Wonka

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  1. Wonka

    HO tricks

    A quick resurrection, but would rather it be in the same post...

    What is the trick with HO's and power boost again? Something to do with increasing defense effects more?
  2. So I've been putting together a top end build for my new Time/sonic... and was wondering something. I was noticing that time crawl didn't boost other time powers (delayed effect) as much as I was hoping, considering the other slows in the set is it a necessary power to take?

    Considering AV/Gm resistance to regen debuff... are the low debuffs on time crawl/time stop worth worrying about? Not sure exactly how much they would be resisted but as a defender who hopes to possibly solo AV's/Gm's... I'm trying to make room for more fun powers/set bonus's.

    How effective and necessary would using both of those skills on av's/gm's when solo? when teamed? (1-4 people extra is my usual group size)
  3. As far as a "lore respec" .... noone forced anyone to take a t4 when they knew new ones were coming out. However... to quiet the impatient people down maybe the option to turn any t3 or t4 lore power into ONE rare incarnate salvage could be fair for them (but mainly so we stop having to hear it over and over)... since that was all that you needed for the level shift. Demanding more than that is akin to players demanding infl from the devs for infl they spent on pvp IO's before the incoming price drop.

    As far as difficulty... I wish it was a 16 person rather than a 24 person task. With 16 you need less filler people who just don't get instructions.. which help a lot on this trial.

    I personally ... as much as I scare the dog swearing because of it... like the pulse damage... and higher to-hit in general. Softcap defenses should not equal godmode... specially in content that's intended to PUSH incarnate level characters. It makes you think and be ready... and rewards the type of grouping you'd think people would get by this point (stay near your darn defenders... you may be a walking god but this content is there to challenge a walking god). As is my def based character has little problems outside of the pulse... I can eat a purple if I'm swarmed by the regular mobs.... the AV never missing me makes me cringe but I can deal with that. Remember teams can add so much defense with just maneuvers and such that it's easy to turn the regular softcap into the "new" softcap"... by just... being with your team. Makes defenders actually mean something.


    But speaking of rewards... I do think Keye's considering it's difficulty should be bumped up a notch on its random reward.... doing all that for a common gets old really fast.

    w
  4. Not even an animation change... for mace mastery you can pick your mace design... but it's all (which makes sense) Maces from arachnos.

    How bout for magic origin or people who just don't mesh well with the mace can we have the choice to use the blackwand wand as an option in picking which mace we use in the costume editor?

    If it removed the redraw from switching between the vet reward power and say poisonous ray that would be totally groovy... and takes very little coding on your part.
  5. Wonka

    HO tricks

    Ahh didn't know bout the dam/ranges (as I just accidently slotted the one I just got off of statesman in a pet power thinking it was my acc/dam I meant to get out of base)... and was wondering why the membranes were so popular (was my last statesman reward... and people were saying grats now I know why).

    And I used to think enzymes were so expensive from all the rad controllers slotting out RI... hehe

    Thanks for the info... now if I can just figure out what the thing with sonic cage was all about.
  6. Wonka

    HO tricks

    [QUOTE=Deacon_NA;3689590
    Dmg/Mez is interesting in that there's not a corresponding IO to combine those 2 attributes. I think in general that's where some HOs still shine, when they enhance things IOs can't.[/QUOTE]

    Nod this one I am a fan of too (and they've been cheap)... my usual slotting of dominate on my mind controller and dom is 3 dam/mez's and the 2 psi damage procs and the unbreakable proc... it's high acc and set bonus's make it never miss as is (that and it's a groovy only checking psi defense attack)... being such a quick attack it's a high dpa attack for me which works.

    Wondering more about things not as obvious... like the enzyme thing.. any of the other HO's work like that?

    Was wondering about putting a microfilament in hot feet (the end/runspeed one) ... mids says it works but wanted to make sure cause that's a pricy respec at this point.
  7. Wonka

    HO tricks

    Don't worry, this post is T for teen... lol.

    I was working on my mind controllers build the other day and I thought I remembered at one point I read a post saying you could put one of the hamidon origin enhances in there and it would increase the knockback.. but can't seem to find that in mids... and I can't seem to find the original post anymore.

    So my question is... what tricks can you do with HO's to get even more out of the enhance. Aka enzyme niceness etc. I saw in one post something about HO's being useful in sonic cage (sonic resonance intang power whatever the name is... which HO and what's it doing?

    Figured I'd post here since controllers know all the tricks... lol.
  8. I would focus on one type of defense if I was you (and only after you've worked out your end issues and have enough recharge) and get it to either 20 or 32.5 percent (so a med or small purple skittle will cap you). Many will suggest ice or earth app for the shield but like local man I swear by indom will... it's very necessary to keep your offensively defense toggles up. Plus I like to focus on ranged def for this build since up close and personal choking cloud and whatever other control (flashfire/cinders/spamming fire cages with immob purple proc) yer using is more than enough I find... more-so if you waste the end on radiation infection.

    I went with World of confusion myself more for the mule spot than worrying about how effective it is... the third cheapest purple set and with the proc in it the power is almost noticeable considering just how often you are in melee range. If you cannot afford the set I wouldn't take the power tho... now that they "fixed" reactive it's really not all that without the set bonus's egging ya on.

