Chazzmatazz

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  1. I've always felt the quality of an empath can be measured by the number of Fort/AB/RegAura icons on the team (on average while in mission). -50 style points for Healing Aura on auto (outside of a Hami raid), the true flag of a misguided (or just lazy) empath.
  2. Quote:
    Originally Posted by Wildwind View Post
    That said, my Master Illusionist strategy is pretty straightforward.

    1). Kill the Dark Servant(s)
    2). Kill the Phantasm(s)
    3). Kill the Master Illusionist(s).
    QFT. Getting a lucky 4th mag on an MI before the DS summons is very helpful too. I just get in the habit of manually targeting any smoky cloud I see. The DS just makes everything harder. After they are clear, Phantasms go down or the MI if they are unphased and targeted first.
  3. A little follow-up. My SM/SR is at 45 now and has both Tremor and fault 6 slotted (franken for acc/end/rech and dam in tremor) with the +rech proc in both. In large teams I am the popcorn brute keeping things on their butts fro most of the fight and running not infrequent +240% recharges from both powers procing. This makes both powers effectively chainable. I haven't got to the Armageddon (or Apocalypse or whatever) proc yet and look forward to it, but in the meantime I am pleased with having taken both powers and how they help me satisfy the agro-control aspect of bruting and the damage is not completely pathetic even with the big animation time.
  4. I'm in with Texas Hold-up (lvl 41 DP/ice blaster) or perhaps My Cold Dead Hands (lvl 50 AR/ice blaster).
  5. I believe the lesson is "Late night TFs are a crap shoot. Let the joiner beware."
  6. I really have no issues with the game-play of the team in general. We had a capable tank, and adequate DPS to drop Rom (were a debuffer present). I was just taken by surprise by both the (apparently default) nictus pulling tactic, and the end-of-unusually long TF (two others had already quit due to time/sleep factors), passive-aggressive team-bail by the only buff-debuff teammate.

    My chat was un-typically tactless however and was apparently sufficiently provoking to merit creation of an intolerable team atmosphere. I do owe the team an apology for my part (though the quitting player asserted that I "wasn't part of the problem". I "was the problem". Classic passive-aggressive... whatever. Serenity now, serenity now.) in the fiasco, which I should have done better last night in team chat. This was an un-precedented event for me in >6 years in the game (being blamed for a team implosion), so I apologize for the outcome, especially to the SHF channel members who had to deal with it. But hey, got 8 shards.
  7. Apologies for last night to the ITF participants on my team late last night 9 (I was on She's Got Crab Legs). Despite the assertion in SHF that it was not a "speed" ITF, I was becoming impatient with the pace of the TF. I mistakenly assumed that even a shard-focussed ITF could wrap things up in 90min (I usually find them to conclude in about 50-70). On the final platform, I was surprised to see a nictus-pulling tactic for Rom being initiated, as my experience with my last 30-40+ ITFs (all LB/SHF PUGs) had exclusively employed the "crush Rom 4 times fast" method, which usually takes about 5 min with a debuffer and good damage, which we had. Perhaps due to the time for the TF running nearly an hour over my expected sleeping start, my assertion of strategy preference for this method was over-dogmatic and was perceived to be apparently dictatorial (though I didn't have the star) by one player (the sole buff/debuffer), who felt it necessary to "teach me a lesson" via quitting on the team, instead of making the case for a method that I thought had been largely discarded by the player-base (as that had been my experience, playing with a fairly broad cross-section of the community). Despite the generous expenditure of a HVAS by one of the remaining players, we were unable to complete the ITF, in the absence of buff/debuff. I should have been more open to taking down Rom "old school" when I encountered the tactic being revisited instead of being locked in my conditioned comfort zone.

    I guess the bottom line is, I am sorry for how things went down and for the lack of social graces on display.
  8. Yeah I was hoping to get in on it, but couldn't shoehorn myself onto a team. I would be down for these more regularly as well.
  9. Chazzmatazz

    DM/Inv tune up.

    Quote:
    Originally Posted by bAss_ackwards View Post
    I emphasized IF because I don't know your playstyle.
    My playstyle is scrapping. If I'm not in the biggest pile of baddies I can find, I must be afk.
  10. Chazzmatazz

    DM/Inv tune up.

    What do you mean "IF"? Good point Bass. This build also has more +acc than my current one, so I don't think I'll miss the Kismet, especially with the impending level shift from the lvl3/4 Alphas. Will probably get the Aegis 3 slot Fire/Cold 3.13%def, or if I feel extravagant (or patient), get the Shield Wall +3%res all down the road.
  11. Chazzmatazz

    DM/Inv tune up.

