_Deth_

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  1. Just be prepared to spend some cash.

    The only brute secondary out of the box solid for tanking is /Stone.

    With reasonable investment, any secondary can be made solid. It doesn't take long to make what you need to make your toon strong if you do it smart, and concentrate on one toon.
  2. or frankenslot it to maximize enhancement of damage, end and acc.

    Personally, I agree with only using common IOs til you figure out where you want to go with your build. Although, I would look more for +end than +hp for bonuses at this point.
  3. Quote:
    Originally Posted by FireWyvern View Post
    And the meaning of "with IOs you can make a brute as strong as a tanker" is that:
    An IOed brute can be as sturdy as an SOed tanker.

    It was never question about IO brute vs IO tanker. "A tanker" is an SOed tanker, since that's the dev's mesurement of balance and challenge in this game.

    The debate is that IOed brute can be as tough as SOed tanker.
    But IOed tanker won't do as much damage as an SOed brute.
    no, that was not what we were talking about.

    Quote:
    Originally Posted by Dechs Kaison View Post
    I dare you to make a Dark Armor brute that can tank as well as my Dark Armor tank.
    Dechs' tank is IOed out to the hilt.

    Comparing IOed to SOed is stupid. If you are going to compare what can be made tougher, if you don't do it on common ground it is meaningless.

    That is the other reason the whole thread is speculation at best, no one knows what the game is going to be balanced around when GR drops.
  4. Quote:
    Originally Posted by lareit the evil View Post
    That was before the days of +X/xY/AV we have now. Now if I'm not running at x5 or more I feel impotent and that heal goes a long way to letting dark do that.

    And again those damage numbers look good, but you're forgetting the passive 170% damage boost from Fury that's running full time. You're missing out on only 33% damage from 1 attack that if you're just using common IO's you're still stuck with Shadow Punch since you aren't hitting the recharge for perma hasten.
    Which gives you
    Shadow Punch, Smite, Midnight Grasp, the former 2 are going to be doing most your damage. If you're smart you took Gloom too. To which point slotting Siphon Life as a heal hardly effects your rotational dps.

    OR if you have perma hasten, don't need Shadow Punch anymore, you also have the IO's to give yourself damage and healing from SL.

    Either way the more effective way to slot SL while leveling is going to be healing for a Brute because of Fury and our lose base damage.
    yeah, that just doesn't make any sense. it has nothing to do with lower base damage. The base is lower because of fury, when fury builds up, so does the damage, not to mention that your damage cap is higher, so if you have outside buffs around your are doing even more damage. The heal in SL is static, other than enhancements it can't be buffed. Plus, it is a small heal, and in all honesty should be thought of more as a form of active regen than as a heal. again, you can either have it set to do a piss poor heal every time you hit it, or to do reasonable damage.
  5. Quote:
    Originally Posted by FireWyvern View Post
    Is your tanker IOed? Cause i'm sure there is /dark IOed brutes that are a lot sturdier then an SOed dark/ tank. Because that's what he was referring to. =P

    With IOs, you can make a brute as sturdy as a tanker. And by the definition of the dev and the balance, a "tanker" is one without IOs.
    He was referring to someone making the "with IOs you can make a brute as strong as a tanker" comment.

    And no, you cannot make an IOed Dark Armor brute as sturdy as an IOed Dark Armor tank. Sorry, but you can't.
  6. Quote:
    Originally Posted by lareit the evil View Post
    If we're talking level 50's well IO'd then you can do both, easily with recharge. But ELA suffers durability while leveling and before you're super decked out. You'll need that extra 10% far more then a 33% damage increase from a single attack.

    And saying it hits harder with soul drain isn't worth saying since the amount in damage you gain from soul draining a heal slotted siphon and damage slotted siphon is identical.
    slotted, at level 50 with common IOs
    1acc,3dam,1end,1regharge
    x1target, 199.9
    x7target, 239.1
    heal 151

    1acc,3heal,1end,1recharge
    x1target, 121 damage
    x7target, 160.5 damage
    heal 303

    I'll take the damage. In the grand scheme of things, the heal may sound better, but if I am taking so much damage that 151 hp of health every 5 seconds or so really matters to me, I have bigger issues to deal with. Whereas, the more hp i knock off my target with each hit, the faster he dies. The difference is adding the damage of a med red inspiration, as slotting for damage gives a boost of 33% damage, compared to less than half of a small green one, as slotting for heal gives a whopping 10% heal, for a total of 20.2%.

    And as for ElA suffering durability while leveling, I leveled an elec/elec brute when they first released the set, didn't have any difficulties at all leveling, especially in the durability department. Ela is even easier now.
  7. As far as SL goes, I wouldn't say it is noticably inferior to Smite as far as DPA goes. It's a little bit less, but as part of your ST attack chain, it is much better to slot it for damage. It's DPA is less than Smites because of the heal you get from it, which as was said before, should really be treated more as an active regen. Considering the amount of regen you get from energize, the fact that it can be made perma, and the fact that slotting for damage it hits reasonably hard, especially with Soul Drain, you are better off slotting for damage.
  8. pair it with whatever you want, once you get to 50 and start IOing, you can make yourself feel "tanky" all you want.
  9. hp and regen. build em up as much as you can. throw in tough/weave and cj for a nice base for some defense if you decide to IO.

    If you do decide to IO the crap out em, well, going for that defense softcap is always nice. If you can get above 30% or so, you should be solid, as in the process you will be pushing up your HP and regen to a point as well. If you do have a set that will let you softcap, once you hit that softcap, back to hp and regen. There are other ways to go about things, but that is what I am doing on my Stone/WP, and is working out quite well.
  10. Yeah, Magikwand summed it up pretty well.

