YoumuKonpaku

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  1. Quote:
    Originally Posted by Morganite View Post
    And Paralyzing Blast is not very exciting for something with a 4 minute recharge.
    Every AOE hold in the game, I believe, has a 240s base timer. Some of them are better than others, of course, but Elec's is fairly normal.

    Earth AOE hold pulses multiple times.

    Elec holds with END drain.

    Fire holds with no other effects, but has a larger than average radius (30' vs 20')

    Gravity, Mind and Plant hold with no other effects.

    Ice holds with a rech/speed debuff.

    In fact, I'd say Paralyzing Blast is a bit more exciting than the average in terms of what it does.
  2. YoumuKonpaku

    Fire/Earth/Ice

    Quote:
    Originally Posted by Fritzdog View Post
    Nope, just updated and tried to import your last chunk to no avail
    Your build does not work in my Mids.

    Mids must read, at the top: Updated 30/12/10

    THere was a bug involving sleet on dominators.
  3. YoumuKonpaku

    Fire/Earth/Ice

    Quote:
    Originally Posted by Fritzdog View Post
    P.S. I have also been having problems with corrupted data on the fire/earth/ice Dom. I dunno if anyone will be able to open that build I just posted. I wonder if its a problem with that combination of power sets in Mids.
    I was able to open your build with the last data link but none of your chunks will work for me.

    Open mids and select check for updates. See if that fixes it.
  4. YoumuKonpaku

    Fire/Earth/Ice

    Above chunk works for me on multiple machines and for friends.

    Anyway, Dom is 45 now. Every power so far has really been game changing, more or less. Especially Sleet! Very handy in TFs where controls can be hard to stick (ITF, cough).

    2 levels til IO slotting, really enjoying it thus far. Any additional input would be appreciated.
  5. YoumuKonpaku

    The Tally

    Dark/Dark defender from 35 to almost 39

    Kat/WP from 25 to 34.9

    Ill/Rad from 18 to 28

    Fire/Earth Dom (new pet project, whoo!) from 1 to 36

    BS/Regen from 1 to.. 9, before I got distracted by the dominator.

    Son/Son Defender from 9 to 23

    Didn't concern myself with prestige/inf earned, though.
  6. I spent the weekend bringing characters to 35ish in prep for ITF, then rolled the (second) best scrapper in terms of what I've enjoyed so far: My Fire/Earth dominator.

    Wait, what do you mean I'm not a scrapper? I go into melee and hit things really hard!
  7. Flight goes at cap without any enhancements now.
  8. YoumuKonpaku

    Fire/Earth/Ice

    One last try. I did this on my laptop, so let's hope!

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1615;760;1520;HEX;|
    |78DAA594594F135114C7EF4C5B6BA1A52DA52C85B2B485D602854649DC126358120|
    |C242C71891AEB0813DA04DB3A1DA33E89FAEA8B5B5C22C6EFE0028127BF83DB9710|
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    |-------------------------------------------------------------------|
  9. I'd like to join this tomorrow, will be around.
  10. YoumuKonpaku

    Fire/Earth/Ice

    removed broken chunk
  11. A couple little slot changes that are understandable, but I think some of them boil down to taste.

    Fast healing slot to BU: ~2.5s off BU vs ~3 hp/s (w/ DP up)

    Tough slot to MoG: ~3s off MoG vs slightly better tough numbers and capped Lethal

    I can see where the changes are coming from, I'd prob. make the MOG change and keep the Fast Healing slot. Though, with IH up, the 3 hp/s is kind of 'whatever'. I like the capped lethal, however. Hm. Something to think about. Unless I missed other changes, that's what stood out. Thanks!
  12. Is my data link or chunk corrupt? I ask because I'm surprised at the lack of responses and my mids builds are not working in other threads I've posted.
  13. YoumuKonpaku

    Fire/Earth/Ice

    removed broken chunk
  14. YoumuKonpaku

    Fire/Earth/Ice

    Here's the non-pots version:

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

    Click this DataLink to open the build!

