level 30:  Aim  --  RechRdx-I(A), RechRdx-I(46)
    Level 32:  Blizzard  --  Posi-Dmg/Rchg(A), Posi-Dmg/Rng(33), Det'tn-Dmg/Rchg(33), AirB'st-Dmg/Rchg(33), TmpRdns-EndRdx/Rchg/Slow(34), TmpRdns-Acc/Dmg/Slow(34)
    Level 35:  Ice Storm  --  Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(36), Det'tn-Dmg/Rchg(36), AirB'st-Dmg/Rchg(36), TmpRdns-EndRdx/Rchg/Slow(37), TmpRdns-Acc/Dmg/Slow(37)
    Level 38:  Hot Feet  --  Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), TmpRdns-EndRdx/Rchg/Slow(40), TmpRdns-Acc/Dmg/Slow(40)
    Level 41:  Snow Storm  --  TmpRdns-EndRdx/Rchg/Slow(A)
    Level 44:  Frozen Armor  --  LkGmblr-Rchg+(A)
    Level 47:  Hibernate  --  RechRdx-I(A)
    Level 49:  Consume  --  Efficacy-EndMod/Acc/Rchg(A)
    ------------
    Level 1:  Brawl  --  Empty(A)
    Level 1:  Sprint  --  Empty(A)
    Level 2:  Rest  --  Empty(A)
    Level 1:  Defiance  
    ------------
    Set Bonus Totals:
    • 10% Defense(Energy)

    • 10% Defense(Negative)

    • 5% Defense(Ranged)

    • 71% Enhancement(Accuracy)

    • 26.3% Enhancement(RechargeTime)

    • 90.4 HP (7.5%) HitPoints

    • MezResist(Immobilize) 4.4%

    • 23.5% (0.39 End/sec) Recovery

    • 100% (5.03 HP/sec) Regeneration

    • 1.58% Resistance(Fire)

    • 1.58% Resistance(Cold)

    • 9.38% Resistance(Negative)

    • 5% RunSpeed

  10. I was fairly certain that it outdoor spawns are tied to the amount in your team when they spawn. Only in certain areas does this not seem to apply like the lower end of IP and security zones like boomtown and eden. This seems to be the case often enough at least that until i see a dev confirmation otherwise that this is how it works. I'll need to test it today and see if anything changes at least with difficulty settings.
  11. Quote:
    Originally Posted by Karl_Rove_Man View Post
    I want to know what happens when a full team of 8 are all considered their own team of 8...
    The same target cap when a team of 8 is on invincible...
  12. Windenergy21

    Ice versus SS

    Shield/ice is probably the best damage you'll get out of ice melee.

    The ST damage is very bad though, my build has like 32% damage bonus vs one target so that helps a little. The biggest problem is that they need to normalize ff and gis VERY badly. GIS is NOWHERE near the damage it should be doing for its animation time. One of the two needs to be fixed for that. Same with frozen fists, for its 1.33 second animation time its damage is far too low. If they upped the damage to match it wouldnt make sense. So they simply just need to make it a single punch like energy punch and charged brawl to match.

    Regardless of the "mitigation" of the set this needs to be done. And no, its normalizing the damage, it is not making the set overpowered, just not SEVERELY underpowered in the ST department.
  13. The problem/question i have, is how is the coloring going to work? Dark armor isnt just "black" things like oppressive gloom have a reddish aura in it, and obisidan shield has that stupidly purple ring that goes around the head, how do we change that if we are only able to change the "base" color of the set.
  14. I go 4 dark watchers despair and then a level 50 common recharge IO. The 4 obviously not the proc, and whichever give the best rech/debuff stats.
  15. Quote:
    Originally Posted by Miladys_Knight View Post
    [ QUOTE ]
    I can't tell you how jazzed I am about Rad blast becoming a Blaster primary... but I'm also getting myself ready for disappointment, because I was equally jazzed about Psy blast and was disappointed.