    I deleted an EM stalker because of the EM changes, and I shelved my EM/WP tank for them as well.

    Whirling hands is a really weak AoE, as far as AoEs go, and the animation on ET is so long you could cook dinner in the amount of time it takes to go off.

    Personally, I think some time in the future, EM is going to get a full overhaul, that is just my opinion based on what they have done with other powersets in the past. Til then, I would avoid it.

    Quote:
    Originally Posted by Larcen3 View Post
    In my opinion....no.

    Solo: with the new mission setting ability, you want to blow through as many mobs as quickly as you can. For me, that means -1/4-7. ET and TF are simply wasted on targets like that, with the exception of bosses. I find sets with AoE are much more suited: SuperStrength and Claws especially, single target sets simply lag behind. (DM, EM I'm looking at you)

    Teamed: Generaly speaking, by the time you fire of TF/ET your target is already dead, or so close to dead its over kill. Again, a spread of targets means you'll have less damage overkill.

    For a non stalker, I feel EM is built for a game that no longer exists (ie taking on a few HARD targets).
    SS isn't really an AoE set, it just has one AoE power that is really good because of Rage, a fast recharge and a good radius.

    And DM can blow through -1/4-7 with the best of em, especially if you know how to work shadow maul.

    -1/4-7 is nothing to write home about. I blow through +2/x8 on my Stone/WP brute quick as hell, and stone is more of a ST set, as it's only AoE is about as useless as whirling hands. If they hadn't killed the animation times on EM along with nerfing the mag on TF, it would be just as nice as SM.
  11. _Deth_

    Dark/Axe

    for leveling, i would skip CoF and go with OG. But that's just me.

    Dark/Axe could be a solid combo.

    The extra mitigation of Axe will go a long way with Dark.

    IOed, you will be able to do some really cool things. I have a fully IOed DA/DM, with a build pretty similar to Dechs, and yeah, crazy fun.

    As for builds, I actually am one of the few people that would just toss a build together for you, but I am kinda trying to not do that as much, as I end up spending more time screwing around in mids than playing the game...

    okay, i took like 10 mins and put one together, sure it isn't perfect, but is softcapped on s/l and is at 38% on e/n, which should do ya fine in most circumstances

    Just to clarify, this is not a leveling build, but is a level 50 build.


    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    dark/axe: Level 50 Mutation Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Battle Axe
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: Dark Embrace
    • (A) Reactive Armor - Resistance
    • (3) Reactive Armor - Resistance/Endurance
    • (3) Reactive Armor - Resistance/Recharge
    • (7) Reactive Armor - Resistance/Endurance/Recharge
    • (7) Steadfast Protection - Resistance/+Def 3%
    • (15) Steadfast Protection - Knockback Protection
    Level 1: Beheader
    • (A) Kinetic Combat - Accuracy/Damage
    • (15) Kinetic Combat - Damage/Endurance
    • (33) Kinetic Combat - Damage/Recharge
    • (33) Kinetic Combat - Damage/Endurance/Recharge
    Level 2: Murky Cloud
    • (A) Reactive Armor - Resistance/Endurance
    • (5) Reactive Armor - Resistance/Recharge
    • (5) Reactive Armor - Resistance/Endurance/Recharge
    • (13) Reactive Armor - Resistance
    Level 4: Gash
    • (A) Kinetic Combat - Accuracy/Damage
    • (33) Kinetic Combat - Damage/Endurance
    • (34) Kinetic Combat - Damage/Recharge
    • (34) Kinetic Combat - Damage/Endurance/Recharge
    Level 6: Obsidian Shield
    • (A) Reactive Armor - Resistance/Endurance
    • (9) Reactive Armor - Resistance/Recharge
    • (9) Reactive Armor - Resistance/Endurance/Recharge
    • (13) Reactive Armor - Resistance
    Level 8: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (46) Luck of the Gambler - Defense
    Level 10: Dark Regeneration
    • (A) Theft of Essence - Chance for +Endurance
    • (11) Touch of the Nictus - Chance for Negative Energy Damage
    • (11) Touch of the Nictus - Accuracy/Endurance/Recharge
    • (34) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
    • (36) Touch of the Nictus - Accuracy/Healing
    • (36) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
    Level 12: Swift
    • (A) Flight Speed IO
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Health
    • (A) Miracle - +Recovery
    • (17) Numina's Convalescence - +Regeneration/+Recovery
    • (17) Regenerative Tissue - +Regeneration
    Level 18: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (19) Kinetic Combat - Damage/Endurance
    • (19) Kinetic Combat - Damage/Recharge
    • (36) Kinetic Combat - Damage/Endurance/Recharge
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Endurance Modification IO
    • (21) Endurance Modification IO
    Level 22: Build Up
    • (A) Rectified Reticle - To Hit Buff
    • (23) Rectified Reticle - To Hit Buff/Recharge
    • (23) Recharge Reduction IO
    Level 24: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (25) Reactive Armor - Resistance/Recharge
    • (25) Reactive Armor - Resistance/Endurance/Recharge
    • (37) Reactive Armor - Resistance
    Level 26: Death Shroud
    • (A) Eradication - Damage
    • (27) Eradication - Accuracy/Damage/Recharge
    • (27) Eradication - Accuracy/Damage/Endurance/Recharge
    • (31) Eradication - Chance for Energy Damage
    • (46) Endurance Reduction IO
    • (46) Endurance Reduction IO
    Level 28: Whirling Axe
    • (A) Eradication - Damage
    • (29) Eradication - Accuracy/Recharge
    • (29) Eradication - Accuracy/Damage/Recharge
    • (31) Eradication - Accuracy/Damage/Endurance/Recharge
    • (31) Force Feedback - Chance for +Recharge
    • (43) Scirocco's Dervish - Chance of Damage(Lethal)
    Level 30: Cloak of Darkness
    • (A) Luck of the Gambler - Recharge Speed
    • (37) Luck of the Gambler - Defense
    Level 32: Weave
    • (A) Luck of the Gambler - Defense
    • (37) Luck of the Gambler - Recharge Speed
    Level 35: Taunt
    • (A) Mocking Beratement - Taunt/Recharge/Range
    • (40) Mocking Beratement - Taunt/Range
    • (45) Mocking Beratement - Taunt/Recharge
    • (45) Mocking Beratement - Accuracy/Recharge
    Level 38: Pendulum
    • (A) Eradication - Chance for Energy Damage
    • (39) Eradication - Accuracy/Damage/Endurance/Recharge
    • (39) Eradication - Accuracy/Damage/Recharge
    • (39) Eradication - Accuracy/Recharge
    • (40) Scirocco's Dervish - Chance of Damage(Lethal)
    • (40) Scirocco's Dervish - Accuracy/Damage/Endurance
    Level 41: Stone Prison
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (42) Enfeebled Operation - Endurance/Immobilize
    • (42) Enfeebled Operation - Accuracy/Immobilize
    • (42) Enfeebled Operation - Accuracy/Endurance
    • (43) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (43) Enfeebled Operation - Immobilize/Range
    Level 44: Cleave
    • (A) Eradication - Damage
    • (45) Eradication - Accuracy/Damage/Endurance/Recharge
    • (48) Eradication - Accuracy/Damage/Recharge
    • (48) Eradication - Accuracy/Recharge
    • (48) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (50) Scirocco's Dervish - Damage/Recharge
    Level 47: Soul Transfer
    • (A) Recharge Reduction IO
    Level 49: Hasten
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    Level 0: Ninja Run