    If I'm trying to solo tough things I prefer ring of fire over air sup myself... specially on the higher end build.. just cause it sets up it's own containment (immob is the most reliable and fire cages gets expensive to spam).

    Radiation infection slot for -to hit and end... dark watchers is another great cheap set if you can't afford the hami route (I find with the long cast time and how quick things fall I actually NEVER use this power cept on lambda runs... but won't respec out of it cause I blew the money on enzymes and I know it will come in handy eventually).

    Slotting defense enh in stealth/combat jumping is wasted in my book. You have radiant aura you don't need regular regen.. and the percent defense per slot is dismal even on level 50 enh.... you can also cut out the slot for the karma unique but just putting your -kb in fly and calling it done (since 4 is enough for most stuff and the next step is 12... so either use one enh or 3).

    Lingering Rad ... if you don't have enough global recharge to perma it out of the gate you should slot it for recharge (and acc of course)... the slow is more than enough but as far as teaming goes LR is your second or third most important power (EF is first and LR might tie with AM depending on how the team is)... you want that - regen to be as perma as possible for smaller groups doing arch villains... you can contribute more effective damage with that power than most people on your team will through attacking (so I hear.. it is very noticeable for me at least even with AV resists to it).

    Fire imps you have the best set if you are looking for recharge AND are focused on ranged defense... otherwise I'd go with Local man's version cause the buildup proc is awesome in imps (if I wasn't trying to hit the 32.5 mark myself I would go that route for sure). 50 mil for one enh is brutal... but it's a great one there.

    Choking cloud... see slotting below... works awesome for me the lockdown proc on top of the purple proc in fire cages or cinders/emp is great.

    Fit in the miracle proc in health... it's very important ... you get more from that proc than the extra plain end mod in stamina if you want to switch slots (I always 3 slot stamina and go proc/endmod/endmod myself.. any more and you're wasting it on ED if your tight on slots). If you only have one space and have a self heal I'd use miracle over numina's myself.

    And last.. for your damage resistance shield (I would def suggest going psi myself for Indom will and getting it as close to perma as possible... but fire is a good theme too) try two slots of impervium armor (resistance and resistance/end) for the +recovery and if you are trying to get defense (whether you picked ranged or s/l) put the steadfast unique there. 3% doesn't look like much till you notice it's 3% per slot while most will get you 1 or even .5% defense per slot. If you switch to the psi pool you can add another Impervium armor for the psi defense to go with IW's high psi defense for near soft-capped psi defense.

    Here's a few builds to look at...

    First ... Cleaned up yours a bit.. fixed the end issues and kept all the same powers (switched out stealth for maneuvers tho so you don't lose run speed). A bit more accuracy (never hurts) and the only expensive thing I added was the celerity stealth proc in super speed so you can get perma invis with just one power. Near perma hasten and AM should be perma too.
    One medium purple is .5 percent from soft-capping ranged defense (and energy) so you should have a bit of protection too.

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    Now here's a slightly more expensive version using the psi pool for indom will. Going with 3 "cheap" purple sets since you get the most bang for your buck out of them... the immob is cheap and the hold isn't too horriblely priced. The stun is getting a bit more expensive but nowhere near as bad as the damage type ones. (run tips for lotg's and sell them to afford these.. gives you something to work torwards with the char (specially since the first build is enough to farm pretty well and you will probably be seeing purples dropping)) Picked these three cause they all have the recharge but all 3 also have acc and recovery... which you really need as a fire rad.

    Because of all the extra accuracy now even cinders is over 95% chance to hit +3's, with the tier 3 recharge/heal/stun alpha (with it's level shift) that's anything without a defense bonus you will face... which lets you do your controlly job well. Not to mention even with ALL of your toggles up you gain 1.34 end a second or something which just gets better when you throw in the ageless destiny.

    And still over 20% ranged defense... so two small or one med purple means nothings hitting you during the brief period they see you before they see the light of your flashfire and melt under your feet.

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    Note you will have to use radiant aura at least every 2 minutes to keep the numina proc active... but that's not a problem when it's cheap and fast firing like it is. Indom will is only 2 seconds off of perma and hasten/am have a bit of room to spare. Not too far off from my build really.... I managed to go over 32.5 ranged def while keeping everything perma but I rely on ageless to fix a bit of the end crunch since I kept tweaking my slots... will post my current build just for giggles.

    Basic synopsis since I always write a novel.... Recharge first... then fix yer end... then if you have room worry about defense but at that point it's almost overkill (but I like overkill... the type where you live through +2x6 ambush's of arachnos type overkill... farming tips of +2x6 carnies or whatever like they were skuls type overkill).

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  9. Quote:
    Originally Posted by Slax View Post
    Ok, I'm giving away some of my stuff. Here are the complete rules:

    1. Post in this thread to be eligible. Amusing posts more likely to win but this is pretty random.

    2. I will pick a few people to give inf, purples etc.

    3. I will send stuff to those folks globals via e-mail.

    4. I'm busy IRL so no defined timeline, but figure on a week or 2.

    5. Offer not valid in Wisconsin.

    Welp I am a poor transdimensional hero/villian depending on which personality is in force and of course live no-where near wisconsin. Heck I even hate wisconsin.. I mean cheese everywhere!

    Me needs purples to fight those evil cheese-head villians enroaching on Paragon city... and stuff and stuff.

    laugh darn you!

