BlackBellatrix

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  1. I think a lot of people underestimate DM/FA. With Soul Drain amping up your damage and using Dark Consumption as a pseudo attack, with a lot if recharge, you can be both a ST and AoE beast. Plus, it's fun as he'll to play.
  2. Quote:
    Originally Posted by SpittingTrashcan View Post
    2) Energy Manipulator: Chance to Stun and Performance Shifter: Chance for Endurance both apply their effect to the target of the power they are slotted in. If you put the chance for stun in Conductive Aura, it will have a chance to stun enemies in the aura. If you put the chance for end in Conductive Aura, it will have a chance to give endurance... to enemies in the aura.
    Yeah, my only confusion was if the Target of the Power was the enemies for the -recovery or me, for the +recovery.

    Thanks for all the other answers, though
  3. My guess would be:

    Not counting IOs: Probably Fortunata or Widow.
    IO'd: Probably Fire/Kin. My Fire/Kin is build for S/L Defense and I can Speed Boost, Transfusion, Transference and Fulcrum Shift on teams (and I have Leadership) and I can get right in the spawn with Hot Feet, Fire Cages, Fissure, Flashfires and Seismic Smash. He's a ton of fun to play and feels very smashy for a controller.
  4. I just started a duo of Elec/Psi Doms with a friend of mine and I was looking over Mids and had a few questions about the set, especially in regards to Procs.

    1) Energy Manipulator - Chance to Stun; is it worth slotting this in Chain Fences and Jolting Chain, if we're both planning on taking this power and using that IO? Would the Heal Self or Chance for Buildup work in Jolting Chain?

    2) Conducive Aura; How do procs work in this? Would the Chance to Stun proc on ourselves? Would the Performance Shifter proc work for our enemies?

    3) Gremlins: How about the chance to Stun in these guys?

    4) Gremlins vs Paralyzing Blast - With all the controls we'll be able to leverage together, will an AoE Hold be worth it? Or the extra Gremlin damage? How about if we're both aiming to Perma-Dom these builds?

    I think that's all I'm wondering for now.
  5. I think my first was created during the Beta and he was named the Omega Prototype. Katana/SR. Lost interest in the game (was trying the beta on my mom's account). About 3 months later, I made Black Hope, a Grav/Kin Controller that I duo'd with my girlfriend's Energy/Ice Blaster.
  6. Well, the problem with Resistance is that you really can't get a whole lot of it out of Set Bonuses the way you can get Defense. And with just Tough and the Resistance toggles the different sets come with, it's near impossible to get to a point where you hit the cap at Resistance.

    Resistance has a hard cap of 90% on Tanks. It can't be increased beyond this but you're very unlikely to get there (besides maybe Fire Resistance on a Fire Tank, etc.)

    Even on a Resistance based Tank, it is often advisable to layer Defense on the build. There are more pool powers that give you defensive boosts and more IO sets that do and it will increase your mitigation exponentially.
  7. Quote:
    Originally Posted by -Urchin- View Post
    Your solution doesn't account for the opportunity cost of shielding, and the tactical ramifications that may arise. Part of the cost of shielding is that while you are doing that, you are unable to do other things such as blast or control. As it is now, this cost scales with the size of the team, and is especially noticeable for MMs, who essentially shield two teams. With your system, the endurance cost scales with team size as it does now, but the opportunity cost is mostly negated after the initial application.

    As such, this change amounts to a buff, which is fine.. if it is felt the sets need a buff. If not, the new hands-off approach would have to be offset with an additional cost to the player.

    Further, the opportunity cost of shielding isn't simply represented by direct costs only to the player, but also influence how events unfold around him in critical situations.

    In very difficult encounters a shielder may be in a situation where he has to decide between re-shielding Hero X or using one of his other abilities for which there is immediate need. With your system, such critical choices will never need to be made. Will that make shield sets more tedious in the end?