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  12. I felt the same way as Dechs, at least about scrappers. Finally trying one out again, and it isn't as painful as I remember.

    But in the end, what it really comes down to is what they do in the expansion as far as incarnates, and the new content, which is supposed to make all ATs shine in their own right.

    Gonna wait and see, but I think my brutes are gonna get more mileage.
  13. or just farm farm farm. and that combo should be more than good for that. Shouldn't take too long. those LotGs are @100mil or so each, which you can easily farm up in an hour or so.

    As far as farming goes, once you hit the mid 30s in def, it becomes pretty painless. Also, if you farm tickets, level 10 bronze rolls will generally make you a fair bit of cash. I have had lowbies sitting on half a billion just from those. Some people IO their toons early, I cash out and wait.
  14. should be a pretty fun combo, lots of ST goodness, and decent AoE, plus near limitless endurance is always nice as well. Personally, I never take Stam on Elec Armor, at least after I get Power Sink and respec. You could easily skip Dark Consumption on that combo as well. You have a decent heal with Energize, I don't consider Siphon Life a heal as it isn't even remotely reliable in that regard. And has been said, if you load up on recharge you should be able to easily make it perma along with soul drain. Throw in some extra aoe with either mu or dark PPP, and you should be solid.

    Wish i had thought of it before.
  15. yeah, i kinda rushed through it, spent about 5 mins on it.

    as for the proc in jab, yeah, it does give better mitigation when it goes off, but I don't use jab much.

    as for the LotGs, who says you have to slot them immediately, besides, the +recovery uniques are gonna cost even more than the lotgs. Besides, by the time he gets even remotely close to finishing the build, he can farm them fast.