    That disappointment was due in part because I loved the fast recharge rate of Psionic Dart over on redside, and I really like power sets that play differently rather than falling into generic 'tier 1, tier 2' blast settings. I feel that powers sets should be (relatively) balanced overall rather than individual powers.

    Having said that, I just can't see them keeping Neutrino Bolt as is, and what's more I can't see the entire set not getting hit with a nerf bat before it comes over for oen reason and one reason only... the Achilles Heel proc.

    -Defense ranged attacks that recharge that quickly piling on the defiance AND having the awesome potential of a few Achilles heel procs just seems a bit overpowered - and while I absolutely believe that you should balance a set based on the powers themselves and not how they might be slotted with expensive IO's, I don't have faith in the Devs to put those kinds of blinders on...

    I just don't want to get excited about Rad blast and have it come out as Energy Blast without knock-back. Thoughts?

    [/ QUOTE ]

    You can count on the animation/rooting times on Neutrino Bolt and X-Ray Beam being 1 second and 1.67 seconds respectively. Defiance requires that. The Devs can play with the rech/end/damage values (to a point) as long as the ratios remain the same.

    I would also count on the -def values on all the rad powers being greatly reduced but with damage being increased to compensate and the Hold magnitude and/or duration on Atomic Blast being reduced as well.

    Oh yes, the usefulness of a secondary effect on a nuke being a mag 2 hold, when simple slotting ensures that all minnions will be dead by it without using aim or build up anyways, brilliant!

    I think the hold mag will, well who are we kidding unless its mag 4 its not going to mean anything anyways really. I think the hold mag/duration of atomic blast will remain the same simply for that reason. I'd much prefer actually if atomic blast got a lingering radiation/fallout effect to it instead of the hold and cause -speed/-recharge on any surviving enemies.
  16. Quote:
    Originally Posted by Caffinated_Hero View Post
    One reason I'm so excited about Rad Blast is because of Neutrino Bolt's lightning quick recharge... Got a tentative build planned where I don't even take X-Ray Beam.

    Too bad that's not likely to stay the same.
    It can stay the same, just look at fire blast and how fast flares and fire blast recharge.

    "fire blast is all damage you say" Just look at rad, its only mitigation is the stun in CB, and if you even consider the inconsistent knockback and slow animation of electron haze worthy in any sense.

    I think Rad blast will easily remain exactly the same, outside of neutrino bolt and laser beam eyes being normalized to 1/1.67 activation times. And of course, the AT modifier which will naturally reduce the -defense from the rad blast attacks.
  17. Windenergy21

    Elec/Elec/Elec

    Elec ^ 3 is ridiculously awesome, and is probably going to always remain my favorite blaster. Lots of aoe, control, damage. Its also thematically one of the only power sets that ACTUALLY compliments eachother perfectly. Unlike fire/fire for example. Fire blast is all damage, so is fire manipuation, whereas due to fire blast lacking mitigation you'd be better off pairing it with something like /ice or /dev.

    Elec/Elec/Elec however, fits perfectly. Elec manipulation has the best ST attacks to make up for the fact that elec blasts lacks a 3rd tier ST blast. Static discharge adds a 3rd aoe attack to make your blaster beastly at killing mobs. Shocking grasp adds another hold to stack with tesla cage on bosses, as does later shocking bolt. Obviously power sink + short circuit lets you drain mobs fully.

    Do it, love it.
  18. Quote:
    Originally Posted by Miladys_Knight View Post
    I have to echo the Oh oh SpaghettiOs post.

    A little more info and a little more input for you.

    First off is that with /Mental you don't need Stamina. You don't need the fitness pool at all actually. (You really don't!) Hitting 1 target with unslotted Drain Psyche gives you more endurance recovery than Stamina 3 slotted with level 50 End Mod IOs. The only problem, of course, is that DP has a recharge of 120 seconds and a duration of only 30 seconds.

