Windenergy21

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  1. I'll probably be deleting mine since they stupidly made cobra strike a damage attack and took away it's 100% chance to stun which is what my build focused on
  2. You'll want to go for recharge if you're trying to solo AVs. Generally on a shield I wouldn't bother with hasten etc. But if you are soloing AVs it's very important to have siphon power up as often as possible. It will will keep your damage up, but also don't forget it makes your attacks have a -damage component that will be fairly essential to keep their damage down for when they do hit.
  3. Quote:
    Originally Posted by Wyldhunt View Post
    KM's -damage is an interesting angle. Per http://paragonwiki.com/wiki/Archvillain, damage debuffs are NOT resisted by AVs. I'd like to know whether anyone has tested /KM against AVs and attempted to confirm whether -damage is resisted by them. If not, then a tanker with -damage could be a boon to team survivability in these fights.

    Especially solo and for speed-clearing, I'd still give /SS the edge over /KM, but if a player has a team bringing the damage, Burst with Power Sink and Mu Mastery should keep the spawns in line.
    Have been playtesting both, of course they're low, but think i might go with the KM. Not sure if I want to wait till 38 for an aoe, at least if i do the fire/ss i'll have burn at 18. And the Elec/KM seems fun, I still wish they would, which it makes complete sense and they should increase burst's radius. But should be fun.
  4. Quote:
    Originally Posted by Wyldhunt View Post
    Sorry I didn't pick up that soft-capping was a sore point for you. I did pick up that you didn't want to use Purples/PvP IOs, and stuck with that in the build I posted. Perhaps next time you post a build requesting help, you should also point out that you don't intend to softcap.

    Also, if you're building in a way that assumes use of Vengeance, and you don't play in an Offenders-style team most of the time, I'd say something is seriously wrong right there. To me, +Def is a proactive, not reactive, mitigation strategy.
    Sorry didn't mean to offend, but like the old days of regen it's just annoying when that's always everyone's answer.

    As to vengeance, it's more of, if the $#!+ is going to hit the fan, then point being if the team isn't helping you stay alive (shouldn't take much) then SOMEONE will die before you. At that point, you have some defense in my build to get you through and may not need it anyways, but vengeance will cap you when it IS applied. To me it's a fun power in general anyways.
  5. Sorry not going for defense on this one. Boring and overexpensive and not what I'm going for. Perma energize and if going the KM power siphon, and fast recharge pbaoe knockdown and end drain for mitigation and damage.

    TBH EXTREMELY annoyed when everyones answer to any non-positionally defense based build is to "cap s/l" its overdone.

    FYI, when vengeance is on, everything is capped. On teams if i'm dying with help before any other squishy or even scrapper, something is seriously wrong. Vs. AVs with the elec/KM there should be at least 21%-28% -damage in the finalized build. That on top of elecs resists should be pretty noticeable.
  6. Been debating lots of builds lately. And offhand the elec/ss seems to win out, if nothing for the way power siphon works on KM. Wish it lasted longer and worked off any attack used and you know had a shorter recharge XD . But been thinking of other /SS builds lately too and was wondering how this would work as a substitute. But it really bugs me, for such an energy filled attack that burst is only an 8ft radius where it should be at least 10ft :/. But this is the build I'd use, and likewise just swap the same powers and slotting in the SS.


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

    Click this DataLink to open the build!

    Elec KM Recharge: Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Kinetic Melee
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), ResDam-I(3)
    Level 1: Quick Strike -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 2: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Dmg/EndRdx(19), M'Strk-Acc/Dmg/EndRdx(34)
    Level 4: Conductive Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(5), ResDam-I(5)
    Level 6: Body Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 8: Smashing Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 10: Static Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(40)
    Level 12: Energize -- Tr'ge-Heal/EndRdx(A), Tr'ge-Heal/Rchg(13), Tr'ge-Heal/EndRdx/Rchg(13), Numna-EndRdx/Rchg(15), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(50)
    Level 14: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 16: Boxing -- Acc-I(A)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Power Siphon -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(21), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-EndRdx/Rchg(33), AdjTgt-Rchg(37)
    Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(23), ResDam-I(23)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 28: Burst -- Erad-Dmg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(43), M'Strk-Dmg/EndRdx/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(50)
    Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(31), RedFtn-Def/EndRdx(31)
    Level 32: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(33), RedFtn-Def/EndRdx(33)
    Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(48)
    Level 38: Concentrated Strike -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 41: Electrifying Fences -- 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: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(46)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(11), Numna-Heal/EndRdx(11), Heal-I(36), RgnTis-Regen+(50)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(17), Efficacy-EndMod/Acc(34)



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  7. Well depends what I'm doing I guess. It's nice that the fire has ROTP to simply not care if I die. But on the other hand the elec will have vengeance so when other people die woohoo :P.