    anyway, here is the revised build, which is even better, as it is softcapped on S/L now.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    aaaaa: Level 50 Technology Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Charged Armor
    • (A) Reactive Armor - Resistance
    • (3) Reactive Armor - Resistance/Endurance
    • (3) Reactive Armor - Resistance/Recharge
    • (5) Reactive Armor - Resistance/Endurance/Recharge
    • (23) Steadfast Protection - Resistance/+Def 3%
    • (36) Steadfast Protection - Knockback Protection
    Level 1: Jab
    • (A) Kinetic Combat - Accuracy/Damage
    • (25) Kinetic Combat - Damage/Recharge
    • (27) Kinetic Combat - Damage/Endurance/Recharge
    • (31) Kinetic Combat - Knockdown Bonus
    • (33) Pounding Slugfest - Accuracy/Damage
    • (39) Pounding Slugfest - Damage/Endurance
    Level 2: Conductive Shield
    • (A) Reactive Armor - Resistance
    • (7) Reactive Armor - Resistance/Endurance
    • (7) Reactive Armor - Resistance/Endurance/Recharge
    • (9) Reactive Armor - Resistance/Recharge
    Level 4: Lightning Field
    • (A) Multi Strike - Accuracy/Damage/Endurance
    • (5) Multi Strike - Accuracy/Damage
    • (9) Multi Strike - Damage/Endurance
    • (11) Multi Strike - Accuracy/Endurance
    • (11) Multi Strike - Damage/Endurance/Recharge
    • (13) Multi Strike - Damage/Recharge
    Level 6: Combat Jumping
    • (A) Luck of the Gambler - Defense
    • (23) Luck of the Gambler - Recharge Speed
    Level 8: Static Shield
    • (A) Reactive Armor - Resistance
    • (17) Reactive Armor - Resistance/Endurance
    • (19) Reactive Armor - Resistance/Endurance/Recharge
    • (19) Reactive Armor - Resistance/Recharge
    Level 10: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (13) Kinetic Combat - Damage/Recharge
    • (15) Kinetic Combat - Damage/Endurance/Recharge
    • (15) Kinetic Combat - Knockdown Bonus
    • (17) Pounding Slugfest - Accuracy/Damage
    • (25) Pounding Slugfest - Damage/Recharge
    Level 12: Energize
    • (A) Numina's Convalescence - Heal/Recharge
    • (21) Doctored Wounds - Heal/Recharge
    • (21) Miracle - Heal/Recharge
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Swift
    • (A) Run Speed IO
    Level 18: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (31) Regenerative Tissue - +Regeneration
    • (31) Miracle - +Recovery
    Level 20: Taunt
    • (A) Perfect Zinger - Taunt
    • (33) Perfect Zinger - Taunt/Recharge
    • (33) Perfect Zinger - Taunt/Recharge/Range
    • (42) Perfect Zinger - Accuracy/Recharge
    • (46) Perfect Zinger - Taunt/Range
    • (46) Perfect Zinger - Chance for Psi Damage
    Level 22: Lightning Reflexes
    • (A) Run Speed IO
    Level 24: Knockout Blow
    • (A) Kinetic Combat - Accuracy/Damage
    • (34) Kinetic Combat - Damage/Endurance
    • (34) Kinetic Combat - Damage/Recharge
    • (34) Kinetic Combat - Damage/Endurance/Recharge
    • (36) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 26: Power Sink
    • (A) Efficacy Adaptor - EndMod
    • (27) Efficacy Adaptor - EndMod/Endurance
    • (36) Efficacy Adaptor - EndMod/Recharge
    • (45) Efficacy Adaptor - Accuracy/Recharge
    Level 28: Haymaker
    • (A) Kinetic Combat - Accuracy/Damage
    • (29) Kinetic Combat - Damage/Endurance
    • (29) Kinetic Combat - Damage/Recharge
    • (37) Kinetic Combat - Damage/Endurance/Recharge
    • (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 30: Rage
    • (A) Rectified Reticle - To Hit Buff
    • (40) Rectified Reticle - To Hit Buff/Recharge
    • (40) Recharge Reduction IO
    Level 32: Hasten
    • (A) Recharge Reduction IO
    • (40) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 35: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (37) Reactive Armor - Resistance
    • (37) Reactive Armor - Resistance/Recharge
    • (39) Reactive Armor - Resistance/Endurance/Recharge
    Level 38: Foot Stomp
    • (A) Obliteration - Damage
    • (42) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (43) Obliteration - Accuracy/Recharge
    • (43) Obliteration - Damage/Recharge
    • (43) Obliteration - Chance for Smashing Damage
    • (45) Obliteration - Accuracy/Damage/Recharge
    Level 41: Weave
    • (A) Luck of the Gambler - Defense
    • (45) Luck of the Gambler - Recharge Speed
    Level 44: Ring of Fire
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (46) Enfeebled Operation - Endurance/Immobilize
    • (48) Enfeebled Operation - Accuracy/Endurance
    • (48) Enfeebled Operation - Immobilize/Range
    • (48) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (50) Enfeebled Operation - Accuracy/Immobilize
    Level 47: Melt Armor
    • (A) Recharge Reduction IO
    Level 49: Stamina
    • (A) Performance Shifter - EndMod/Accuracy
    • (50) Performance Shifter - Chance for +End
    • (50) Performance Shifter - EndMod
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    Level 4: Ninja Run



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  16. Here's another way to go about it, if you are comfortable skipping stam. I don't use it on elec armor, but am used to paying attention.

    The tradeoff for stamina is 1.3% more def (which is huge, believe it or not, read Dechs Kaisons post on def for more info on that), 16% more regen and 8.8% more more recharge.

    You also have 6% less to-hit, but that shouldn't be much of an issue.