    Raging Elements: Level 50 Natural Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Earth Assault
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(5), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(13)
    Level 1: Stone Spears -- HO:Nucle(A)
    Level 2: Stone Mallet -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(13), C'ngImp-Dmg/EndRdx(17), C'ngImp-Acc/Dmg(17), C'ngImp-Dmg/Rchg(21)
    Level 4: Tremor -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(11), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Rchg(23), Oblit-Dmg(27), Oblit-Dmg/Rchg(29)
    Level 6: Smoke -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb(7), DarkWD-ToHitDeb/Rchg(9)
    Level 8: Fire Cages -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Immob/Rng(36), Enf'dOp-Acc/EndRdx(37), Enf'dOp-EndRdx/Immob(39), Enf'dOp-Acc/Immob(39)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11)
    Level 12: Flashfire -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Stun/Rng(36), Stpfy-Acc/EndRdx(36), Stpfy-EndRdx/Stun(37), Stpfy-Acc/Rchg(37)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 18: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(21), Lock-Acc/EndRdx/Rchg/Hold(43)
    Level 20: Heavy Mallet -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Acc/Dmg(40), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(40)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(27)
    Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
    Level 28: Seismic Smash -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(29), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 30: Tactics -- HO:Cyto(A), HO:Cyto(43)
    Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
    Level 35: Vengeance -- LkGmblr-Rchg+(A)
    Level 38: Fissure -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg(42), Posi-Dam%(43)
    Level 41: Hot Feet -- Dmg-I(A), Sciroc-Dmg/EndRdx(45), M'Strk-Dmg/EndRdx(46), EndRdx-I(46), Erad-%Dam(50)
    Level 44: Sleet -- Achilles-ResDeb%(A), RechRdx-I(45), RechRdx-I(45)
    Level 47: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Power Boost -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    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 -- P'Shift-End%(A), EndMod-I(3), EndMod-I(3)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  15. YoumuKonpaku

    Fire/Earth/Ice

    Thanks for the input!

    I'm not sure where to push PB to that gets it earlier in a way that satisfies me. I originally had Bonfire at 26, Maneuvers at 30 and Tactics at 49, but felt it was better to shift the latter two down and dump bonfire (where PB will go) at 49. I'm not too interested in exemplaring, I usually only do it for things like picking up an accolade and that's it.

    As for Mud Pots, it has the same radius as the other versions of it, but with the most base damage. I'd have to 'try' it first, and if I didn't like it I would drop it. I figure, the IOs going into it are dirt cheap, so worse comes to worst I replace it and throw them on another character.

    However, if I DID drop Mud Pots, I think that I would:

    Pick up Vengeance, put one LotG recharge in, done. Move one slot into Fire Cages, gain 3.75 rech. One slot into Cinders, add Lockdown Quad. This also gives me the opportunity to purple both Fire Cages and Cinders if so desired (but I'm not one for purpling things, so yeah). Last slot into Powerboost for two recharges? Putting it down to 33.96s recharge. Or perhaps a proc in Hot Feet. Can't think of other good spots for the slot this morning.

    The above change would bring Hasten down to 1.92s down time, and perhaps perma with Spiritual, which could be run with the lessened cost from removing Mud Pots.

    The question for me, and my personal play style, is: Does the extra damage make up for gaining a chunk of recharge and less end usage? Again, I think I would have to try it in practice and see how I felt.
  16. Count me in, not sure what I'm bringing, probably my new Fire/Earth Dominator.
  17. YoumuKonpaku

    Fire/Earth/Ice

    Have the character at 25 so far, have to say this has been a wonderful ride as it is. Every power I've picked up has excited me and felt useful (okay, not boxing, but still). Even at a low level in a higher team in RWZ I felt like I brought something to the team (smoking critters, holding bosses, stunning things, etc.)

    Made a few minor changes, not going to repost the build, but swapped Bonfire to 49 (or it will be PB, haven't decided yet) and brought Maneuvers / Tactics to a lower level.

    I love this character thus far and I think he's going to perform great once IO'd out, and decent on SOs.

    Any feedback on the build I presented would be great!

    Edit: Also wanted to say that, so far, this is the best scrapper I've played aside from Kat/WP! :P
  18. YoumuKonpaku

    Fire/Earth/Ice

    Quote:
    Originally Posted by Chymerus View Post
    For some reason, Mids is giving me an error message when I try to import your build....
    The data chunk works for me, as does the data link. Do you have the latest version of Mids? I'll ask a friend and see if they have the same issue.

    Edit: You are right. I edited the OP and pasted a new data chunk.
  19. YoumuKonpaku

    Fire/Earth/Ice

    Just started this tonight after a discussion with some others in game about melee-focused Doms. I always felt they were a bit like blappers: Strong offense, but squishy. After throwing together a mids build and looking at the combination of various controls, S/L def cap and perma-dom, I've changed my mind.