    Ok here's the next respec build (unless I change my mind. lol). It's mostly your build BC, so has better global recharge, with the main adjustment involving re-purposing the slots from Fire Blast, which I can't see myself using much in actual play (I would probably just use the Nem Staff for runners), in order to indulge my proc fetish a bit, adding sixth-slot dam procs to FireBall, MG, Smite, and SM. I also tweaked invincibility in order to fit in the Kismet unique which I really like.

    Thanks for the tips again. Look forward to taking her out for a spin soon.

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

    Click this DataLink to open the build!

    Priss Teen 2: Level 50 Science Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Shadow Punch
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (3) Kinetic Combat - Damage/Recharge
    • (11) Kinetic Combat - Damage/Endurance/Recharge
    • (13) Hecatomb - Chance of Damage(Negative)
    • (50) Mako's Bite - Chance of Damage(Lethal)
    Level 1: Resist Physical Damage
    • (A) Resist Damage IO
    • (31) Resist Damage IO
    Level 2: Smite
    • (A) Kinetic Combat - Accuracy/Damage
    • (27) Kinetic Combat - Damage/Endurance
    • (27) Kinetic Combat - Damage/Recharge
    • (29) Kinetic Combat - Damage/Endurance/Recharge
    • (29) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (46) Cloud Senses - Chance for Negative Energy Damage
    Level 4: Temp Invulnerability
    • (A) Reactive Armor - Endurance
    • (5) Reactive Armor - Resistance/Endurance
    • (5) Reactive Armor - Resistance
    • (11) Reactive Armor - Resistance/Endurance/Recharge
    Level 6: Shadow Maul
    • (A) Armageddon - Chance for Fire Damage
    • (7) Armageddon - Accuracy/Recharge
    • (7) Armageddon - Damage/Recharge
    • (9) Armageddon - Damage/Endurance
    • (9) Armageddon - Damage
    • (46) Eradication - Chance for Energy Damage
    Level 8: Siphon Life
    • (A) Kinetic Combat - Accuracy/Damage
    • (23) Kinetic Combat - Damage/Endurance
    • (23) Kinetic Combat - Damage/Recharge
    • (25) Kinetic Combat - Damage/Endurance/Recharge
    • (25) Touch of the Nictus - Healing
    • (40) Touch of the Nictus - Accuracy/Healing
    Level 10: Dull Pain
    • (A) Doctored Wounds - Heal/Endurance
    • (15) Doctored Wounds - Recharge
    • (17) Doctored Wounds - Heal/Recharge
    • (19) Doctored Wounds - Heal/Endurance/Recharge
    • (19) Doctored Wounds - Heal
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (21) Recharge Reduction IO
    • (21) Recharge Reduction IO
    Level 14: Fly
    • (A) Flight Speed IO
    Level 16: Unyielding
    • (A) Reactive Armor - Resistance/Endurance/Recharge
    • (17) Reactive Armor - Resistance/Endurance
    • (45) Reactive Armor - Resistance
    • (45) Reactive Armor - Endurance
    Level 18: Dark Consumption
    • (A) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (31) Obliteration - Damage
    • (31) Obliteration - Accuracy/Recharge
    • (33) Obliteration - Damage/Recharge
    • (45) Obliteration - Accuracy/Damage/Recharge
    Level 20: Boxing
    • (A) Kinetic Combat - Damage/Endurance/Recharge
    • (33) Kinetic Combat - Accuracy/Damage
    • (33) Kinetic Combat - Damage/Endurance
    • (34) Kinetic Combat - Damage/Recharge
    Level 22: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (34) Reactive Armor - Resistance
    • (34) Reactive Armor - Endurance
    • (36) Reactive Armor - Resistance/Endurance/Recharge
    Level 24: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense
    • (36) Luck of the Gambler - Defense/Endurance
    • (37) Luck of the Gambler - Defense/Endurance/Recharge
    Level 26: Soul Drain
    • (A) Obliteration - Accuracy/Recharge
    • (37) Obliteration - Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Recharge
    • (39) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (39) Obliteration - Damage
    Level 28: Invincibility
    • (A) Luck of the Gambler - Recharge Speed
    • (40) Luck of the Gambler - Defense
    • (40) HamiO:Cytoskeleton Exposure
    • (43) Rectified Reticle - Increased Perception
    • (46) Kismet - Accuracy +6%
    Level 30: Resist Elements
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 32: Midnight Grasp
    • (A) Hecatomb - Damage
    • (39) Cloud Senses - Chance for Negative Energy Damage
    • (42) Hecatomb - Damage/Recharge
    • (42) Hecatomb - Accuracy/Damage/Recharge
    • (42) Hecatomb - Accuracy/Recharge
    • (43) Hecatomb - Damage/Endurance
    Level 35: Tough Hide
    • (A) Luck of the Gambler - Recharge Speed
    • (43) Luck of the Gambler - Defense
    Level 38: Resist Energies
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    Level 41: Ring of Fire
    • (A) Accuracy IO
    Level 44: Fire Blast
    • (A) Apocalypse - Accuracy/Damage/Recharge
    Level 47: Fire Ball
    • (A) Ragnarok - Chance for Knockdown
    • (48) Ragnarok - Damage/Recharge
    • (48) Ragnarok - Accuracy/Damage/Recharge
    • (48) Ragnarok - Accuracy/Recharge
    • (50) Ragnarok - Damage/Endurance
    • (50) Positron's Blast - Chance of Damage(Energy)
    Level 49: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Health
    • (A) Miracle - +Recovery
    • (15) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (13) Endurance Modification IO
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 24.75% Defense(Smashing)
    • 24.75% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 9.75% Defense(Energy)
    • 9.75% Defense(Negative)
    • 6% Defense(Psionic)
    • 15.38% Defense(Melee)
    • 7.875% Defense(Ranged)
    • 6% Defense(AoE)
    • 72% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 75% Enhancement(RechargeTime)
    • 120.48 HP (8.997%) HitPoints
    • MezResist(Immobilize) 14.3%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 12% (0.2 End/sec) Recovery
    • 30% (1.677 HP/sec) Regeneration
    • 8.82% Resistance(Fire)
    • 8.82% Resistance(Cold)
    ------------
    Set Bonuses:
    Kinetic Combat
    (Shadow Punch)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
    Kinetic Combat
    (Smite)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
    Reactive Armor
    (Temp Invulnerability)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
    Armageddon
    (Shadow Maul)
    • 4% (0.067 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Kinetic Combat
    (Siphon Life)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
    Touch of the Nictus
    (Siphon Life)
    • 25.1 HP (1.874%) HitPoints
    Doctored Wounds
    (Dull Pain)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Reactive Armor
    (Unyielding)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
    Obliteration
    (Dark Consumption)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Kinetic Combat
    (Boxing)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
    Reactive Armor
    (Tough)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
    Luck of the Gambler
    (Weave)
    • 10% (0.559 HP/sec) Regeneration
    • 15.06 HP (1.125%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Obliteration
    (Soul Drain)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Invincibility)
    • 10% (0.559 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Rectified Reticle
    (Invincibility)
    • 20% Perception
    Steadfast Protection
    (Resist Elements)
    • 3% Defense(Smashing,Lethal,Fire,Cold,Energy,Negative, Psionic,Melee,Ranged,AoE)
    Hecatomb
    (Midnight Grasp)
    • 4% (0.067 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Tough Hide)
    • 10% (0.559 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Gladiator's Armor
    (Resist Energies)
    • 3% Defense(Smashing,Lethal,Fire,Cold,Energy,Negative, Psionic,Melee,Ranged,AoE)
    Ragnarok
    (Fire Ball)
    • 4% (0.067 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)