    Also, you don't have to worry about Grounded failing. The one thing i always hated about Grounded was being shot out of midair by snipers.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Allen Atom: Level 50 Technology Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Charged Armor
    • (A) Reactive Armor - Resistance
    • (3) Reactive Armor - Resistance/Endurance
    • (3) Reactive Armor - Resistance/Recharge
    • (5) Reactive Armor - Resistance/Endurance/Recharge
    • (23) Steadfast Protection - Knockback Protection
    Level 1: Jab
    • (A) Kinetic Combat - Accuracy/Damage
    • (25) Kinetic Combat - Damage/Recharge
    • (27) Kinetic Combat - Damage/Endurance/Recharge
    • (31) Kinetic Combat - Damage/Endurance
    • (33) Pounding Slugfest - Accuracy/Damage
    • (39) Pounding Slugfest - Damage/Endurance
    Level 2: Conductive Shield
    • (A) Reactive Armor - Resistance
    • (7) Reactive Armor - Resistance/Endurance
    • (7) Reactive Armor - Resistance/Endurance/Recharge
    • (9) Reactive Armor - Resistance/Recharge
    Level 4: Lightning Field
    • (A) Multi Strike - Accuracy/Damage/Endurance
    • (5) Multi Strike - Accuracy/Damage
    • (9) Multi Strike - Damage/Endurance
    • (11) Multi Strike - Accuracy/Endurance
    • (11) Multi Strike - Damage/Endurance/Recharge
    • (13) Multi Strike - Damage/Recharge
    Level 6: Combat Jumping
    • (A) Karma - Knockback Protection
    • (23) Luck of the Gambler - Defense
    • (36) Luck of the Gambler - Recharge Speed
    Level 8: Static Shield
    • (A) Reactive Armor - Resistance
    • (17) Reactive Armor - Resistance/Endurance
    • (19) Reactive Armor - Resistance/Endurance/Recharge
    • (19) Reactive Armor - Resistance/Recharge
    Level 10: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (13) Kinetic Combat - Damage/Recharge
    • (15) Kinetic Combat - Damage/Endurance/Recharge
    • (15) Kinetic Combat - Knockdown Bonus
    • (17) Crushing Impact - Accuracy/Damage/Endurance
    • (25) Focused Smite - Accuracy/Damage/Recharge
    Level 12: Energize
    • (A) Numina's Convalescence - Heal/Recharge
    • (21) Doctored Wounds - Heal/Recharge
    • (21) Miracle - Heal/Recharge
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Swift
    • (A) Run Speed IO
    Level 18: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (31) Regenerative Tissue - +Regeneration
    • (31) Miracle - +Recovery
    Level 20: Taunt
    • (A) Perfect Zinger - Taunt
    • (33) Perfect Zinger - Taunt/Recharge
    • (33) Perfect Zinger - Taunt/Recharge/Range
    • (42) Perfect Zinger - Accuracy/Recharge
    • (46) Perfect Zinger - Taunt/Range
    • (46) Perfect Zinger - Chance for Psi Damage
    Level 22: Lightning Reflexes
    • (A) Run Speed IO
    Level 24: Knockout Blow
    • (A) Kinetic Combat - Accuracy/Damage
    • (34) Kinetic Combat - Damage/Endurance
    • (34) Kinetic Combat - Damage/Recharge
    • (34) Kinetic Combat - Damage/Endurance/Recharge
    • (36) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 26: Power Sink
    • (A) Efficacy Adaptor - EndMod
    • (27) Efficacy Adaptor - EndMod/Endurance
    • (36) Efficacy Adaptor - EndMod/Recharge
    • (45) Efficacy Adaptor - Accuracy/Recharge
    Level 28: Haymaker
    • (A) Kinetic Combat - Accuracy/Damage
    • (29) Kinetic Combat - Damage/Endurance
    • (29) Kinetic Combat - Damage/Recharge
    • (37) Kinetic Combat - Damage/Endurance/Recharge
    • (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 30: Rage
    • (A) Rectified Reticle - To Hit Buff
    • (40) Rectified Reticle - To Hit Buff/Recharge
    • (40) Recharge Reduction IO
    Level 32: Hasten
    • (A) Recharge Reduction IO
    • (40) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 35: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (37) Reactive Armor - Resistance
    • (37) Reactive Armor - Resistance/Recharge
    • (39) Reactive Armor - Resistance/Endurance/Recharge
    Level 38: Foot Stomp
    • (A) Obliteration - Damage
    • (42) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (43) Obliteration - Accuracy/Recharge
    • (43) Obliteration - Damage/Recharge
    • (43) Obliteration - Chance for Smashing Damage
    • (45) Obliteration - Accuracy/Damage/Recharge
    Level 41: Weave
    • (A) Luck of the Gambler - Defense
    • (45) Luck of the Gambler - Recharge Speed
    Level 44: Ring of Fire
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (46) Enfeebled Operation - Endurance/Immobilize
    • (48) Enfeebled Operation - Accuracy/Endurance
    • (48) Enfeebled Operation - Immobilize/Range
    • (48) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (50) Enfeebled Operation - Accuracy/Immobilize
    Level 47: Melt Armor
    • (A) Recharge Reduction IO
    Level 49: Fire Ball
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    • (50) Detonation - Accuracy/Damage/Endurance
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    Level 4: Ninja Run



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  17. Quote:
    Originally Posted by Jharber View Post
    Are you even reading anything or just posting? What can you not understand? I NEVER asked for your help on this post. TAKE THE TIME TO LOOK AND READ!

    http://boards.cityofheroes.com/showt...08#post2912208

    I AM NOT THE ORIGINAL POSTER!!! I NEVER ASKED FOR YOUR HELP! GET IT THROUGH YOUR HEAD PLEASE!!! WOW! I was posting my leveling build to give the original poster some ideas. If even after this, you can't understand then you are just trying to be annoying or you are illiterate.
    No, you are just an idiot.

    I was speaking of this post, where you asked for help. You are the original poster on this thread. I also stated that it was probably a waste of time to really try to help you as you are the kind of person that is not receptive to it. I explained my reasoning for stating this based upon other threads where you responded negatively to advice given and that you didn't fully understand the mechanics of the class based on your responses. You were the one that brought up that specific thread.

    To fully clarify on that specific thread, you posted your opinions and advice to the original poster. Some of it was somewhat useful, but overall, it was bad advice. My response was as much for the benefit of the original poster as it was for you. If you had read that entire thread, you would know that the OP wasn't looking for a leveling build.

    Instead of attacking people when they don't agree with you, maybe you should ask them why they don't.
  18. What exactly am I trying to "win"?

    You posted asking for build advice and I responded. You didn't like my response, or more accurately my warning to others about how you had taken advice in the past.

    I then tried to clarify my position and respond to the statements made by you.

    That's all.

    Obviously you do care, or you wouldn't have taken the time to respond to my statements the way you did in the first place.