    I suppose though, in way, it would make shielding similar to Willpower for melee archetypes.. Toggle and forget, and focus on using your other abilities. Lots of people like Willpower, so maybe having fire and forget shielding would greatly appeal... to some.

    I'd personally be more attracted to making a shielding character if your idea was implemented, as I see these sets as a bit too fussy for me as they are.

    However, some current shielders in this thread have posted they're content with the current system and they may be less enthused with your idea.

    For some, having more time to use their other powers isn't why they chose these sets. For some, actively shielding is what they want to do. Replacing that with automatic shielding and more active use of their other powers may, to them, be a poor substitute.

    What one finds tedious another finds enjoyable.

    Perhaps, what could be done, is to leave some shield sets as they are now... cycle-based shielding... and change some shield sets (or introduce new ones) that are effectively toggle-based shielding, working in the manner that you describe.

    Perhaps adding new ones would be best. It might be easier to add new archetypes than to rebalance old ones, and players wouldn't be faced with major changes to existing characters. Either way, it would give more options to players for shielders.
    Awesome reply, thanks!

    You're right about opportunity cost. And I understand that some people like it how it is. I'm not saying it necessarily needs to be changed either. I'd argue that one set it could be changed for would be Force Field because with Cold Domination, IO Defense Buffs and, most recently, Fitness becoming an inherent, allowing more people to take Maneuvers from the Leadership pool, I've seen FF become even more marginalized. Most of the level 30+ teams I've been on have been swimming in defense. Maybe they need some other type of buff, but at least making their buffs auto-reapply would help them out.

    Anyway, I'm with you. I'm not saying I think these changes should necessarily be implemented, just that I would be more likely to play a buffer if they were.
  8. Quote:
    Originally Posted by Aura_Familia View Post
    NO.

    I LIKE how the buffing powers currently work.

    Do not change them. The changes I've seen so far would make playing a buffer UNFUN!

    I like that strategic element of having to decide who I buff on the fly.

    DO NOT make the AOE, do not increase their duration/end cost. Etc.

    I LIKE how buffing currently works.

    Keep it as is please.
    I disagree. That's pretty much all I can say. I dislike the way it currently works.
  9. Quote:
    Originally Posted by Dirges View Post
    One problem is they will have to rewrite how buffs work. Buffs only keep track of the caster until a player zones. So even if you both zone at the same time the system would not know who to take the end from for the auto recast. Also if you quite team and join back before expiration, wouldn't you be a new team mate as well effecting how the power works for 4 minutes.



    This is also a major problem for any longer duration idea. The way the system works is you can buff at a mission entrance, then enter and rebuff and stack your own buffs. Longer durations make this even more over powered.
    To be honest, I don't know much about how the code works. I would assume they would have a way to have a tag on the buff that says something like if(playername) is onteam then reapply buff and have the buff reapplying be based on the player name but like I said, I haven't seen the internal code, so I wouldn't know if it'd work.
  10. Quote:
    Originally Posted by Bosstone View Post
    But you can't control when the end gets taken from you. That makes it a pretty bad idea. I know I've had moments on my Shield and SR characters where I was hurting for end...then before I could throw another attack, the clickie mez kicked in and sucked up that end I needed, because I had forgotten I'd put it on auto. And when it tries to pull end that you don't have 14 times in a row? You're boned.
    Just like how I'm boned when I am in a prolonged fight on my /DA Scrapper and I have 9 toggles running, right?

    How many times has endurance prevented you from shielding your allies as a buffer? I can count the number of times on one hand, and that's generally as my Earth/Sonic controller. Just, like I recommended in my post, turn the auto-renew off if it looks like you're going to be end hungry and just be conscious of the fact. It's not much different from running Hasten or Rage or toggles.
  11. I really don't think that Scrappers need ANOTHER positional defense set. At least not yet. I think that porting something like Ice or EA over, a typed defense set, would make more sense.