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  12. Chazzmatazz

    DM/Inv tune up.

    Great tips guys. This char really doesn't exemp much. So power order is not a big concern.

    Perma DP is nice, but I tend to use it as a heal more than an HP boost. I do have the Spiritual lvl 2 Alpha available if I feel I need to tighten things up, but I like the damage prospecs and the extra To-Hit debuffing and immob (for MG. I think I'm the only scrapper in CoH who cares about that) from Musculature. The extra recharge (from Spiritual Alpha) for more Soul Drain coverage may yield greater long-term damage benefits than the Musculature Alpha. Do you think that's the case?

    Also, I am a bit confused by the "totals" display in Mids as regards /Inv defense levels. Are those levels with one foe in melee range? I will definitely be implementing several of your suggestions BC, in a bit of a compromise fashion. I'll post the tweaked build later, but am interested on your feedback re: lvl 4 Spiritual vs Musculature for overall damage output on a DM.

    Oh, I think I might have missed something re: Flight Slotting. Does a single Flight IO now cap speed at lvl 50?
  13. Parry gives giant Melee and lethal defense, reducing your susceptibility to alpha squishing hugely, and melee survivability substantially. It is the bread and butter for sword scraps (that aren't playing a high-def secondary).
  14. Chazzmatazz

    DM/Inv tune up.

    This is for my "main" (to the extent that this altaholic has one. I loves ALL my scrappers, especially). I just respeced into the build listed below but have several vet-specs available. The character has all the +HP and End accolades and is planning on Musculature Radial Paragon Alpha Slot (Increases Damage, Immobilization Duration, Defense Debuff, Endurance Modification, and Run Speed effects by 33%, and To Hit Debuff effects by 20%).