    3 Slotting Drain Psyche with level 50 Rech IOs takes it to up 30 seconds and down 30 seconds. With decent end red slotting in your powers (even cheap uncommon sets like Ruin provide this), 2 targets and DP is all you need to ride the Endurance Roller Coaster to success. If that's not enough for you slap a Miracle+ and Numina's +/+ in DP. You don't even need targets then, just pop DP, and you get the same recovery as unslotted stamina and that lasts for 120 seconds. 1 target gets you more recovery than you can use while its up and more than enough to carry you over the down time.

    Mind Probe is fine, but not a have to have, you'll be better off using your primary for the stacking resistance debuffs and between Sirens, Shockwave, Subdual, and Screech very very few mobs will ever reach melee range.

    One of the most fun AoE chains for Sonic/MM is the following and all you need to pull it off is enough extra global +rech to drop the recharge of Sirens to 7 seconds (Hasten is good enough if you ED cap the rech slotting of Sirens).

    Aim for a corner or a wall. Shockwave (damages and knocks all the mobs back into the wall), Howl (cone damage and resistance debuff), Psi Scream (damage), Sirens (puts all the mobs to sleep).

    By the time you complete that chain Shockwave is ready to go again. The fun part is the mobs don't get to do anything to you. Shockwave sends them flying and by the time they stand up and take a couple steps toward you, they will be in sleepy land. On the second iteration any thing you miss with Shockwave will still be sleeping and you can take a step to the left or right to miss it with the other cones or you can Screech or Subdue it to make sure it doesn't become a problem.

    The other really really cool thing with this combo is Drain Psyche with Sirens. Sleeps are broken by anything that changes a Mobs hit points or it's position. (So damage, a heal, and Repel, KB, KD, or KU). Drain Psyche does none of these things to the mobs. You can stroll casually through the sleeping spawn looking for the perfect spot to maximize your targets for DP, suck them dry, and not wake them up.

    Since you have Screech and Sirens you won't need Scare. Scare is a low duration soft control of dubious value. Screech is a hard control and has a longer duration than Scare. You can put the spawn to sleep with Sirens, Screech one of the mobs (which wakes it up and stuns it at the same time). If you moved into melee range while it was asleep long enough for it to switch to melee AI and then jump back out to range just before Screeching it won't do any damage to you since it will have a melee attack queued up, but it will wander drunkenly toward you at full speed. I always find that little attack sequence highly amusing.

    You will want both Amplify and Concentration. The to hit bonuses are too good to pass up and the extra damage works well with the resistance debuffs from Sonic.

    You won't need World of Confusion either. It's minion only, the confuse ticks every 4 seconds and ED capped WoC confuse only has a duration of 3 seconds. With all the tools you have, the chances of a minion getting into melee range to get confused is extremely slim, and confusing sleeping mobs does nothing to help you since it won't wake them up.
    I would tend to agree and disagree with this statement.

    First off to the OP, GET both amplify and build up. You will use them alternating for your aoes, and both when you nuke. There is no way IMO a sonic/mental can have room for a power like assault. Check out the link in my sig for some advice on the matter and a build to look at.

    As to skipping fitness. For starters, i wouldn't skip hurdle. It plus combat jumping is very vital for combat mobility to jump in and out of melee and to position yourself quickly for your cone attacks. Health and a couple bonuses are also nice so your not HAVING to always go in and use drain psyche, letting you leave it for when you really need it. Likewise with stamina.

    My sonic/mental has actually been going on red enhancments in stamina for a while now. But there are times i can see having enhancments in it a bonus. Then there is also the bonuses between health/stamina, two 1.88% max hp bonuses for 3.76% max hp without really sacrificing anything is a big help, making your drain psyche more effective as well. As if for example when fighting an AV, the regen will stack with your health and bonuses to heal you should you get hit by it when in melee.