    (can you tell I have no sense of humor?)

    If yer itchin to give away stuff to someone who can barely figure out the market... I'm your alien!

    @eebus
  10. Well hello all, after leveling my mind/nrg up and finishing up on the IO's... figured I'd come to the pro's for a few tips on some build questions. As of now I have all of the Io's cept 2 ragnaroks and was about to do a respec to move things around... but was wondering about power bolt.

    The way it is slotted it has more damage per activation time than power blast would similiarly slotted... so thinking with dominate for some extra damage I can get away without power blast (uber recharge perma dom without hasten at 33rd level) and still have a smooth attack chain.. but is this the best DPS I can pull off? The thing that makes me worry most is power bolt for some reason is mostly smashing damage with a smidge of energy as opposed to the 50/50 or better rate all the other nrg attacks have. Is relying on it going to hurt me against high resist mobs?

    Will having all my my attacks have an average 163 or higher damage per activation second allow me to solo AV's? Really not sure which is the best way to look at power damage but assuming turning on arcana time in mids and going by dpas is the best?

    And don't knock the phase shift... working my way into it even with pheonix cause while The char is already a walking monster of destruction there have been times I get in over my head and wish I had already put phase shift in (never used the power.. just seems like it would help A LOT!)

    If it doesn't show up going musculature alpha and thinking of doing the defense destiny and switching between reactive and the -to hit interfaces.

    well here's the build.. lemme know what ya think


    http://www.cohplanner.com/mids/downl...8AFF01D09AE3DF

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  11. For phantom army... how about an option to summon an illusionary random set of 3 random critters from the game... based on the level you are. So if you're in the 40 to 50 range you could summon 3 mix and match illusions that could be say ... a carnie strongman and mushroom guy from DE and a ruralu eyeball or something. All still doing the same illusionary damage they do now... but have their attacks look like the would from the mob copied.

    If you're say level 6 the mobs could be from clockwork or skulls or anything... just something to add variety instead of the same old goons every time ... thinking an illusionist would have a little more creativity after all.
  12. Quote:
    Originally Posted by Psyte View Post
    I almost hate to ask for this, but for the non-weaponed ranged attacks? Pretty much all of them. No, no, I'm not expect (or necessarily) asking for all new animations for all of them, but if the various sets can use (modified for animation) animations from the other sets, that'd be super-nice.

    If we can get alternate graphics as well, or use the graphics from other sets (as available), that'd be even better. I would simply love to be able to pick a set for how it works, then make it look like another set for how it looks. A further separation between looks and function.
    2nd this... I pick sets based on appearances as much as usability... but find myself extremely limited since the animations often bore me. Since so many power sets already share animations... if you had a block of say 1 second animations and a block of 1.67 second etc ... and you had choices between at least 3 to pick and choose from... that would be AWESOME. Keep some unique to certain sets for sure... but having more options on how I look (the most important part for me of the game) would open up a whole mess o fun for me.

    Also second the -sword requests and the ability to set a weapon for sonic/radiation/energy blast etc would be awesome... I find myself drawn to energy more than any other blaster set just cause it has the best graphics... but could see myself trying out a energy blaster blaster etc. And second the alt energy graphics that are more like pure energy than the bubbly part (some of the praetorian graphics looked really cool to me).

    Different punchy animations would rock... really sorta tired of the overhanded attack animations (both standing and jumping)... and better punches for martial arts for more of the powers would be nice (was working on a power customization and still found myself with all kicks).
  13. Like everyone else has said... this is a very very busy combo. Insane in the things you can do... but very clicky.

    I took a few years off and came back to find I wasn't used to it anymore.. and made a mind dom. But I keep getting drawn back to the mind/kin and it's once again becoming one of my favorite characters.

    Mind lets you utilize kinetics the most I feel (both the extra damage getting boosted by kin plus all the tools to let you use your kinetics safely) ... but mind/rad would be awesome too (I would have done that but rad is my favorite sets which means like every other char is rad... so I needed a change).

    I'd suggest if you try mind/kin it take fire APP ... for me I find fire shield might be skippable but rise of the pheonix is drawing me more and more (sometimes you just epicly fail as mind/kin... something gets unmezzed or something and the pain is too much for fire shield to make up for). Plus... fulcrum shift works best with the higher damage attacks in the fire pool.

    I'd also suggest taking stealth.. you should have enough endurance to run sprint with a stealth proc in it constantly so being permanantly invis helps A lot with so many powers that do not draw aggro.
  14. Hello hoping this is the right place... have a question for a bunch of the vets with more experience in this.

    Does the contagious confusion proc cause aggro? On my mind controller I was invis and sitting in the middle of a few spawns on a TF and started using confuse. No aggro until about the 4th one then boom.. everyone hates me at once.

    Usually I can stand right there and keep going with confuse... only thing I can think of is the proc itself isn't flagged !aggro like the power is.

    Is that WAI? If so going to have to move the set to mass confuse instead because it really ruins the power for me.
  15. Start up a channel and I'd be happy to join it.. I run tips on a bunch of chars on infinity in between other stuff and always enjoy company.
  16. My fire/rad is actually my main, and it is a beast for sure. I took the route of getting tier 4 ageless from destiny.. and it allowed me to change my focus from recharge/end recovery to recharge/more recharge/and ranged defense... and it works wonders.

