YoumuKonpaku

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  1. Quote:
    Originally Posted by dave_p View Post
    I did also fail the LRSF last week before it became a WST, mostly because we didn't have a tank or a sturdy enough brute for the end fight, but that's another story.
    I cleared an LRSF the other day, rather smoothly actually, where our toughest teammates were the widow and regen scrapper.

    How did we beat the AVs at the end? Simple! Everyone go out, pick up a tray of oranges, popped about 3 shivans and burn through Numina and Sister P before dying. More oranges, repeat until victory. Probably one of the more fun, and silly, clears I've had.
  2. Good to see you fixed some of those typos I pointed out, Ham!

    Personally, I got done spreadsheeting my video games a few years ago...

    I reserve them for my massive amount of purchases and collection instead. I don't know which is nerdier.
  3. I would bring the dom to cuda and khan plus bane to one khan.
  4. I am in for this next tuesday.
  5. Quote:
    Originally Posted by eryq2 View Post
    On something like FA and DA it seems impossible to reach the cap numbers. What %'s would make these two very sturdy? I was in mids on a spines/dark and am getting in teh mid 50's in resists, and upper 20- lower 30%'s in defenses. Would those %'s be good enough combined with the damage output to make me not faceplant every mob?
    If you can't get to 45%, aim for 32.5%. That's the amount required to softcap with a small purple. Keep in mind that doing so will need you to keep a handful of said small purples in your tray. Of course, any team def buffs can easily bring you to the cap from that point.
  6. edit: Moved current build to OP.
  7. @OP:

    Take ten minutes and pick up Shivans.

    Really, the zone is empty most of the time.
  8. Quote:
    Originally Posted by Quantumizer View Post
    it looks like he might already be all set with accuracy (2.0x base)
    This is a very, very common misconception regarding summoning pets.

    The power to summon the pet has a 2.0 accuracy modifier, but all of his powers are 1.0.

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

    With that said, I slot: 6 Cloud Senses for the ranged defense + recharge and that it helps out the majority of his powers.

    His healing is too unreliable and random to bother slotting it up. He often times uses it whenever he feels like it, whether or not others nearby need it. Or if there are no others in range, he will still fire it on occasion.

    His hold is also rather unreliable, he'll throw it on whoever he feels like, and often won't stack it on the same target.
  9. It does magical things unless the person is very quick to self-rez (or someone else hits them). Just tell the team, 'hey, i have vengeance, fallout and mutation, if you die in melee just give me a few seconds'.
  10. Yeah, sleep is really a YMMV, acquired taste, sort of thing. I generally fit it in for a cheap purp and the situational uses. Unless you're elec control, then it's just awesomely awesome. Fallout is really great if you have squishy melee, though!

    Especially on AVs, nuke the AV and then rez the dead melee for another round, fun stuff.
  11. Quote:
    Originally Posted by rlloyd View Post
    Thanks again for the build help. When I get home, I'll toss it in Mids' and maybe play around with it a bit then get to leveling! Thanks, also, for the explanations as to some of the choices you made; much better than those that are "This is how you should do this, no questions asked."...granted, this game tends to (mostly) have a much better community than that.
    No problem, I enjoy doing this. I spend about as much time in mids as I do in game, probably! Should get some input from others on this, as their opinions/insight may differ and provide more information.

    Also, I did not build this with the consideration of exemplaring, although I don't see why it would be a problem aside from loss of set effects.
  12. Quote:
    Originally Posted by rlloyd View Post
    Been having trouble getting logged into the forums today, sorry my response is so late. I'd probably have to agree the ranged would be better than the S/L; honestly, I'm really not too concerned with def/res on this character, but I do see the advantages to it in any situation. as I mentioned, I plan to team pretty much exclusively with this character, so it's just not the highest priority, is what I'm trying to say. Thanks again for the help!
    Sorry for being unclear, it'd be:

    45% Ranged def and 65%ish S/L res,

    or

    32.5%ish ranged def and 68%ish S/L with more recharge (perma-AM, .7 sec off perma-hasten)

    While you certainly won't be running off soloing things, there are many times in teams where you won't have a big stack of DEF buffs, things will get loose and shoot at you, etc. Things that aren't being hit by RI, as well.

    Anyway, I'll throw up the Rad/Son I came up with. This is what I would run were I to pair the sets. I've played Rad and Son separately but not together, so mostly combining my experiences with them.