    Can anyone compare the difference in damage of rage + burn, FS, blazing aura and fireball, versus rage + lightning field + FS + electrifying fences + ball lightning + lightning reflexes to make them recharge a bit faster?

    I'm still not a fan of how they changed burn, of course I like how it doesn't fear, but the "up front" damage is worse because it has the 5 target cap. At least before it would alternate to any enemy in range so the damage would disperse evenly
  8. Windenergy21

    Web page messup

    Hmm i'll check that out, honestly I didn't know what version of IE I had i figured it auto-updated. It does that like 2-20 times, but then works after that, so it wasn't making any sense at all why it would work some times but not others.
  9. Been debating which to make lately, any thoughts on why to choose one over the other? I like how the fire/SS gets burn and slightly more damage to compensate for SS's lack of an aoe till 38 (still shedding tears for that, swap KO blow and foot stomp PLEASE/rant) and RoTP to simply not care if I die. However the elec/ss getting lightning reflexes and generally better endurance is nice too. I go thematic, so the fire/ss gets fireball, which is easier making me not have to go redside for a bit, whereas if I do on the elec/ss I get mu for electrifying fences and ball lightning to keep them near me and help better drain their endurance while dealing damage (and yeah, STILL waiting for them to let us customize pool and epic powers *taps foot*)

    So here are the 2 builds I was going to use, both would get the spiritual 45% rec/33%healing alpha. I'm sure I could get perma energize with it on the elec/ss. I would be using these builds btw, I can't imagine a suggestion I'd want to change on either, and no i'm not going for defense bonuses.

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

    Click this DataLink to open the build!

    Elec SS Recharge: Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), ResDam-I(3)
    Level 1: Jab -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 2: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Dmg/EndRdx(19), M'Strk-Acc/Dmg/EndRdx(34)
    Level 4: Conductive Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(5), ResDam-I(5)
    Level 6: Punch -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 8: Haymaker -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 10: Static Shield -- TtmC'tng-ResDam/EndRdx(A)
    Level 12: Energize -- Tr'ge-Heal/EndRdx(A), Tr'ge-Heal/Rchg(13), Tr'ge-Heal/EndRdx/Rchg(13), Numna-EndRdx/Rchg(15), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(50)
    Level 14: Grounded -- S'fstPrt-ResKB(A)
    Level 16: Boxing -- Acc-I(A)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Knockout Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(37), RechRdx-I(50)
    Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(23), ResDam-I(23)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 28: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(43), AdjTgt-Rchg(46)
    Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(31), RedFtn-Def/EndRdx(31)
    Level 32: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(33), RedFtn-Def/EndRdx(33)
    Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(48)
    Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), M'Strk-Dmg/EndRdx/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Electrifying Fences -- 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: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(46)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(11), Numna-Heal/EndRdx(11), Heal-I(36), RgnTis-Regen+(50)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(17), Efficacy-EndMod/Acc(34)



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

    Click this DataLink to open the build!