    A little range defense goes a long way.. and the standard flashfire/aoe immob opening is great. With choking cloud make sure to take cinders.. since jumping in and cindering will often catch the whole group (like if you get ambushed when flashfire is down) cause of the stacked holds. I keep emp as a backup (and basilisks gaze mule) and the combo of cinders/emp makes everything a joke outside of cimmorea.. especially when choking cloud keeps it going. Plus... emp then ageless almost feels like cheating.. full end bar and the extra recovery (specially the uber front ended part) makes the emp "crash" painless.

    I find the reactive 75% damage proc is key... now that I switched to that from the -res one I don't even have time to use EF before most groups are melted... flashfire and the aoe immob are now both nice damage powers... and hotfeet/world of confusion both set it off too so things just plain melt. As a fire/rad ... you are never without an aoe control to stop things...

    Post a build and I'll give ya a comparison of what I find effective (like I'm seriously considering taking out radiation infection again since I never have time to use it... I use it on AV's now just for the achille's heel proc considering I have unlimited endurance it seems with ageless)... fire/rad is definately a combo that gets exponentially better the more set bonus's you get so it was my first choice of an IO'd out char.
  17. Well updated the build and did the respec... See anything besides needing to lower my -kb IO in level?

    In live hasten/AM/and IW are all perma... would like to have breathing room on IW but was tight on slots.

    T4 spiritual core and Ageless Core (the perma version recharge/recovery once I finally get a very rare) to go with it... still have to work on my accolades.

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Ring of Fire -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Dmg/Rchg:50(3), Thundr-Dmg/EndRdx:50(3), Thundr-Acc/Dmg/EndRdx:50(5), GJ-Dam%:50(5), Apoc-Dam%:50(7)
    Level 1: Radiant Aura -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx/Rchg:40(42)
    Level 2: Char -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(7), BasGaze-Rchg/Hold:30(9), BasGaze-Acc/Hold:30(9)
    Level 4: Radiation Infection -- HO:Enzym(A), HO:Enzym(11), HO:Enzym(11), Achilles-ResDeb%:20(13)
    Level 6: Fire Cages -- GravAnch-Hold%:50(A), GravAnch-Immob/EndRdx:50(13), GravAnch-Acc/Rchg:50(15), GravAnch-Acc/Immob/Rchg:50(15), GravAnch-Immob/Rchg:50(17)
    Level 8: Accelerate Metabolism -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(17), Efficacy-EndMod/EndRdx:50(19)
    Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), Zephyr-Travel/EndRdx:50(19), Zephyr-Travel:50(21), Ksmt-ToHit+:30(43)
    Level 12: Flashfire -- Amaze-EndRdx/Stun:50(A), Amaze-Acc/Rchg:50(23), Amaze-Acc/Stun/Rchg:50(23), Amaze-Stun/Rchg:50(25), Amaze-Stun:50(25)
    Level 14: Super Jump -- Zephyr-ResKB:50(A), Zephyr-Travel:50(21)
    Level 16: Hot Feet -- Armgdn-Dam%:50(A), Sciroc-Dmg/EndRdx:50(27), M'Strk-Dmg/EndRdx:50(27), TmpRdns-Dmg/Slow:50(29), TmpRdns-EndRdx/Rchg/Slow:50(29), EndRdx-I:50(31)
    Level 18: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(31)
    Level 20: Hasten -- RechRdx-I:50(A)
    Level 22: Cinders -- BasGaze-Rchg/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(31), BasGaze-Acc/EndRdx/Rchg/Hold:30(33), BasGaze-Acc/Hold:30(33)
    Level 24: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(43), LkGmblr-Def:50(46), LkGmblr-Def/EndRdx:50(50)
    Level 26: Lingering Radiation -- TmpRdns-EndRdx/Rchg/Slow:50(A)
    Level 28: Choking Cloud -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(33), EoCur-EndRdx/Hold:50(34), G'Wdw-EndRdx/Hold:50(34), Lock-EndRdx/Rchg/Hold:50(34), Lock-%Hold:50(36)
    Level 30: Stealth -- LkGmblr-Rchg+:50(A)
    Level 32: Fire Imps -- ExRmnt-+Res(Pets):50(A), ExRmnt-EndRdx/Dmg/Rchg:50(36), ExRmnt-Acc/Dmg/Rchg:50(36), ExRmnt-Dmg/EndRdx:50(37), ExRmnt-Acc/Dmg:50(37), ExRmnt-Acc/Rchg:50(37)
    Level 35: Grant Invisibility -- LkGmblr-Rchg+:50(A)
    Level 38: EM Pulse -- UbrkCons-EndRdx/Hold:50(A), UbrkCons-Acc/Rchg:50(39), UbrkCons-Acc/Hold/Rchg:50(39), UbrkCons-Hold/Rchg:50(39), UbrkCons-Hold:50(40)
    Level 41: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-EndRdx/Rchg:50(42), LkGmblr-Def/EndRdx/Rchg:50(43)
    Level 44: World of Confusion -- CoPers-Conf%:50(A), CoPers-Conf/EndRdx:50(45), CoPers-Acc/Rchg:50(45), CoPers-Acc/Conf/Rchg:50(45), CoPers-Conf/Rchg:50(46), CoPers-Conf:50(46)
    Level 47: Psionic Tornado -- Ragnrk-Dmg/EndRdx:50(A), Ragnrk-Acc/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Dmg:50(50), Posi-Dam%:50(50)
    Level 49: Mind Over Body -- S'fstPrt-ResDam/Def+:30(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(40)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(40), EndMod-I:50(42)



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  18. Wonka

    Forum lag

    Is it just me or Are the forums REALLY laggy. I keep getting cannot connect messages .. but randomly I'll get one refresh to work.
  19. Thanks for the responses and ideas. Does Mids tell the truth when it says recharge times on things? The way things are slotting with hasten and AM up AM hasten and Indom will are all perma by at least a second each.. not factoring in the minimum of 10% recharge I'll have from the ageless destiny I'm choosing.