    Concerns with the build, though:

    END issues. Dear god this is END heavy, even without Tough running. I think I'd have to put in Cardiac.

    Dom is Perma while hasten is up. Hasten is down for 5.76 seconds. Hasten can't be perm'd in this without Spiritual and multiple Purple sets. And if I use Spiritual, see END issues. Especially with some of the sets used being end reduc light.

    Bonfire useless as melee focused? Can swap PB in. There are situational uses for Bonfire though.

    With that said, here is the goal for 50:

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

    Click this DataLink to open the build!

    Raging Elements: Level 50 Natural Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Earth Assault
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(5), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(13)
    Level 1: Stone Spears -- HO:Nucle(A)
    Level 2: Stone Mallet -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(13), C'ngImp-Dmg/EndRdx(17), C'ngImp-Acc/Dmg(17), C'ngImp-Dmg/Rchg(21)
    Level 4: Tremor -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(11), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Rchg(23), Oblit-Dmg(27), Oblit-Dmg/Rchg(29)
    Level 6: Smoke -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb(7), DarkWD-ToHitDeb/Rchg(9)
    Level 8: Fire Cages -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/EndRdx(37), Enf'dOp-EndRdx/Immob(39), Enf'dOp-Acc/Immob(39)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11)
    Level 12: Flashfire -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Stun/Rng(36), Stpfy-Acc/EndRdx(36), Stpfy-EndRdx/Stun(37), Stpfy-Acc/Rchg(37)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 18: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(21)
    Level 20: Heavy Mallet -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Acc/Dmg(40), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(40)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(27)
    Level 26: Bonfire -- EndRdx-I(A)
    Level 28: Seismic Smash -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(29), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
    Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
    Level 35: Mud Pots -- Dmg-I(A), EndRdx-I(36), Sciroc-Dmg/EndRdx(43), M'Strk-Dmg/EndRdx(43)
    Level 38: Fissure -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg(42), Posi-Dam%(43)
    Level 41: Hot Feet -- Dmg-I(A), EndRdx-I(45), Sciroc-Dmg/EndRdx(46), M'Strk-Dmg/EndRdx(46)
    Level 44: Sleet -- Achilles-ResDeb%(A), RechRdx-I(45), RechRdx-I(45)
    Level 47: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Tactics -- HO:Cyto(A), HO:Cyto(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    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 -- P'Shift-End%(A), EndMod-I(3), EndMod-I(3)



    Code:
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    |-------------------------------------------------------------------|
    Any advice is appreciated.

    Edit: Chunk works now. Data-link does not, probably.
  20. I've never really given it a fair shake. I've never liked it. I remember when it was ridiculously stupid and powerful, and I didn't dig it then, either.

    Why? Not because of the clicky-ness, that's fine. More to do is okay. Whenever I look at it in Mids or City of Data, the first thing I see every time is zero defense and <5% RES that only applies to S/L/Tox! Madness! I struggle to wrap my mind around playing Regen like that. So, when Willpower came out, I rejoiced. I love WP, it's probably my favorite defensive set in the game. Sure, it's a bit plain, but it runs rather easily.

    With that said, I'd like to give regen another try, something I haven't done in years. I'm of the opinion that I kinda-sorta need to do it with BS or Kat, since that can easily fill the defense holes to an extent. I realize we now have shadowmeld, which is great. Heck, I can imagine popping shadow meld and MoG back to back. I'm willing and would love to take suggestions on other primaries, but I've put together a BS/Regen that I think looks okay. Except, I dunno, I don't really know how to build /Regen. I aimed to cap L/M with 1 Parry, then build up recharge. Accuracy is also sufficient for 95%+ vs +4s (remove gaussian's proc to see true values on acc in Mids).

    Also:

    I don't believe in travel powers
    2x Recharge IOs in BU is -1 second, the 2% damage is probably better
    Revive was an afterthought

    edit: the kismet caps acc vs +4s on parry, otherwise 90% with another IO in weave

    Thanks in advance for assistance!

    p.s. Yes, the character is named "Regen Sucks", it will either be validated with failure or totally ironic with massive success.

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

    Click this DataLink to open the build!