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Radiation Emission
    Secondary Power Set: Sonic Attack
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-EndRdx/Rchg(7)
    Level 1: Shriek -- Decim-Acc/EndRdx/Rchg(A), Decim-Dmg/Rchg(25), Decim-Dmg/EndRdx(34), Decim-Acc/Dmg/Rchg(34), Decim-Acc/Dmg(37)
    Level 2: Scream -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(9), Decim-Acc/EndRdx/Rchg(21), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(23)
    Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(9), RechRdx-I(13)
    Level 6: Radiation Infection -- Achilles-ResDeb%(A), HO:Enzym(13), HO:Enzym(17), HO:Enzym(42)
    Level 8: Enervating Field -- EndRdx-I(A), EndRdx-I(42)
    Level 10: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11)
    Level 12: Lingering Radiation -- RechRdx-I(A), RechRdx-I(17), P'ngTtl-Acc/EndRdx(39)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(50)
    Level 18: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21)
    Level 20: Mutation -- EndRdx-I(A)
    Level 22: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(42), ExStrk-Dam%(45)
    Level 24: Tough -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(37), RctvArm-ResDam/EndRdx(43)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(29)
    Level 28: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(46), GSFC-ToHit(46), GSFC-Rchg/EndRdx(48), GSFC-Build%(50)
    Level 30: Howl -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(31), Posi-Dmg/EndRdx(31), Posi-Dmg/Rng(31), Posi-Dmg/Rchg(33)
    Level 32: EM Pulse -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Rchg/Hold(33), BasGaze-Acc/Rchg(33), BasGaze-EndRdx/Rchg/Hold(34), Lock-%Hold(43)
    Level 35: Screech -- Stpfy-Acc/Stun/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(36), Stpfy-Acc/Rchg(37), Stpfy-KB%(40)
    Level 38: Siren's Song -- CSndmn-Acc/Rchg(A), CSndmn-Acc/EndRdx(40), CSndmn-EndRdx/Sleep(45), CSndmn-Sleep/Rng(45), CSndmn-Acc/Sleep/Rchg(46)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(43)
    Level 44: Power Build Up -- RechRdx-I(A)
    Level 47: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(48), RctvArm-ResDam/EndRdx(48), S'fstPrt-ResDam/Def+(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3)



    Code:
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    Some numbers and explanations:

    Ranged def is 32.7%, S/L res is 68.5. These will cut a good chunk of incoming damage.

    Global recharge is over 170% with Hasten and AM up.

    All of your attacks are accurate (note: the proc in tactics skews the numbers at a glance, remove it to see real values) enough to hit 95% vs +4s. Most of them are actually in the 120% range, and help cover critters with extra defense. "But I have RI, isn't this redundant?" is probably what most are thinking. I'd say, 'yes and no'. First of all, some of the bonuses can't be avoided. Recharge sets tend to carry them, for example. Second, you will come up against higher level, def debuff resistant mobs. You'll also come across those who debuff your accuracy. Lastly, you will be in situations where RI just doesn't get everything in the debuffs. I imagine you know this, but still felt it should be touched on. One could argue dropping tactics, but the bonuses it provides stack nicely with RI and it covers -PER. You'd be surprised how many teams I end up in at 50 where I'm the only person with tactics and they'd be blinded were I not present.

    RI is a massive debuff and worth the Enzymes. If you can't afford them (not sure on the market value), just drop in some tohit debuff/end and def debuff/end IOs.

    LR is permanent if facing a long lasting target.

    Mutation doesn't need more than an end reduction. The cost is pretty hefty. If you dropped a Recharge IO it'd cut ~9s off. Only place to really pull one from is maybe dropping an enzyme from RI.

    Boxing/Kick are usually a 'whatever who cares' choice, but kick is an oft overlooked place for a cheap shot of Ranged def.

    Tactics: The build up proc won't help too much, but the entire set is a nice chunk of ranged def, as well as other good bonuses in the set. It also maximizes the two aspects you care about, and teams will love it. Together with RI, almost everything can be hit, even if your group mates fail at slotting accuracy. Those pesky defense carrying mobs, high level AVs, etc. Keeping in mind that said AVs resist RI, but can't stop this!

    Howl: Can be a problem early game with getting yourself killed from aggro in teams, later on not an issue. Nice to pepper a spawn with hopefully before the big hits go in, like when the DM/SD brute is soul draining. Left for later intentionally.