    Removed some of my recovery IO's from AM and stamina due to the MINIMUM 100% recovery bonus I'll get out of ageless which will be perma. Check out the mids build and see if I missed anything.. by the looks of it when I added the extra recharge didn't need the extra slots in IW,hasten, and AM but I could be wrong.

    thanks

    On slotting cinders etc... I find doing tips alot of the time I have 2 or more spawns aggro'd at the same time.. I love having perma stun up but having both aoe holds avail as backups... especially with the ageless proc as I don't even notice my end dip after emp'ing if I throw out ageless after (the +recharge prob helps alot has anyone done the math to see how much it averages out to?) Nothing better than a good cinders on top of choking cloud also... rarely have anything less active and it seems to activate a lot faster than the stun).
  20. Okay well long time being out and coming back for I20.

    Running my fire/rad through the incarnate stuff and one rare into each the ageless destiny (going for the perma version so reducing my focus on recovery bonus's... and wow EMP then Ageless is so so nice) and the reactive interface (things just melt.. nuff said). Gonna get spiritual core to increase the stuns so I put more focus on healing than I had before to get the most out of it.

    Have all but 2 of the pieces for this build now.. but before I burn a respec to pull out some stuff was gonna go for feedback on this build. Heavy recharge focus (I like the area holds/stuns can ya tell) with a 30.5 ranged defence (and 45 psi!) as a secondary focus. I find (especially with reactive) ring of fire works well as my only single target attack with it's procs.

    If I switch the slotting on EMP and cinders I'm 11 seconds off of perma emp... sniff so close.
    Well without furthur ado ... whatcha think?


    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Djunn refinished: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Rchg/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(3), BasGaze-EndRdx/Rchg/Hold:30(3), BasGaze-Acc/Hold:30(5)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx:30(A), Dct'dW-EndRdx/Rchg:30(5), Dct'dW-Heal/Rchg:30(15), Dct'dW-Heal:30(23), Dct'dW-Heal/EndRdx/Rchg:30(25)
    Level 2: Radiation Infection -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(7), DarkWD-ToHitDeb/EndRdx:50(7), DarkWD-ToHitDeb/Rchg:50(9), Achilles-ResDeb%:20(43)
    Level 4: Fire Cages -- GravAnch-Hold%:50(A), GravAnch-Immob/EndRdx:50(9), GravAnch-Acc/Rchg:50(11), GravAnch-Acc/Immob/Rchg:50(11), GravAnch-Immob/Rchg:50(13)
    Level 6: Accelerate Metabolism -- Efficacy-EndMod:50(A), Efficacy-EndMod/EndRdx:50(23)
    Level 8: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), LkGmblr-Rchg+:50(43)
    Level 10: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(17)
    Level 12: Flashfire -- Amaze-EndRdx/Stun:50(A), Amaze-Stun:50(17), Amaze-Stun/Rchg:50(19), Amaze-Acc/Stun/Rchg:50(19), Amaze-Acc/Rchg:50(21)
    Level 14: Super Jump -- Zephyr-ResKB:50(A), Zephyr-Travel:50(46)
    Level 16: Hot Feet -- TmpRdns-Dmg/Slow:50(A), TmpRdns-EndRdx/Rchg/Slow:50(25), M'Strk-Dmg/EndRdx:50(27), Sciroc-Dmg/EndRdx:50(27), EndRdx-I:50(29), Armgdn-Dam%:50(29)
    Level 18: Hasten -- RechRdx-I:50(A)
    Level 20: Cinders -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(31), UbrkCons-Acc/Hold/Rchg:50(31), UbrkCons-Acc/Rchg:50(31), UbrkCons-EndRdx/Hold:50(33)
    Level 22: Lingering Radiation -- TmpRdns-EndRdx/Rchg/Slow:50(A)
    Level 24: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(33)
    Level 26: Stealth -- LkGmblr-Rchg+:50(A)
    Level 28: Choking Cloud -- EoCur-EndRdx/Hold:50(A), G'Wdw-EndRdx/Hold:50(34), BasGaze-EndRdx/Rchg/Hold:30(34), BasGaze-Acc/EndRdx/Rchg/Hold:30(34), Lock-EndRdx/Rchg/Hold:50(36), Lock-%Hold:50(36)
    Level 30: Grant Invisibility -- LkGmblr-Rchg+:50(A)
    Level 32: Fire Imps -- ExRmnt-+Res(Pets):50(A), ExRmnt-EndRdx/Dmg/Rchg:50(36), ExRmnt-Acc/Dmg/Rchg:50(37), ExRmnt-Dmg/EndRdx:50(37), ExRmnt-Acc/Dmg:50(37), ExRmnt-Acc/Rchg:50(39)
    Level 35: Ring of Fire -- Thundr-Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(39), Thundr-Dmg/EndRdx/Rchg:50(39), Thundr-Dmg/EndRdx:50(40), GJ-Dam%:50(40), Apoc-Dam%:50(40)
    Level 38: EM Pulse -- BasGaze-Rchg/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(42), BasGaze-Acc/EndRdx/Rchg/Hold:30(42), BasGaze-Acc/Hold:30(42)
    Level 41: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(43), LkGmblr-EndRdx/Rchg:50(50)
    Level 44: World of Confusion -- CoPers-Conf/EndRdx:50(A), CoPers-Conf%:50(45), CoPers-Acc/Rchg:50(45), CoPers-Acc/Conf/Rchg:50(45), CoPers-Conf/Rchg:50(46), CoPers-Conf:50(46)
    Level 47: Psionic Tornado -- Ragnrk-Dmg/EndRdx:50(A), Ragnrk-Acc/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Dmg:50(50), Posi-Dam%:50(50)
    Level 49: Mind Over Body -- S'fstPrt-ResDam/Def+:30(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 50: Spiritual Radial Boost
    ------------
    Level 1: Brawl -- KntkC'bat-Knock%:35(A)
    Level 1: Containment
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(21)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(13)
    ------------
    Set Bonus Totals:
    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 18.31% Defense(Energy)
    • 18.31% Defense(Negative)
    • 3% Defense(Psionic)
    • 18.63% Defense(Ranged)
    • 3% Defense(AoE)
    • 118.75% Enhancement(RechargeTime)
    • 4% Enhancement(Confused)
    • 4% Enhancement(Heal)
    • 67% Enhancement(Accuracy)
    • 5% FlySpeed
    • 49.6 HP (4.877%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 2.5%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 4.7%
    • 30% (0.501 End/sec) Recovery
    • 30% (1.274 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 21.34% Resistance(Fire)
    • 21.34% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 5% RunSpeed