    Fire SS: Level 50 Magic Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Fire Shield -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/EndRdx(3), ResDam-I(3), ResDam-I(46)
    Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(43)
    Level 2: Healing Flames -- Tr'ge-EndRdx/Rchg(A), Tr'ge-Heal/Rchg(5), Tr'ge-Heal/EndRdx/Rchg(5), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(36)
    Level 4: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(42)
    Level 6: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(42)
    Level 8: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(23), Sciroc-Acc/Dmg/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(33)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Plasma Shield -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/EndRdx(13), ResDam-I(13), ResDam-I(50)
    Level 14: Kick -- Acc-I(A)
    Level 16: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(17), ResDam-I(17)
    Level 18: Burn -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(23), C'ngBlow-Acc/Dmg(34), C'ngBlow-Dmg/Rchg(34)
    Level 20: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(42)
    Level 22: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
    Level 24: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(25), P'Shift-Acc/Rchg(25), P'Shift-EndMod/Acc(40)
    Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
    Level 28: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(43), AdjTgt-Rchg(43)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Rise of the Phoenix -- RechRdx-I(A)
    Level 35: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(37), DefBuff-I(46)
    Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), C'ngBlow-Dmg/EndRdx(40), C'ngBlow-Dmg/Rchg(40)
    Level 41: Char -- EoCur-Acc/Hold/Rchg(A)
    Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
    Level 49: Melt Armor -- AnWeak-Acc/Rchg/EndRdx(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc/Rchg(15), P'Shift-EndMod/Acc(33)



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  10. Could have sworn the maket was game-wide, not server-wide. As to my elec/ss I went for max recharge, with some focus on max hp and regen in there as well. There is some defense in there as well with vengeance useable as well for a decent impact.

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

    Click this DataLink to open the build!

    Elec SS Recharge: Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), ResDam-I(3)
    Level 1: Jab -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 2: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Dmg/EndRdx(19), M'Strk-Acc/Dmg/EndRdx(34)
    Level 4: Conductive Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(5), ResDam-I(5)
    Level 6: Punch -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 8: Haymaker -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 10: Static Shield -- TtmC'tng-ResDam/EndRdx(A)
    Level 12: Energize -- Tr'ge-Heal/EndRdx(A), Tr'ge-Heal/Rchg(13), Tr'ge-Heal/EndRdx/Rchg(13), Numna-EndRdx/Rchg(15), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(50)
    Level 14: Grounded -- S'fstPrt-ResKB(A)
    Level 16: Boxing -- Acc-I(A)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Knockout Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(37), RechRdx-I(50)
    Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(23), ResDam-I(23)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 28: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(43), AdjTgt-Rchg(46)
    Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(31), RedFtn-Def/EndRdx(31)
    Level 32: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(33), RedFtn-Def/EndRdx(33)
    Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(48)
    Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), M'Strk-Dmg/EndRdx/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Electrifying Fences -- 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: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(46)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(11), Numna-Heal/EndRdx(11), Heal-I(36), RgnTis-Regen+(50)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(17), Efficacy-EndMod/Acc(34)



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  11. Windenergy21

    Web page messup

    Uninstalled the google tool bar and it's still happening
  12. Windenergy21

    Web page messup

    It's driving me insane XD
  13. Also, what even IS the new launcher? For a patch solely on this, you'd think there would be info IN the patch notes, on what it even is, and how to access/use it. Fail.
  14. Windenergy21

    Web page messup

    Well there is the google one which got downloaded automatically when I installed something. It did that before that toolbar though. Um, defender I think and avast. Both come back clean, well avast at least I think defender is automatic but I never see anything from it.
  15. Windenergy21

    Web page messup

    Must have stumped the community XD
  16. Sorry, I stopped reading most if it when you said that fireball has 142.33 BASE damage.

    Averaging the DoT% it is 71.324 damage.

    ET is 60.06, though oops on the 20s for ET, 24 is correct was thinking something else, but still, rework the numbers.

    Last I checked, the values for them on Tomax were still accurate, and seem to hold true in play. I never right clicked them recently for the info, but the activation times still seem proper, and I can't imagine FB having a base damage that high.

    I'm not saying even with those values, FB wouldn't still technically be more damage. But i'm saying the difference overall, damage-wise is pretty negligible for the benefits of ET to the build.
  17. 32 second base recharge is not "ridiculously quickly". ET is on a 20 second base. Also mob displacement-wise, you do realize it's KD, not KB in the scrapper version right? As to FE, yes FB would benefit from it, but I don't count that increase for the long recharge on it to make that much of a difference. You're constantly backing out to use throw spines, there is no additional re-placement to use ET, just a 1-2 punch combo when it's ready. ET also has just as fast of an animation as FB.