    Screech: This thing fires fast and chains nicely for -RES. From my experience with Sonic, the proc is NOT problematic in teams.

    Siren's Song: Okay, not a fan of this power myself, but Sleep does have its uses, even if there are better sleep powers. It has a nice recharge set with room to grow into an extremely cheap purple.

    Rest of the picks/slotting should be fairly self explanatory.

    As for things I've skipped? Well:

    Choking Cloud: Massive cost and just not worth it in this set up, IMO.

    Fallout: Situational, can be fun. Replace Siren's Song and slot 5 posi blast.

    Amplify: Just not needed, plenty of accuracy and -def debuffs as it is. Sure, you can hit a bit harder, but this would be more for soloing, IMO.

    Dreadful Wail: You already get one power in the set that crashes you (em pulse). I don't like crash nukes on defenders, personally. EM pulse is a special case, though. If you want it, replace sleep and slot with 5 oblits. Fallout would be a better pick, in my mind.

    Think I covered everything. If you want to cheapen things, swap all of the lotg def/end/rech to red fortune def/ends. You lose acc, but that's to taste/wallet. Again, this is what I, personally, would do and my reasons for doing so.
  13. Quote:
    Originally Posted by rlloyd View Post
    Hey, Youmu, sorry, i've been kinda busy today, too, and not able to check in on this again until now. Having looked at the Defender Epic pools, I'd have to say that Energy looks the best.
    Fiddling with mids I was able to get ranged to 45% with energy APP, along with 65% S/L res, with some sacrifices to recharge and toying with the slotting a bit. I'd say 32.5% (small purple to cap) range might be a better choice, but that's up to you.

    Let me know how you feel and then I'll post something up this afternoon.
  14. Quote:
    Originally Posted by theheat View Post
    and one is a sleep lol.
    I like sleeps. They're great for stopping ambushes and other adds, as well as disabling alphas in groups that are less than optimal.

    With that said, god, the sonic sleep is awful. I find myself actually preferring to take the sleep from Psy mastery (as well as the hold+mind over body) if I so desired. At least it holds a cheap purp.

    @OP: Had a rather hectic evening, I did get some stuff thrown together, albeit not finished. Do you have a preferred APP/PPP? If not I'll probably put in psi or power.
  15. Quote:
    Originally Posted by rlloyd View Post
    Ninja Run with a Jet Pack for when I need extra vertical movement is perfectly fine for me.
    A man after my own heart. I haven't picked up a travel power since NR was introduced, as well as early access to jetpacks from vendors.

    The only drawback to this is on MO runs, but if you go with a team who doesn't mind TPing you, not a big deal.

    edit: if you took hover for a defensive power (i tend to opt for CJ even if i were to cap ranged def, simply because I prefer that for mobility), the above point would be completely moot.
  16. Rad/Sonic.

    Drop an achilles proc in Radiation Infection. Sonic does better RES debuffing than /Rad with achilles procs, and -DEF debuff in powers that require an accuracy check are fairly weak otherwise. You'd be better off picking up Tactics and running it.

    There are some good explanations as to why in this thread:

    http://boards.cityofheroes.com/showthread.php?t=250877

    As for sample builds, I can throw one together for you tonight. I'll even leave a slot for a travel power, promise! I'm no expert, but I know my way around mids and most of the powersets.

    Also, check out Silas' guide to Rad Emission. http://boards.cityofheroes.com/showt...39#post2354739
  17. It isn't a rumor, it's confirmed. When you update from the prior build to the one introduced on Dec. 30th, the notes say 'we fixed a bug where sleet on dominators caused problems'. Any builds with sleet that aren't from the Dec. 30th (or newer for when we get another) version won't open properly from my experiences.
  18. Thanks for letting me know, I wasn't around for the initial change, I don't believe. I came back about a month and a half ago after a long hiatus. I'll drop it and find another spot for the slot.

    Edit: I'll move that slot into a generic acc IO for Eclipse.
  19. Quote:
    Originally Posted by Microcosm View Post
    The build looks ok in general, so I'm just gonna comment on a couple things in your post and let others nitpick the build more.

    Kismet will only give you that tohit while combat jumping is on, but you only have one attack, one nuke, and one semi-nuke actually slotted in human form. Are you relying on it for making sure eclipse and mire hit?