    If you make a statement, don't get mad if someone attempts to clarify or give you more information, especially when it is apparent that you are less knowledgeable. Instead, ask questions and increase your knowledge base. If you ask a question, don't get mad when you don't like the answer. You can't blame someone warning people not to waste their time when someone doesn't appear to be receptive to anything anyone else has to say.
  19. Quote:
    Originally Posted by Jharber View Post
    WOW, could you lie and miss-quote me anymore than you just did?
    Here is the link to the post he is talking about.

    http://boards.cityofheroes.com/showt...08#post2912208

    Notice that I am NOT even the OP. I never asked for his help, I never said I was not survivable unless my accuracy was lowered by CoT which only had to do with most my my powers having to-hit checks. The build I posted was my "leveling" build which are normally different than level 50 builds and he turns it into an AV soloing build or something. I was just trying to help the OP with some ideas so I posted my build. He just starts telling me how I should change my leveling build...

    Where exactly did I say that all these top end builds are garbage??? I said IMO tough is useless on a /DA "IMO" IN MY OPINION!!!
    talk about mis-quoting. In the response I made to your original post in that thread WAS MY OPINION on how you could improve said build. And to make a big stink about it being a leveling build when you are level at 35 is laughable. By then you have pretty much hit the core of your build, all that is left is the t9 of your secondary, and the PPPs. In fact, usually when I am leveling a toon, I have a solid idea of my final build by the time I reach 35, and respec into it as it is going to be more efficient than what i was using while leveling.

    When you state that it is your opinion, the problem is your opinion is misinformed, and that hard facts make them just plain wrong. The fact that you don't understand all of the mechanics of the class, much less the set, makes your opinions that much more likely to be completely invalid.

    That said, what may have been working for you may work better if you take into account other peoples knowledge and experience. Instead, you decided to lash out childishly with a "well I do it this way, and i don't have any problems, so you're wrong" type attitude. Compounding that attitude is the fact that you haven't even maxed it out in level, much less maxed it out in potential. Like your opinion about tough, while tough is hardly necessary in any build, it is far from useless. 20% reduction in incoming s/l damage is a nice thing, and augments the already decent resistance you have with DA. If you were already hardcapped, or within say 5% of it, on resistance, it would then be useless. But, wait, it still wouldn't, and for one reason, you would still need it for weave, and weave is FAR from useless.

    Instead of stating "well, I like it that way", you could have queried as to why certain changes may or may not have been better, especially when you don't fully understand the mechanics. For instance, when I suggested that you reslot Siphon Life. Siphon Life is best slotted for damage. That isn't opinion, that is a fact. It really shouldn't even be considered a heal. Healing is more of a secondary effect of the power now. Or with CoF, which, yes, keeps all the minions feared, and prevents them from doing damage to you. Every time you damage them, it temporarily breaks the fear, allowing them to attack you one time before going back into the fear state. Does this reduce incoming damage, yes, it does. With Death Shroud on, every time DS damages them, they take a swing at you. On top of that, CoF is only going to reliably fear minions, which leaves Lt.s and Bosses free to keep attacking you. However, building up your defense with CoD, CJ, and Weave, plus IO set bonuses, which can be built up while leveling, is better than CoF. Why? Because even if they are swinging at you, by increasing your defense through this manner, you are making ALL mobs less likely to hit you, including Lt.s and Bosses. Once you hit softcapped Def, which can be done around level 35, IIRC, then CoF is really not as necessary, especially since it uses a ton of endurance. Oppresive Gloom is better than CoF anyway, if you really want to take a soft control aura. It disorients the mobs at the cost of health instead of end. This may sound bad, but Health from the fitness pool regens the cost of OG fast enough that it essentially costs nothing to run it. Plus the disorient effect is better than the fear effect, as when you hit them, they won't hit you back.

    Also, when you state that something is useless in a build, especially when just about all of the min/max builds include it, then essentially call most people bandwagoners that follow the min/max builds, who only do said builds to look cool, you are essentially calling them garbage. It's called paraphrasing. Did you specifically say "those builds are garbage". no, you said that one person does amazing things with the build and everyone else just mindlessly follows. The reality is, one person did come up with an amazing build, then a ton of other people tried out what that person did, and found that it really did work better. Then they pared down the build to what was the most important part of the build, and started tailoring those builds to their own needs. It's like buying a suit. You go to the store pick out the suit, then get measured and the suit is adjusted to fit you. If you actually look at the "super builds" that people are posting, many of them have similar structures, but are very different.
  20. with what you have to play with as far as fire/earth goes, I would aim more at an AoE focus. At least that is the way I am going with it. your only real ranged attack is hurl boulder, which isn't particularly awesome.

    However, I am making sure I take the initial hold, making it useful, keeping a couple ST attacks for bosses and going AoE heavy for the rest. Soul Drain then cages and tremor and fissure and a damage aura should clear mobs quick as can be. Was considering taking both damage auras, but that is so much end use it is terrible.

    My only real conundrum is my PPP. I like dark, some strong tools in there. But, power sink is nice, and so is scorpion armor. Decisions decisions
  21. getting resistance to 45% is trivially simple. If you DON'T have at least 45% resistance, you have done something really wrong, unless you are running with a defense based secondary.

    The hardcap for resistance is 90%. This means that you will only take 10% of the damage that hits you if you have reached this cap. There is no softcap. More resistance is beneficial until you hit 90%.

    The softcap for defense is 45%. The reason for this is due to the mechanics of making a mob miss. Mobs have a base chance to hit you of 50%. As you increase your defense, you increase this chance of making them miss. Mobs will ALWAYS have a 5% chance to hit you, no matter what you do. So, it means that raising your defense to 45% minimizes the mobs ability to hit you. The reason it is called a softcap is that defense can be raised much higher than 45%, but it isn't beneficial to do so except in situations where you face defense debuffs, or mobs that get to-hit buffs. The other reason people don't attempt the defense hardcap is that it is too high to hit it with anything resembling a reasonable build. So, in most situations, 45% defense is enough to minimize the number of times the mobs hit you. Dechs Kaison spells this out much more thoroughly in his post on why reaching the softcap is important.