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  21. Okay well long time being out and coming back for I20.

    Running my fire/rad through the incarnate stuff and one rare into each the ageless destiny (going for the perma version so reducing my focus on recovery bonus's... and wow EMP then Ageless is so so nice) and the reactive interface (things just melt.. nuff said). Gonna get spiritual core to increase the stuns so I put more focus on healing than I had before to get the most out of it.

    Have all but 2 of the pieces for this build now.. but before I burn a respec to pull out some stuff was gonna go for feedback on this build. Heavy recharge focus (I like the area holds/stuns can ya tell) with a 30.5 ranged defence (and 45 psi!) as a secondary focus. I find (especially with reactive) ring of fire works well as my only single target attack with it's procs.

    Well without furthur ado ... whatcha think?


    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Djunn refinished: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Rchg/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(3), BasGaze-EndRdx/Rchg/Hold:30(3), BasGaze-Acc/Hold:30(5)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx:30(A), Dct'dW-EndRdx/Rchg:30(5), Dct'dW-Heal/Rchg:30(15), Dct'dW-Heal:30(23), Dct'dW-Heal/EndRdx/Rchg:30(25)
    Level 2: Radiation Infection -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(7), DarkWD-ToHitDeb/EndRdx:50(7), DarkWD-ToHitDeb/Rchg:50(9), Achilles-ResDeb%:20(43)
    Level 4: Fire Cages -- GravAnch-Hold%:50(A), GravAnch-Immob/EndRdx:50(9), GravAnch-Acc/Rchg:50(11), GravAnch-Acc/Immob/Rchg:50(11), GravAnch-Immob/Rchg:50(13)
    Level 6: Accelerate Metabolism -- Efficacy-EndMod:50(A), Efficacy-EndMod/EndRdx:50(23)
    Level 8: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), LkGmblr-Rchg+:50(43)
    Level 10: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(17)
    Level 12: Flashfire -- Amaze-EndRdx/Stun:50(A), Amaze-Stun:50(17), Amaze-Stun/Rchg:50(19), Amaze-Acc/Stun/Rchg:50(19), Amaze-Acc/Rchg:50(21)
    Level 14: Super Jump -- Zephyr-ResKB:50(A), Zephyr-Travel:50(46)
    Level 16: Hot Feet -- TmpRdns-Dmg/Slow:50(A), TmpRdns-EndRdx/Rchg/Slow:50(25), M'Strk-Dmg/EndRdx:50(27), Sciroc-Dmg/EndRdx:50(27), EndRdx-I:50(29), Armgdn-Dam%:50(29)
    Level 18: Hasten -- RechRdx-I:50(A)
    Level 20: Cinders -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(31), UbrkCons-Acc/Hold/Rchg:50(31), UbrkCons-Acc/Rchg:50(31), UbrkCons-EndRdx/Hold:50(33)
    Level 22: Lingering Radiation -- TmpRdns-EndRdx/Rchg/Slow:50(A)
    Level 24: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(33)
    Level 26: Stealth -- LkGmblr-Rchg+:50(A)
    Level 28: Choking Cloud -- EoCur-EndRdx/Hold:50(A), G'Wdw-EndRdx/Hold:50(34), BasGaze-EndRdx/Rchg/Hold:30(34), BasGaze-Acc/EndRdx/Rchg/Hold:30(34), Lock-EndRdx/Rchg/Hold:50(36), Lock-%Hold:50(36)
    Level 30: Grant Invisibility -- LkGmblr-Rchg+:50(A)
    Level 32: Fire Imps -- ExRmnt-+Res(Pets):50(A), ExRmnt-EndRdx/Dmg/Rchg:50(36), ExRmnt-Acc/Dmg/Rchg:50(37), ExRmnt-Dmg/EndRdx:50(37), ExRmnt-Acc/Dmg:50(37), ExRmnt-Acc/Rchg:50(39)
    Level 35: Ring of Fire -- Thundr-Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(39), Thundr-Dmg/EndRdx/Rchg:50(39), Thundr-Dmg/EndRdx:50(40), GJ-Dam%:50(40), Apoc-Dam%:50(40)
    Level 38: EM Pulse -- BasGaze-Rchg/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(42), BasGaze-Acc/EndRdx/Rchg/Hold:30(42), BasGaze-Acc/Hold:30(42)
    Level 41: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(43), LkGmblr-EndRdx/Rchg:50(50)
    Level 44: World of Confusion -- CoPers-Conf/EndRdx:50(A), CoPers-Conf%:50(45), CoPers-Acc/Rchg:50(45), CoPers-Acc/Conf/Rchg:50(45), CoPers-Conf/Rchg:50(46), CoPers-Conf:50(46)
    Level 47: Psionic Tornado -- Ragnrk-Dmg/EndRdx:50(A), Ragnrk-Acc/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Dmg:50(50), Posi-Dam%:50(50)
    Level 49: Mind Over Body -- S'fstPrt-ResDam/Def+:30(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 50: Spiritual Radial Boost
    ------------
    Level 1: Brawl -- KntkC'bat-Knock%:35(A)
    Level 1: Containment
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(21)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(13)
    ------------
    Set Bonus Totals:
    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 18.31% Defense(Energy)
    • 18.31% Defense(Negative)
    • 3% Defense(Psionic)
    • 18.63% Defense(Ranged)
    • 3% Defense(AoE)
    • 118.75% Enhancement(RechargeTime)
    • 4% Enhancement(Confused)
    • 4% Enhancement(Heal)
    • 67% Enhancement(Accuracy)
    • 5% FlySpeed
    • 49.6 HP (4.877%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 2.5%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 4.7%
    • 30% (0.501 End/sec) Recovery
    • 30% (1.274 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 21.34% Resistance(Fire)
    • 21.34% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 5% RunSpeed



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  22. What's really fun... Ageless after an emp pulse.... end problems what?

    Gonna do the perma ageless and switch focus from all the recovery sets cause the effect is that much.


    I took the IDF just to be different.. and as a Fire/rad controller the stuns might stack. The commander and ranger together do some NICE damage and neither has knockback that I've seen.. which I think most of the others had an area knockback of sorts and that's why I didn't chose them.

    Are the pet robots resistant to Psi? was wondering I heard the resistances on the pets were different than the normal mob.
  23. So the little window people have to click yes to enter a trial... any way to make that alot more visible? I think there's alot of laggers who just don't see the message.
  24. Well here's another version... using Char just for holds and using ring of fire (quicker recharge) for damage. Alot less damage than mental blast would have been but I wanted too many other powers from psychic.


    Whatcha think?

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

    Click this DataLink to open the build!