    Actually, Kismet will last 2 minutes from when CJ is flipped of, will it not? I was under the impression that is how such abilities work, at least with uniques like Numina's. Regardless, if I'm in Human form I can take half a second to hit it for the combat mobility. Eclipse accuracy is fine for everything but +4s, and I don't farm, so if I'm facing +4s I will have some team buffs to back it up. I can probably drop this, to be honest.

    I much prefer Armageddon in Dwarf mire, when you reach that point, because it gives many more chances for the proc to fire, and you are likely to use it against a single target too.

    This is very smart! Thank you. I can scavenge the slots from stygian return as you mentioned.

    12 points Kb protect is truly unnecessary, in my opinion. 4 suffices. If you are tanking in Dwarf, it has its own kb protection already.

    I play all of the content in the game, and KBs tend to either require 4 or over 10. I like making sure my bases are covered, and I don't know what else to take for power picks aside from using the shields as mules.
    Input would be appreciated on other usage of power slots.

    Not sure recharge is really necessary for Stygian Circle.

    Eh, it's one extra slot.

    Black Dwarf Drain needs lovin'. Black Dwarf Mire would like some too.

    Will see what I can do about these, now that I've scavenged slots.

    For giggles, you might try slotting the FF+rech proc in Nova Emanation instead of that recharge. It has a nice effect over time.

    I can give it a go in the future, thanks for the suggestion!

    Edit: WOAH, Stygian Return does not need extra slots at all. The base slot is enough. If you need it maxed on recharge, something is wrong. If you need it maxed on damage, you need to figure out another way to kill things.

    Bad habit from other characters using resurrect = damage powers. Heh, thanks. I dropped it to 1 generic rech.
    Responses in red.

    Thank you for the input, I greatly appreciate it.

    Edit:

    Made changes to build according to some of the suggestions.

    Dropped stygian return to 1 rech, dropped circle to 1 endmod/rech.

    Moved slots to Dwarf Mire, 6 oblits. Also some to black dwarf drain. 2 nictus 3 c'ing imp for HP bonuses.

    As for purples: Armageddon to dwarf mire, minus 1 slot. Drop the straight damage enhancement (gains ~6 damage per activation roughly if kept). Extra slot goes into Dark Nova Blast, along with the -1 slot from Unchain Essence to allow for Apocalypse.
  20. Edit: Moved my live build into OP

    Dechs inspired me to try a WS again, something I haven't done for years and years. She hasn't gotten too far (used the 2xp for other things), but I'm a mids junkie and wanted to throw her a build together.

    WS builds are just weird as hell for me. I've got like ten mule powers or something. I'm somewhat happy with this, there is one free spot left to go wherever. Not sure on the best placement for it, though.

    For changing it up with purples, if this build ever got there a few years down the road: hecatomb in smite, armageddon in quasar, ragnarok in unchain essence, AA in emanation, remove 1 slot from unchain and place that + extra in dark nova blast for apoc.

    This is probably the only character I'd 'ever' consider purple sets in because I genuinely feel they fit without risk of dropping defense that other characters may have.

    Picked up -12 KB prot for covering every angle. Steadfast Def 3% can fill a potential hole in a situation where team buffs don't give you 'quite' enough. The Kismet gives a metric ton of accuracy to a variety of the powers (mids is set to 39% base acc for myself).

    Any insight would be appreciated, going to work this one next now that my Dom is almost 50.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kumayoshi Shikainami: Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment

    Hero Profile:
    Level 1: Ebon Eye -- Acc-I(A)
    Level 1: Absorption -- S'fstPrt-ResKB(A)
    Level 2: Gravimetric Snare -- Acc-I(A)
    Level 4: Orbiting Death -- Sciroc-Acc/Dmg/EndRdx(A)
    Level 6: Dark Nova -- P'Shift-End%(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Gravity Shield -- S'fstPrt-ResKB(A)
    Level 12: Sunless Mire -- Sciroc-Acc/Rchg(A), Oblit-Acc/Rchg(13), Erad-Acc/Rchg(13)
    Level 14: Shadow Cloak -- LkGmblr-Rchg+(A)
    Level 16: Twilight Shield -- S'fstPrt-ResKB(A)
    Level 18: Gravity Well -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(21), Dmg-I(21), Dmg-I(23)
    Level 20: Black Dwarf -- S'fstPrt-ResDam/Def+(A), ResDam-I(33), P'Shift-End%(39)
    Level 22: Stygian Circle -- Efficacy-EndMod/Rchg(A)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Gravitic Emanation -- Stpfy-Acc/Rchg(A), Stpfy-Stun/Rng(27), Stpfy-Acc/EndRdx(27), Stpfy-EndRdx/Stun(29), Stpfy-Acc/Stun/Rchg(29)
    Level 28: Unchain Essence -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(48), RechRdx-I(50)
    Level 30: Nebulous Form -- Winter-ResSlow(A)
    Level 32: Dark Extraction -- S'bndAl-Build%(A), ExRmnt-Acc/Rchg(45), ExRmnt-Acc/Dmg/Rchg(45), ExRmnt-EndRdx/Dmg/Rchg(45), ExRmnt-Acc/Dmg(46), RechRdx-I(46)
    Level 35: Stygian Return -- RechRdx-I(A)
    Level 38: Eclipse -- Efficacy-Acc/Rchg(A), Aegis-ResDam/Rchg(39), TtmC'tng-ResDam/Rchg(39), RctvArm-ResDam/Rchg(40), Acc-I(43)
    Level 41: Quasar -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Rchg(43)
    Level 44: Stealth -- LkGmblr-Rchg+(A)
    Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Invisibility -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Dark Sustenance
    Level 1: Shadow Step -- EndRdx-I(A)
    Level 10: Shadow Recall -- EndRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A)
    ------------
    Level 6: Dark Nova Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(31), Dev'n-Acc/Dmg/Rchg(31)
    Level 6: Dark Nova Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(25), Dev'n-Acc/Dmg/EndRdx/Rchg(31)
    Level 6: Dark Nova Emanation -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(15), Posi-Dmg/EndRdx(15), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(17), RechRdx-I(23)
    Level 6: Dark Nova Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(11), RechRdx-I(11)
    Level 20: Black Dwarf Strike -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(33), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Dmg/Rchg(34)
    Level 20: Black Dwarf Smite -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Acc/Dmg(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(37)
    Level 20: Black Dwarf Mire -- Oblit-Acc/Rchg(A), Oblit-Dmg(25), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(40), Armgdn-Dam%(50)
    Level 20: Black Dwarf Drain -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Acc/Heal(33), C'ngImp-Dmg/EndRdx/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Acc/Dmg(50)
    Level 20: Black Dwarf Step -- EndRdx-I(A)
    Level 20: Black Dwarf Antagonize -- Zinger-Taunt(A), Zinger-Taunt/Rchg(3), Zinger-Taunt/Rchg/Rng(3), Zinger-Dam%(5)



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  21. Quote:
    Originally Posted by Signpost View Post
    and it also does provide to-hit bonuses, which counts for something, I guess.
    Chances are if he built up ridiculous amounts of recharge, he would also have more than enough acc for +4s at 95%. It's probably one of the easier goals to achieve. Unless you slot your powers poorly.
  22. That LRSF was surprisingly smooth. I even brought Shivans! I'll bet Ham was proud of me. :P

    Also, I'm in for friday night fun with STF on the Dom.
  23. I expressed my interest in game about the next Isos run to Ham, figured I'd mention it here too.

    Would love to get in on this if there's space. Already have a few ideas as to what character I'd like to play. Trying to decide between:

    Thugs/Pain MM
    Earth/TA Controller
    or a tanker of some sort.

    If the theme was old west, I could paint the thugs/pain as a leader of a train robbing gang or something.
  24. I've just been leveling a Fire/Earth up (on the cusp of 48), and I've gotta say that is a great combo for melee. Fire has some close range oriented tools (pbaoe hold, which is a 10' bigger radius than other holds in comparison), and hot feet. Earth hits pretty damn hard as well, especially Seismic smash.

    Quote:
    Originally Posted by Vidszhite View Post
    For the rest, take Combat Jumping. You'll be amazed at how fast you can get back in melee range just by tapping the spacebar. The most you'll lose once you get the hang of it is a fraction of a second, since you can catch up to a knocked-back target and be in the middle of an attack before either of you hits the ground. Really fun.
    People look at me funny when I bunny-hop around either in combat or just moving through missions/outdoor areas. But damn, it is fast in comparison to just hoofing it. When it comes to meleeing dangerous things I can't stand in against (some AVs in LRSF/STF), I'll just bounce on through activating an attack and be out of harm's way if I time it right. I get a lot of questions on what the hell I am doing, though.
  25. I'm still in for this.