    As was said before, the +3 resistance IO in a resistance based secondary has a minimal effect, and isn't something that should be built around.

    I would highly suggest reading some of the brute guides, and dechs kaisons guide to softcapping defense, which goes into great detail as to why it is a good idea to hit 45% defense.

    As for anyone else reading this thread, and I don't want to sound rude, but unless this guy has educated himself heavily in the last few days as to game mechanics, I wouldn't bother posting a serious IO build for him to look at. I tweaked an ugly build he had posted in a /DA post the other day. It was a reasonable IO build, 35% defense, kept in OG to make up the difference in mitigation, and so forth. Didn't go bonkers with it, no purples. The guy basically said that all those high end builds are garbage and most people that post them are just jumping on the bandwagon because they saw someone else do it and want to look cool. Don't waste your time.
  22. Quote:
    Originally Posted by Minotaur View Post
    Ice is a set I know very well and like with 3 50s and another in the high 30s.

    Ice is nowhere close to softcapped just on SOs unless you have maxed out EA (and in usual play, if you're taking on an AV with team mates, you won't get to refresh EA with >1 target). I usually take the medicine pool on my /SRs and rarely get interrupted (2 interrupts slotted). The advantage ice does have is not the heal but the +HP that goes with it (and the -damage aura, but this is a lot less useful v +lots mobs).

    My /SR scrappers are much more survivable than my ice tanks against heavy defence debuffing. Ice's heal is on a long enough recharge that it will save you once, but not on an ongoing basis, you will very rarely get to use it twice in the same fight with SOs.
    There is a way to do it. It's ugly, but it can be done.

    As far as heavy defense debuffing goes, between Ice's slows, and mitigation from my secondary, never had an issue.

    Had a few mins, here's an ice build on SO's softcapped to s/l/e/n

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Ice Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Frozen Armor
    • (A) Defense Buff
    • (3) Defense Buff
    • (3) Defense Buff
    • (11) Endurance Reduction
    • (25) Endurance Reduction
    Level 1: Frozen Fists
    • (A) Accuracy
    • (13) Damage Increase
    • (13) Damage Increase
    • (33) Endurance Reduction
    Level 2: Chilling Embrace
    • (A) Slow
    • (5) Slow
    • (5) Endurance Reduction
    • (34) Endurance Reduction
    Level 4: Hoarfrost
    • (A) Recharge Reduction
    • (9) Recharge Reduction
    • (9) Recharge Reduction
    • (11) Healing
    Level 6: Combat Jumping
    • (A) Defense Buff
    • (7) Defense Buff
    • (7) Defense Buff
    • (43) Endurance Reduction
    Level 8: Boxing
    • (A) Empty
    Level 10: Wet Ice
    • (A) Endurance Reduction
    Level 12: Swift
    • (A) Empty
    Level 14: Tough
    • (A) Resist Damage
    • (15) Resist Damage
    • (15) Resist Damage
    • (40) Endurance Reduction
    • (50) Endurance Reduction
    Level 16: Icicles
    • (A) Endurance Reduction
    • (17) Endurance Reduction
    • (17) Accuracy
    • (25) Damage Increase
    Level 18: Health
    • (A) Healing
    • (19) Healing
    • (19) Healing
    Level 20: Stamina
    • (A) Endurance Modification
    • (21) Endurance Modification
    • (21) Endurance Modification
    • (50) Endurance Modification
    Level 22: Weave
    • (A) Defense Buff
    • (23) Defense Buff
    • (23) Defense Buff
    • (34) Endurance Reduction
    • (46) Endurance Reduction
    Level 24: Glacial Armor
    • (A) Defense Buff
    • (27) Defense Buff
    • (27) Defense Buff
    • (34) Endurance Reduction
    • (46) Endurance Reduction
    Level 26: Maneuvers
    • (A) Defense Buff
    • (31) Defense Buff
    • (31) Defense Buff
    • (40) Endurance Reduction
    • (43) Endurance Reduction
    Level 28: Energy Absorption
    • (A) Defense Buff
    • (29) Defense Buff
    • (29) Defense Buff
    • (31) Recharge Reduction
    Level 30: Ice Patch
    • (A) Recharge Reduction
    Level 32: Freezing Touch
    • (A) Accuracy
    • (33) Damage Increase
    • (33) Damage Increase
    • (37) Damage Increase
    • (37) Endurance Reduction
    Level 35: Greater Ice Sword
    • (A) Accuracy
    • (36) Damage Increase
    • (36) Damage Increase
    • (36) Endurance Reduction
    • (37) Recharge Reduction
    Level 38: Frozen Aura
    • (A) Accuracy
    • (39) Damage Increase
    • (39) Damage Increase
    • (39) Endurance Reduction
    • (40) Recharge Reduction
    Level 41: Block of Ice
    • (A) Accuracy
    • (42) Recharge Reduction
    • (42) Hold Duration
    • (42) Hold Duration
    • (43) Endurance Reduction
    Level 44: Frost
    • (A) Accuracy
    • (45) Damage Increase
    • (45) Damage Increase
    • (45) Damage Increase
    • (46) Endurance Reduction
    Level 47: Shiver
    • (A) Accuracy
    • (48) Slow
    • (48) Slow
    • (48) Endurance Reduction
    Level 49: Hibernate
    • (A) Endurance Modification
    • (50) Healing
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    Level 6: Ninja Run



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  23. Quote:
    Originally Posted by _Krom_ View Post
    To be fair...it still hits as hard as it always did...it just takes much longer to animate.
    They reduced the damage and mag of the stun on TF, and they made the animation so long on ET that I could go bake a turkey in the amount of time it takes to go off. I have literally hit ET the second I got to a boss, before the rest of the group, and the group has killed it before animation finished.