    Regen Sucks: Level 50 Technology Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting

    Hero Profile:
    Level 1: Hack -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg(7), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(9), Achilles-ResDeb%(9)
    Level 1: Fast Healing -- Heal-I(A), Heal-I(11)
    Level 2: Slice -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(11), M'Strk-Dmg/EndRdx(13), M'Strk-Acc/EndRdx(13), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Dmg/EndRdx/Rchg(15)
    Level 4: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Rchg(17), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19)
    Level 6: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(21)
    Level 8: Parry -- LkGmblr-Rchg+(A), LkGmblr-Def(21), KntkC'bat-Acc/Dmg(23), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(25)
    Level 10: Dull Pain -- Numna-Heal(A), Numna-Heal/EndRdx(27), Numna-Heal/Rchg(27), Numna-Heal/EndRdx/Rchg(29), RechRdx-I(29)
    Level 12: Quick Recovery -- EndMod-I(A), EndMod-I(31)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), Ksmt-ToHit+(37)
    Level 16: Integration -- Numna-Heal/EndRdx(A), Dct'dW-Heal/EndRdx(31), Mrcl-Heal/EndRdx(33)
    Level 18: Whirling Sword -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Achilles-ResDeb%(34)
    Level 20: Resilience -- S'fstPrt-ResDam/Def+(A)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(45)
    Level 26: Disembowel -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg(39), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(40)
    Level 28: Instant Healing -- Numna-Heal(A), Numna-Heal/EndRdx(40), Numna-Heal/Rchg(40), Numna-Heal/EndRdx/Rchg(43), RechRdx-I(43)
    Level 30: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46), GSFC-ToHit(46), GSFC-Build%(48)
    Level 32: Head Splitter -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(48), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(50), Oblit-Acc/Dmg/Rchg(50), Oblit-%Dam(50)
    Level 35: Boxing -- Empty(A)
    Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(39)
    Level 41: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-EndRdx(42)
    Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 47: Revive -- RechRdx-I(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(3), RgnTis-Regen+(5)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
  21. Not much context was provided, so I am going to talk from a stance of IOing. Posting your build would help, also.

    Drop the auto accuracy, drop the power pool toggle, but KEEP TT: Leadership.

    Auto accuracy is nearly worthless, it is NOT hard to get the accuracy to 95% for mobs +0 to your level, and it isn't hard to get it to 95% for +4s either.

    You need one of the toggles, at the very least to protect yourself and the team versus -perception (such as from Arachnos). The other benefit is being able to drop in a full set of Gaussian's. It also reduces the need to slot global accuracy bonuses, but if you are aiming for global recharge, you are going to get global accuracy anyway (posi blast, 9% for each set of 4).

    As for taking Medicine: What are your power pools currently?

    Slight tangent: One of the great things about SOA is being able to build for recharge, without sacrificing defense, which also picks up a lot of the other goodies you need: Health, accuracy, recovery, etc. It really does feel like a perfect AT at times, as far as building with IO set bonuses.
  22. Quote:
    Originally Posted by VelRahn View Post
    but Defense prevents an enemy from hitting you at all (so with 50% Def to Melee, for example, any melee attack made against you has a 50% less chance of hitting you).
    Nitpicking since I'm a busybody, but this is incorrect and/or strangely worded.

    With 50% defense to melee you will reduce the chance to be hit to 5%, not 50% less. 50% less would imply that a critter with the base chance of 50% would be brought down to 25%. Defense is not multiplicative.

    The other misinformation, assuming you simply worded it strangely, would be that 50% defense completely protects you. There is a minimum chance to be hit of 5%. This is why we have a soft cap of 45%.

    This is, of course, ignoring more accurate than normal things such as rularuu eyes, LR with tower, and some of the new TF critters.
  23. Couple days ago I pulled from my mail that I sent to myself three IO recipes.

    Hecatomb Dam/End, Karma -KB and Steadfast Prot 3% Def.

    Sold the first, crafted the other two.

    I logged in tonight to find that I had all 3 IO recipes in the mailbox again.

    While I love getting extra money, I'd rather see this fixed. Wondering if anyone else had a similar occurrence?
  24. Out of all the crap I've missed from account hopping, deactivating and reactivating, etc. over the years, I know I won't miss this!
  25. I would like to bring my Bane for the LGTF, although she is now full blue so no treespec for me. Maybe once I finish IOing her I'll bring her to Vigilante.