    Djunn refinished: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Char
    • (A) Basilisk's Gaze - Recharge/Hold: Level 30
    • (3) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
    • (3) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
    • (5) Basilisk's Gaze - Accuracy/Recharge: Level 30
    Level 1: Radiant Aura
    • (A) Miracle - Heal: Level 40
    • (5) Miracle - Heal/Endurance: Level 40
    Level 2: Radiation Infection
    • (A) Achilles' Heel - Chance for Res Debuff: Level 20
    • (7) HamiO:Enzyme Exposure
    • (7) HamiO:Enzyme Exposure
    • (9) HamiO:Enzyme Exposure
    Level 4: Fire Cages
    • (A) Gravitational Anchor - Chance for Hold: Level 50
    • (9) Gravitational Anchor - Immobilize/Endurance: Level 50
    • (11) Gravitational Anchor - Accuracy/Recharge: Level 50
    • (11) Gravitational Anchor - Accuracy/Immobilize/Recharge: Level 50
    • (13) Gravitational Anchor - Immobilize/Recharge: Level 50
    Level 6: Accelerate Metabolism
    • (A) Efficacy Adaptor - EndMod: Level 50
    • (13) Efficacy Adaptor - EndMod/Endurance: Level 50
    • (15) Efficacy Adaptor - EndMod/Recharge: Level 50
    • (43) Endurance Modification IO: Level 50
    Level 8: Combat Jumping
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
    • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
    • (43) Luck of the Gambler - Recharge Speed: Level 50
    Level 10: Enervating Field
    • (A) Endurance Reduction IO: Level 50
    • (17) Endurance Reduction IO: Level 50
    Level 12: Flashfire
    • (A) Absolute Amazement - Endurance/Stun: Level 50
    • (17) Absolute Amazement - Stun: Level 50
    • (19) Absolute Amazement - Stun/Recharge: Level 50
    • (19) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
    • (21) Absolute Amazement - Accuracy/Recharge: Level 50
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
    • (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
    Level 16: Hot Feet
    • (A) Tempered Readiness - Damage/Slow: Level 50
    • (25) Tempered Readiness - Endurance/Recharge/Slow: Level 50
    • (27) Multi Strike - Damage/Endurance: Level 50
    • (27) Scirocco's Dervish - Damage/Endurance: Level 50
    • (29) Endurance Reduction IO: Level 50
    • (29) Armageddon - Chance for Fire Damage: Level 50
    Level 18: Hasten
    • (A) Recharge Reduction IO: Level 50
    Level 20: Cinders
    • (A) Unbreakable Constraint - Hold: Level 50
    • (31) Unbreakable Constraint - Hold/Recharge: Level 50
    • (31) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
    • (31) Unbreakable Constraint - Accuracy/Recharge: Level 50
    • (33) Unbreakable Constraint - Endurance/Hold: Level 50
    Level 22: Lingering Radiation
    • (A) Tempered Readiness - Endurance/Recharge/Slow: Level 50
    Level 24: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (33) Luck of the Gambler - Defense/Endurance: Level 50
    • (33) Luck of the Gambler - Defense: Level 50
    Level 26: Stealth
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    Level 28: Choking Cloud
    • (A) Essence of Curare - Endurance/Hold: Level 50
    • (34) Ghost Widow's Embrace - Endurance/Hold: Level 50
    • (34) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
    • (34) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
    • (36) Lockdown - Endurance/Recharge/Hold: Level 50
    • (36) Lockdown - Chance for +2 Mag Hold: Level 50
    Level 30: Grant Invisibility
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    Level 32: Fire Imps
    • (A) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
    • (36) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