    As to fire blast, yeah it's nice to have, definitely don't drop slots out of lunge though, if anything drop them out of impale in the build I presented. Lunge is very good DPS especially with the toxic ticks adding up. I still managed to fit in burn into my build if you look as well.
  18. Its about 54 seconds recharge on the build I did, but that's 15 seconds where you should continue to be at full still. So figure about 40 seconds between "effects" Which should be enough time with the end reduction slotting.
  19. You'll have 1.62 end/sec with this build. With consume up about every 54 seconds, especially with the +recovery per enemy it grants now, Which I saw as an icon but need to just reconfirm that. But even if not, you should be good. Otherwise it's not hard to reallocate slotting for better endurance.

    KBwise, the single one in TP should be good enough for most things in the game. If not that you notice, you could switch some of the IOs in the resistance toggles for steadfasts. (IE swap for a steadfast kb, and res/end and res + res/end aegis in the fire toggles, and the same steadfasts in tough, and impervium armor res + res/end in tough. 3 should be good enough for almost everything unless an outlier, the tough slotting would grant some better endurance aside from leaving the way it is.)

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

    Click this DataLink to open the build!

    Spines Fire Inherent Fitness: Level 50 Mutation Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(43)
    Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(23), Dct'dW-Rchg(43)
    Level 6: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(11), Erad-%Dam(21), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg/EndRdx(39)
    Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(43)
    Level 10: Build Up -- RechRdx-I(A), RechRdx-I(45)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(45)
    Level 18: Quills -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-%Dam(39), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg/EndRdx(46)
    Level 20: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc(36)
    Level 22: Temperature Protection -- S'fstPrt-ResKB(A)
    Level 24: Kick -- Acc-I(A)
    Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(45)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(42)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(46)
    Level 38: Rise of the Phoenix -- RechRdx-I(A)
    Level 41: Focused Accuracy -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(46)
    Level 44: Physical Perfection -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(50)
    Level 47: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(37)



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  20. Personally, I'd always suggest body for a spines/fire as the epic. The main reason is you're farming strategy, and safety. Because of its knockdown, the combo for taking out a mob is BU > TS > ET > SB > TS. It should kill all but bosses, if it doesn't, leave the lts with barely anything left depending what you're fighting. With ET, it also lets you go in for SB without threat of retaliation cause the mobs will be knocked down, and you are already set up to use it when you have your TS cone set up too.

    With the strategy also, you really don't need to do much to try for defense. They should be on their butts, or dead, or weakened enough that your /fire armor will serve you well enough for survival. Best thing about this build too, is you're farming, IF you die, RoTP is the best aid you could have to get you right back into the cut of it. You're 50, and farming for tickets, who cares about death and dying. Not that i'd hardly ever expect it with the build I'm posting and playstyle I mentioned.

    Also, build up is WAAAAAAY too late on your build. Definitely get it way before Fiery Embrace. And Javelin Volley, is way not the go for TS. You're going to spend billions, and the bonuses aren't even that necessary that you get from it, especially compared to the 5 Positrons blast and a 50 recharge IO. You should be going for the +recharge incarnate, which will put you near the same recharge for the portion that is affected by ED as well. Same for fireball or ET, Positrons plus a recharge, you'll save billions and get more out of it, especially for the additional 12.5% recharge, and you get more recovery and accuracy with the Positron's Blast.

    With healing flames on a high recharge build, any +regen you put in you'll hardly ever notice. Don't go for +regen on a /fire armor, it doesn't work, always go for +recharge first, +defense 2nd. On this build, the answer is definitely +recharge. +max HP will also serve you well.

    Consume, yeah, only needs 4 slotted. Only time I'd bother to 6 slot it is if you're putting in efficacy adaptors for the +5% recharge bonus.

    Burn, it's nice since they removed the fear effect, however, still with the playstyle I mentioned, you won't have time to much bother with it personally. It's good on teams to kill when there are either holds/immobilizes/consistent knockdown, but since your main goal is farming solo, you'll likely find it unnecessary. TS is hands down your biggest/fastest damage for farming, so working around that is best, even over burn + FE boosted fireball + more time with the damage auras. It's also much safer.
  21. For mine, as you go for endgame personally (but of course still effective at lower levels) One thing I stress is going for perma World of Pain. It makes your life so much easier, and good for teams and your pets. Perma Anguishing Cry is nice as well. Like empathy, even with the +damage it gives you, I'd skip share pain.