    Especially because it seems like Ninjitsu would step on /SRs toes something fierce.
  12. I mentioned a few pages back but I still think an easy and elegant (though probably a bit time consuming to program) solution would be to simply have the buffs auto-reapply when their duration is up by taking the End from the caster, if the caster is still on the team and in the same zone. So, it doesn't reapply when they're out of zone, out of team, or dead. This addresses a number of problems with other implementations.

    1) Doesn't allow people to keep non-team members buffed for longer than they can now. There would no worry about these PLed buffers just zone sitting in RWZ or Cim, making teams invincible. It also doesn't mean people will dump the buffers after they get buffed.

    2) Doesn't require a PBAOE that would make the sets even more annoying, regardless of buff duration

    3) Keeps the power balanced in the End per Duration category. In fact, it doesn't change this dynamic at all.

    I also think this brings a number of other benefits to the table as well, besides just reducing "tedium". What you're looking at is:

    1) Slower and less experienced players would be more free to use their blast, control and other powers. You'd probably get more mileage out of those FF Defenders that either don't have the twitch reflexes and multi-tasking capabilities to focus on the battle and everyone's shields and you might see more effective use of FF's knockback and repel powers.

    2) It'd be a lot more enjoyable for those who find it tedious. And, as evidenced by this thread, there is a portion of people who do find it tedious. The people who don't mind the tedium would just have a little more time freed up to blast without the change making these powers weaker or less convenient (as I'd fear the change to PBAOEs or upping the duration would do)

    Edit: Also, in this proposed change, I'd propose the ability for the caster and the recipient to set the power to "Do not renew".
  13. Quote:
    Originally Posted by MayorOfAngrytown View Post
    Signed.

    OTOH, maybe if they gave /EA to scraps, they'd have to actually make it a viable set and port the fixes to Brutes. In which case, I still support this thread.
    Really? How is the set broken? Sure, it has less DDR than other defense sets but it has a few tools to make up for it. And on a Scrapper, the stealth component of Energy Cloak would not hinder its effectiveness. Slotted with just Commons, the +3% Def and Tough/Weave, you're looking at being a luck away from soft-cap and having a bit of resists to both exotics and S/L. You have a heal/end recovery power.

    You have a set that would play decently well when not IO'd on a Scrapper, probably similar performance to /Dark or /Shield when not IO'd. With IOs, however, you can definitely have a solid set. I'd maybe agree it could use a bit more Resist in its auto powers, but it is not as bad as people on the forums here seem to think it is.

    Also, /Ninjitsu would step on SRs toes a lot more than /EA would. ANOTHER positional set, but one with a self-heal and other useful things? I'd rather Scrappers get a Typed Def set. /Ice or /EA would be great but I feel like /EA fits the Scrapper AT a bit better. Energy Melee would be a better fit for Scrappers as well.

    Anyway, that's my piece.

    Oh, and Martial Arts for Brute = Yes!
  14. Quote:
    Originally Posted by TheObstructor View Post
    Wow thanks for the run down guys. I really appreciate it. I never got into crafting IO sets, just used the base IO like damage and accuracy. This will definitely help me out.

    Also quick question. Do IO set bonus stack from the same sets? For example if I had to powers slotted with Crushing Impact would I get the set bonuses twice? So instead of the 5% bonus to recharge I would have a 10% bonus along with the other bonuses being doubled as well?
    Yes, they would be. There is, however, something called the Rule of 5. Basically, you can only have the 5% Recharge Set bonus 5 times. Well, you can have it more than that but it will only count it five times. So, if you have 3 sets of Doctored Wounds, 2 sets of Crushing Impact and a set of Obliteration, it will only count 5 of the 5% bonuses and one will be disregarded.

    The only "exception" to this is that the Luck of the Gambler Global Recharge IO that gives 7.5% recharge bonus is seperate from other 7.5% set bonuses, so you can have 5 LotGs and 5 7.5% bonuses elsewhere.