    • (37) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
    • (37) Expedient Reinforcement - Damage/Endurance: Level 50
    • (37) Expedient Reinforcement - Accuracy/Damage: Level 50
    • (39) Expedient Reinforcement - Accuracy/Recharge: Level 50
    Level 35: Ring of Fire
    • (A) Thunderstrike - Damage/Recharge: Level 50
    • (39) Thunderstrike - Accuracy/Damage/Recharge: Level 50
    • (39) Thunderstrike - Damage/Endurance/Recharge: Level 50
    • (40) Thunderstrike - Damage/Endurance: Level 50
    • (40) Gladiator's Javelin - Chance of Damage(Toxic): Level 50
    • (40) Apocalypse - Chance of Damage(Negative): Level 50
    Level 38: EM Pulse
    • (A) Basilisk's Gaze - Recharge/Hold: Level 30
    • (42) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
    • (42) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
    • (42) Basilisk's Gaze - Accuracy/Recharge: Level 30
    Level 41: Indomitable Will
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (43) Recharge Reduction IO: Level 50
    Level 44: World of Confusion
    • (A) Coercive Persuasion - Confused/Endurance: Level 50
    • (45) Coercive Persuasion - Contagious Confusion: Level 50
    • (45) Coercive Persuasion - Accuracy/Recharge: Level 50
    • (45) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
    • (46) Coercive Persuasion - Confused/Recharge: Level 50
    • (46) Coercive Persuasion - Confused: Level 50
    Level 47: Psionic Tornado
    • (A) Ragnarok - Damage/Endurance: Level 50
    • (48) Ragnarok - Accuracy/Recharge: Level 50
    • (48) Ragnarok - Accuracy/Damage/Recharge: Level 50
    • (48) Ragnarok - Damage/Recharge: Level 50
    • (50) Ragnarok - Damage: Level 50
    • (50) Positron's Blast - Chance of Damage(Energy): Level 50
    Level 49: Mind Over Body
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (50) Steadfast Protection - Resistance/Endurance: Level 30
    Level 50: Spiritual Radial Boost
    ------------
    Level 1: Brawl
    • (A) Kinetic Combat - Knockdown Bonus: Level 35
    Level 1: Containment
    Level 1: Sprint
    • (A) Celerity - +Stealth: Level 50
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO: Level 50
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    • (21) Miracle - +Recovery: Level 40
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End: Level 50
    • (23) Performance Shifter - EndMod/Accuracy: Level 50
    • (23) Performance Shifter - EndMod/Recharge: Level 50
    • (25) Performance Shifter - EndMod: Level 50
    ------------
    Set Bonus Totals:
    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 18.31% Defense(Energy)
    • 18.31% Defense(Negative)
    • 3% Defense(Psionic)
    • 18.63% Defense(Ranged)
    • 3% Defense(AoE)
    • 108.75% Enhancement(RechargeTime)
    • 4% Enhancement(Confused)
    • 67% Enhancement(Accuracy)
    • 5% FlySpeed
    • 41.97 HP (4.126%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 2.5%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 2.5%
    • 35.5% (0.593 End/sec) Recovery
    • 20% (0.849 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 20.08% Resistance(Fire)
    • 20.08% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 5% RunSpeed

    IW/AM/Hasten perma ... 4.6 second recharge on tornado and .95 second recharge on RoF (my single target damager)

    4.49 end/sec recovery while using 2.32 for personal toggles (not including RI or EF) and 30.5 ranged defense.

    Any tweaks you'd suggest? Luckily I have everything I need for the build cept 2 lotg's and the aoe/confuse purples (so only a few billion away.. lol)