    And i'd still get WoC for sure, if nothing but for the super cheap purple bonuses. Plus it looks so darn cool! I've actually had it confuse guardians from the rikti to give me AM and Bubbles before :P. If another player has it as well, it will stack to confuse even bosses. I will agree that its main usability is low, but i would also always pick it up for just the cheap purple set bonuses. I actually almost never use sirens song, tbh can't even remember the last time i did since i picked up static discharge to complete my aoe attack chain, but it can have a use, but i will always keep it for the cheap purple set bonuses.

    And oh yeah, pick up static discharge
  19. Quote:
    Originally Posted by CryoTech View Post
    First off, thanks for this guide its very helpful in understanding the relation between regen and +Max HP.

    My question is,
    [ QUOTE ]
    4: (5/4)/.42 - 1.78 = 120% (this is usually the value that most builds going for regen with no outside +regen power besides health try to achieve for)

    [/ QUOTE ]
    This confused me for some reason, did you mean this is kinda like a softcap and that there is no need for a higher base than this?

    I ask, cuz I IOd my scrapper for high regen and high recharge and mids says i have 753% regen outside of IH and I'm trying to make sure I didnt do something wrong.

    Thanks for the help!

    What i meant by that, is that between the 4 seconds a tic to 3 seconds a tic, you are going from 120%, to 220% which with just bonuses is hard to achieve and you will be using the ranged purples 3 times and some 8% bonuses to do so in addition to both uniques and some 4% bonuses.

    Once you get to 120%, you wont really notice a difference until you are close again to the 220% bonuses level. Yes it "will" be working on the back end just the same regardless, but these are the values to which you will be able to calculate and count on for the tic to happen. So i consider them the milestones to strive for.

    If you are at 753% regen - 178% = 575% extra. Which a tic every 2 seconds is 418%, then a tic every 1 second is 1012% extra that is needed. According to the ratio, you'll barely be over a tic every 2 seconds compared to what is needed for a tic every second. So yes while all that regen is working, most of the bonuses you put into it you'll most likely not notice much at all. I would worry less about regeneration bonuses on a regen, and more on max hp bonuses and recharge.
  20. Quote:
    Originally Posted by _Ail_ View Post
    [ QUOTE ]
    Since when did defenders get trick arrow as a secondary o_O???

    [/ QUOTE ]

    My first 50 way back when was even was a TA/A. I've been villain side too long since then. Aren't all buff/debuff sets secondaries?

    Defenders are buff/blast
  21. Quote:
    Originally Posted by Aggelakis View Post
    You do realize that almost every post that was available on the old forums is still available on the new forums, right? Including all the complaints and negative comments about the game? You do, right? For some reason, I have a feeling you don't.
    Yeah, except for all our saved links, such as the guide in my sig, and several other guides i have written.
  22. Quote:
    Originally Posted by Sarrate View Post
    You can do that now, but it's counter-intuitive compared to the old boards and easy to miss. Stealing an image from one of Vivace's post



    [edit: The button could stand to be bigger.]
    To the last appropriate place YOU were. FYI these forums F@$###2ING SUCK! i still can't find the post I LEFT MYSELF in this thread... and that little down arrow only jumps to the last post in the thread, not the one I LEFT MYSELF. PLEASE for the love of god someone respond back to me in a message because there is no chance i'll be able to find the repsonse to this in these stupid horrid threads now :/. God i don't even know if i have a clue where to find a stupid personal message, god these new forums suck so bad!!!!!!!!!!!!!!
  23. Is there any way, when you search for your name, when it finds a thread you responded in, for it to take you TO your actual post that you made, like the old forums did, and not make you look through EVERY single freaking post made to find where the heck yours is in it :/
  24. The new setup is TERRIBLE. Can you please change it back to the old forums, i can't find s*#t in here anymore :/ i don't even know how to ge to the main page that shows "blaster controller" etc :/
  25. Burn Scars: 75% regeneration, 20% max hp (10% enhanceable)

    Your supercharged body continuously cauterizes any wound created leaving a thick skin burn scar that is tougher against enemy attacks.