    Hope that helps.
  15. Only if we (Scrappers) can have Energy/Energy.
  16. Instead of getting another toon to 50, I'd use what you have and make an AE mission with primarily Energy damage dealers and farm the heck out of it. Just carry a few lucks in, set it to +1/x8 and you should be able to farm your heart out with your build.
  17. Just wanted to say; Thanks for that build, Deus. I moved a slot from True Grit over to Foot Stomp to put the Force Feedback -Recharge Proc in at a loss of about .8% Resist, IIRC. Otherwise, it's pretty much what I'm gonna do for my final build. Respeced into the build except minus the purples, the PvPO, the Hami's and a couple LotGs. Just have Decimations, Posi's and Commons in place until I save up the inf and A Merits. Looking forward to it a ton.

    Thanks again.
  18. I think it'd also be fairly good to go with Shield Defense, as AAO does the same thing, adding even more of a damage debuff.
  19. I'm still curious as to how Elektro isn't getting A Merits.

    Are you sure you're not running rogue or vigilante missions rather than Hero/Villain?
  20. BlackBellatrix

    DB/SR build...

    The answer is that it is not possible to make Elude Perma. Even with capped recharge, (which is impossible to slot for, AFAIK) it is still not Perma.
  21. Yeah, I realize I'm 2 over, but I wanted the Obliterations for the Melee Def they give and Crushing Impacts are a cheap set, though I suppose I could consider frankenslotting instead of throwing Crushing Impacts into a few of my attacks. Oh, I just noticed I can get rid of Efficacy Adaptor and some slots from Consume.

    Don't worry, know the law of fives. I'll probably change my slotting on Consume and Healing Flames and that should get rid of the >5 recharge bonuses.

    Edit: Did some slight tweaking and this is what I got. I am sure that I can make it better and still not too expensive but I'm at a loss as to how right now.

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

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Smite -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
    Level 1: Fire Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(34)
    Level 2: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(7), M'Strk-Dmg/Rchg(7), M'Strk-Acc/EndRdx(9), M'Strk-Acc/Dmg/EndRdx(9), M'Strk-Dmg/EndRdx/Rchg(42)
    Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(15)
    Level 6: Healing Flames -- H'zdH-Heal/Rchg(A), H'zdH-Heal/EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17)
    Level 8: Siphon Life -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Heal/HP/Regen/Rchg(19), C'ngImp-Dmg/EndRdx/Rchg(21), C'ngImp-Dmg/Rchg(21), Heal-I(23), C'ngImp-Acc/Dmg(23)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(43)
    Level 16: Super Speed -- Zephyr-ResKB(A)
    Level 18: Plasma Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(36)
    Level 20: Dark Consumption -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(27), Efficacy-Acc/Rchg(27), Efficacy-EndMod/Acc(46)
    Level 22: Consume -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(31)
    Level 24: Boxing -- Empty(A)
    Level 26: Soul Drain -- Oblit-%Dam(A), Oblit-Dmg(31), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(42)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
    Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-ResDam/EndRdx/Rchg(43)
    Level 32: Midnight Grasp -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(46)
    Level 38: Rise of the Phoenix -- Dct'dW-Heal/Rchg(A), Efficacy-EndMod/Rchg(39), Numna-Heal/Rchg(39), P'Shift-EndMod/Rchg(39)
    Level 41: Char -- Hold-I(A)
    Level 44: Fire Blast -- Decim-Build%(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    ------------
    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 -- Numna-Regen/Rcvry+(A), Heal-I(19)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25)



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  22. I have a L50 SS/Shield Brute and a L32 Shield/SS Tank and I think it comes down to the amount of inf you have and are willing to invest in the toon. The Brute will be miles above Tanker in terms of damage capability once it's adequately slotted for soft-cap. A Tank doesn't take as much of an investment.

    The journey from 1-50 is also more difficult on the Brute. I ran mine through Villain content but in order to deal with both endurance issues and his squishiness, I had to make some concessions like carrying purples most of the time and using the endurance recovery base empowerment buff. He definitely felt more difficult to level until around level 36 than any of my other Brutes. He was a ton of fun, however.