    Everything in Demons you really want to take for obvious reasons, better pets, and -resistance + damage from the attacks. From the pools I always go cj/sj (i use ninja run so i may swap sj for assault or tactics). And of course hasten and the +recharge incarnate for perma-ing.

    Other than that it's a pretty easy to build and fun to play combo. In what I'm showing you for mine I play, I'd like to find a slot to allocate to the demon prince for a level 50 hold IO, makes it easier when fighting bosses cause it'll double stack on them up to +3s permanently IIRC.

    Also, what I like about this combo, is, though not the best route to go obviously, but when a teammate dies, conduit of pain is the only secondary for a MM that grants +recharge, to help keep HoE up more often.

    The epics I chose, should serve you just fine too, and go well thematically.

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

    Click this DataLink to open the build!

    Demons Pain: Level 50 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Pain Domination
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Heat Mastery

    Villain Profile:
    Level 1: Summon Demonlings -- CmdPres-Acc/Dmg(A), CmdPres-Acc/Dmg/EndRdx(3), BldM'dt-Acc/Dmg(7), BldM'dt-Dmg(9)
    Level 1: Nullify Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(17), Dct'dW-Rchg(17)
    Level 2: Corruption -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
    Level 4: Lash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Dmg/EndRdx/Rchg(43)
    Level 6: Soothe -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal(34), Dct'dW-Rchg(34)
    Level 8: Crack Whip -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(37), RechRdx-I(46)
    Level 10: Enchant Demon -- EndRdx-I(A)
    Level 12: Summon Demons -- CmdPres-Acc/Dmg(A), CmdPres-Acc/Dmg/EndRdx(13), BldM'dt-Acc/Dmg(13), BldM'dt-Dmg(15), ResDam-I(15), ResDam-I(34)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Enforced Morale -- EndRdx-I(A)
    Level 18: Hell on Earth -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(19), C'Arms-Acc/Dmg/Rchg(19), C'Arms-EndRdx/Dmg/Rchg(23), BldM'dt-Acc/Dmg/EndRdx(23), RechRdx-I(43)
    Level 20: Suppress Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(37)
    Level 22: Conduit of Pain -- RechRdx-I(A)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Summon Demon Prince -- CmdPres-Acc/Dmg(A), CmdPres-Acc/Dmg/EndRdx(27), BldM'dt-Acc/Dmg(27), BldM'dt-Dmg(31), SvgnRt-PetResDam(31)
    Level 28: World of Pain -- RctvArm-ResDam/Rchg(A), RctvArm-EndRdx/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(37)
    Level 30: Super Jump -- Jump-I(A)
    Level 32: Abyssal Empowerment -- EndRdx-I(A)
    Level 35: Anguishing Cry -- ShldBrk-Acc/Rchg(A), ShldBrk-Acc/EndRdx/Rchg(36), RechRdx-I(36)
    Level 38: Painbringer -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(40), Dct'dW-Rchg(48)
    Level 41: Bonfire -- RechRdx-I(A), RechRdx-I(48)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(46)
    Level 47: Rise of the Phoenix -- RechRdx-I(A)
    Level 49: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc/Rchg(33), P'Shift-EndMod/Acc(48)



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  22. RoA would have to get first pick for me. Recharges fast, good damage, can use around a corner. Plus the set gets aim as well to use with build up with it. Second would be FA. It would probably get 1st place for me if it would get its freaking 30 degree arc back, but it's 20 degree arc continues to make me want to kill a kitten until it's fixed back.

    If anyone says HoB, I'm going to find where you live, stalk you and kill and torture you in your basement until they give it a proper 60s recharge time like RoA and FA have since it has the same damage as they do but twice the recharge time for absolutely no reason :/. (if you're considering the secondary effects, that's NOWHERE near enough to compensate for the double recharge)
  23. In my personal experiences with IOs, especially having consume, you should be able to run BA and Hotfeet and attack when slotted properly without a problem especially with consume to back you up. IIRC it now, unless only for the tank version, also grants a +recovery buff for each enemy drained.
  24. Windenergy21

    Time Bomb

    I'm definitely in the boat that time bomb should activate faster. Personally for /devices trip mine and gun drone should be on a 2s drop time, and TB on 4 seconds with a 5 second detonation wait time.