    I loved my EM/Nin stalker before they changed EM. Was one of my favorite toons to solo. I took a break, came back, and everything that made him fun was gone.
  24. I rolled one of these up recently, and so far is really fun. Sucks end like crazy, but I see a ton of potential with it.

    This is the build I will be aiming for. Think I have a decent handle on the end use, perma-hasten and perma-dom. Not capped on defense, but @30% s/l/melee is good enough. I could still go with Mace Mastery to cap, but I think the boost in damage from Soul Drain and the end boost from Dark Consumption are more to my liking.

    Any advice would be appreciated.

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Earth Assault
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Char
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (11) Basilisk's Gaze - Accuracy/Recharge
    • (15) Basilisk's Gaze - Recharge/Hold
    • (46) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 1: Stone Spears
    • (A) Entropic Chaos - Accuracy/Damage
    • (9) Entropic Chaos - Damage/Endurance
    • (9) Entropic Chaos - Damage/Recharge
    • (25) Entropic Chaos - Damage/Endurance/Recharge
    • (40) Entropic Chaos - Chance of Heal Self
    Level 2: Fire Cages
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (3) Enfeebled Operation - Endurance/Immobilize
    • (3) Enfeebled Operation - Accuracy/Endurance
    • (7) Enfeebled Operation - Immobilize/Range
    • (11) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (19) Enfeebled Operation - Accuracy/Immobilize
    Level 4: Tremor
    • (A) Obliteration - Damage
    • (5) Obliteration - Accuracy/Recharge
    • (5) Obliteration - Damage/Recharge
    • (7) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    • (43) Force Feedback - Chance for +Recharge
    Level 6: Swift
    • (A) Run Speed IO
    Level 8: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 10: Boxing
    • (A) Empty
    Level 12: Flashfire
    • (A) Positron's Blast - Accuracy/Damage
    • (13) Positron's Blast - Damage/Endurance
    • (13) Positron's Blast - Damage/Recharge
    • (15) Positron's Blast - Damage/Range
    • (19) Positron's Blast - Accuracy/Damage/Endurance
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (17) Miracle - +Recovery
    • (17) Regenerative Tissue - +Regeneration
    Level 18: Cinders
    • (A) Unbreakable Constraint - Chance for Smashing Damage
    • (34) Unbreakable Constraint - Endurance/Hold
    • (45) Unbreakable Constraint - Hold/Recharge
    • (46) Unbreakable Constraint - Accuracy/Recharge
    • (46) Unbreakable Constraint - Accuracy/Hold/Recharge
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Recharge
    • (21) Performance Shifter - Chance for +End
    • (25) Performance Shifter - EndMod/Accuracy
    Level 22: Tough
    • (A) Steadfast Protection - Resistance/Endurance
    • (23) Steadfast Protection - Resistance/+Def 3%
    • (23) Steadfast Protection - Knockback Protection
    Level 24: Weave
    • (A) Luck of the Gambler - Recharge Speed
    Level 26: Heavy Mallet
    • (A) Kinetic Combat - Accuracy/Damage
    • (27) Kinetic Combat - Damage/Endurance
    • (27) Kinetic Combat - Damage/Recharge
    • (31) Kinetic Combat - Damage/Endurance/Recharge
    • (40) Pounding Slugfest - Damage/Endurance
    • (43) Pounding Slugfest - Accuracy/Damage
    Level 28: Seismic Smash
    • (A) Kinetic Combat - Accuracy/Damage
    • (29) Kinetic Combat - Damage/Endurance
    • (29) Kinetic Combat - Damage/Recharge
    • (31) Kinetic Combat - Damage/Endurance/Recharge
    • (31) Pounding Slugfest - Damage/Endurance
    • (34) Pounding Slugfest - Accuracy/Damage
    Level 30: Power Boost
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    • (43) Recharge Reduction IO
    Level 32: Fire Imps
    • (A) Call to Arms - Defense Bonus Aura for Pets
    • (33) Call to Arms - Accuracy/Recharge
    • (33) Call to Arms - Accuracy/Damage/Recharge
    • (33) Call to Arms - Endurance/Damage/Recharge
    • (34) Call to Arms - Accuracy/Damage
    Level 35: Mud Pots
    • (A) Obliteration - Damage
    • (36) Obliteration - Accuracy/Recharge
    • (36) Obliteration - Damage/Recharge
    • (36) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    Level 38: Fissure
    • (A) Positron's Blast - Accuracy/Damage
    • (39) Positron's Blast - Damage/Endurance
    • (39) Positron's Blast - Damage/Recharge
    • (39) Positron's Blast - Damage/Range
    • (40) Positron's Blast - Chance of Damage(Energy)
    Level 41: Dark Consumption
    • (A) Obliteration - Chance for Smashing Damage
    • (42) Obliteration - Damage
    • (42) Obliteration - Accuracy/Recharge
    • (50) Obliteration - Damage/Recharge
    • (50) Obliteration - Accuracy/Damage/Recharge
    Level 44: Dark Embrace
    • (A) Reactive Armor - Resistance/Endurance
    • (45) Reactive Armor - Resistance/Recharge
    • (45) Reactive Armor - Resistance
    • (50) Reactive Armor - Resistance/Endurance/Recharge
    Level 47: Soul Drain
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff
    Level 49: Hasten
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Domination
    Level 6: Ninja Run



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