    So I'd say:
    Journey to 50: Tank
    Low Budget: Tank
    Sturdiness: Tank
    Best Potential with Unlimited Budget: Brute
  23. BlackBellatrix

    Dark Armor

    I'd say, since you're going Dark/Dark, you could probably get good mileage out of taking Cloak of Fear over Oppressive Gloom. It works really well with Touch of Fear and some of the huge End cost can be mitigated by Dark Consumption. I'd also look at squeezing in some defense in to the build to stack with Cloak of Darkness. I love Oppressive Gloom but you could probably get away with skipping both it and Soul Transfer. On the other hand, Fighting Pool is almost required, both to get your S/L Resist up to par and to build on that defense you have running. Endurance does suck, though Cardiac helps with that once you're fifty. Until then, selectively apply your toggles.

    At least you have Dark Consumption.

    Oh, and you probably know this already, but -KB IOs are generally required as well.
  24. I just dusted off a Scrapper that I had created on my non-main server and I really, really, REALLY like this combo. So, I decided to hit Mid's and see what type of a build I can plan for him. Considering I already have a 10 billion+ inf build I'm working towards on my main server, I can't see dreaming of purples in the build, but everything besides Purples and PvP-Os are fair game with the A Merits.

    I am obviously gunning for a load of recharge. With 2 Heals, 2 End Recover Powers and more damage than I know what to do with, recharge is awesome. Got a little defense in there, but it's not a focus, just a nice little extra. I'm completely at a loss as to how I should slot Siphon Life optimally. I assume some frankenslotting rather than just dropping a set in there.

    I like Rise of the Phoenix on this build too and plan on keeping it.

    Anyway, just want a little help tweaking a bit more out of it. I'm thinking I'll go Spiritual with my Alpha, but then again, Musculature might be a fun change.

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

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Smite -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
    Level 1: Fire Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(34)
    Level 2: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(7), M'Strk-Dmg/Rchg(7), M'Strk-Acc/EndRdx(9), M'Strk-Acc/Dmg/EndRdx(9), M'Strk-Dmg/EndRdx/Rchg(42)
    Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(15)
    Level 6: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Rchg(19)
    Level 8: Siphon Life -- Empty(A), Empty(19), Empty(21), Empty(21), Empty(23), Empty(23)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(43)
    Level 16: Super Speed -- Zephyr-ResKB(A)
    Level 18: Plasma Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(36)
    Level 20: Dark Consumption -- Efficacy-EndMod/Acc/Rchg(A), P'Shift-Acc/Rchg(27), Efficacy-Acc/Rchg(27)
    Level 22: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(46)
    Level 24: Boxing -- Empty(A)
    Level 26: Soul Drain -- Oblit-%Dam(A), Oblit-Dmg(31), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(42)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
    Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-ResDam/EndRdx/Rchg(43)
    Level 32: Midnight Grasp -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Rise of the Phoenix -- Dct'dW-Heal/Rchg(A), Efficacy-EndMod/Rchg(39), Numna-Heal/Rchg(39), P'Shift-EndMod/Rchg(39)
    Level 41: Char -- Hold-I(A)
    Level 44: Fire Blast -- Decim-Build%(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    ------------
    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 -- Numna-Regen/Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25)



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  25. Quote:
    Originally Posted by Fleeting Whisper View Post
    Well, to be honest the trouble would generally be the other way around in such a situation. Games where a player can hand out very strong, very long buffs (on the order of an hour) often end up with buff players hanging out in a hub area, charging people for buffs.
    How about this;

    If the buff is cast on a team-mate, it auto-reapplies when the duration is up, taking the requisite amount of endurance from their team-mate. If the team-mate is dead or out of endurance or no longer a team-mate, the buff expires and has to be reapplied manually.

    Boom, tedium gone but pretty much everything else stays the same.

    Edit: To qualify, I don't think buffs are tedious to the point of not wanting to play them, but this would allow more support toons to focus on the other side of their AT, especially newer players.