    The Inherent fitness left me with almost more powers than I could see myself using effectively. I actually very much like the current build, though it doesn't have the giant +recharge that many build do. It has some gadgetry that I like (the Rectified Reticle +per, the Kismet/Numi/Miracle uniques, the pricey Glad. armor +3 def) and has fly which I am attached to. I have a bit of a weird playstyle in that I play with Shadow Punch on auto. (Attack chain works out to be Smite-MG-SP-Smite-SL-SP). I know that would drive a lot of you crazy, but I find it serves me well. With three damage procs in it (2 normal, 1 purple) SP seems to be a solid DPS performer (though that is more an impression than an analysis). I do have a knack at lining up the SM cone, so very much wish to keep that in the build. I find myself not really using ToF, but like the set bonuses quite a bit. I would love to be able to work a well slotted fireball into the build somehow, but I can't really figure out what my best trade offs to get it would be. Also a little curious whether the Grav Anchor triple in MG would be better replaced with something else (or the slot diverted)

    Any suggestions o' build meisters? Thanks in advance.

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

    Click this DataLink to open the build!

    Priss Teen: Level 50 Science Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Shadow Punch
    • (A) Crushing Impact - Accuracy/Damage/Endurance
    • (3) Gladiator's Strike - Accuracy/Damage/End/Rech
    • (3) Hecatomb - Damage
    • (5) Hecatomb - Chance of Damage(Negative)
    • (5) Cloud Senses - Chance for Negative Energy Damage
    • (50) Gladiator's Strike - Chance for Smashing Damage
    Level 1: Resist Physical Damage
    • (A) Aegis - Resistance
    • (7) Aegis - Resistance/Recharge
    • (7) Aegis - Resistance/Endurance
    Level 2: Smite
    • (A) Hecatomb - Damage/Recharge
    • (9) Hecatomb - Accuracy/Damage/Recharge
    • (9) Hecatomb - Accuracy/Recharge
    • (11) Hecatomb - Damage/Endurance
    • (11) Gladiator's Strike - Chance for Smashing Damage
    • (13) Gladiator's Strike - Accuracy/Damage/End/Rech
    Level 4: Temp Invulnerability
    • (A) Reactive Armor - Resistance
    • (13) Reactive Armor - Resistance/Endurance
    • (15) Reactive Armor - Resistance/Endurance/Recharge
    • (15) Reactive Armor - Resistance/Recharge
    Level 6: Dull Pain
    • (A) Doctored Wounds - Endurance/Recharge
    • (17) Doctored Wounds - Heal/Recharge
    • (17) Doctored Wounds - Heal/Endurance/Recharge
    • (19) Doctored Wounds - Recharge
    • (19) Doctored Wounds - Heal
    Level 8: Shadow Maul
    • (A) Eradication - Accuracy/Damage/Endurance/Recharge
    • (23) Eradication - Accuracy/Recharge
    • (25) Eradication - Chance for Energy Damage
    • (25) Cleaving Blow - Accuracy/Damage
    • (27) Cleaving Blow - Damage/Recharge
    • (43) Cleaving Blow - Damage/Endurance
    Level 10: Resist Elements
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 12: Siphon Life
    • (A) Kinetic Combat - Accuracy/Damage
    • (27) Kinetic Combat - Damage/Endurance
    • (29) Kinetic Combat - Damage/Recharge
    • (29) Kinetic Combat - Damage/Endurance/Recharge
    • (31) HamiO:Golgi Exposure
    • (31) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
    Level 14: Fly
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (33) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Unyielding
    • (A) Aegis - Resistance/Endurance
    • (33) Aegis - Resistance/Endurance/Recharge
    • (33) Aegis - Resistance
    Level 18: Dark Consumption
    • (A) Eradication - Accuracy/Recharge
    • (34) Eradication - Accuracy/Damage/Recharge
    • (34) Eradication - Accuracy/Damage/Endurance/Recharge
    Level 20: Resist Energies
    • (A) Resist Damage IO
    Level 22: Boxing
    • (A) Accuracy IO
    Level 24: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (34) Reactive Armor - Resistance/Endurance/Recharge
    • (36) Reactive Armor - Resistance
    • (50) Reactive Armor - Resistance/Recharge
    Level 26: Hasten
    • (A) Recharge Reduction IO
    • (36) Recharge Reduction IO
    • (46) Recharge Reduction IO
    Level 28: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 30: Invincibility
    • (A) HamiO:Cytoskeleton Exposure
    • (36) HamiO:Cytoskeleton Exposure
    • (37) Luck of the Gambler - Recharge Speed
    • (37) Rectified Reticle - Increased Perception
    • (48) Rectified Reticle - To Hit Buff
    Level 32: Soul Drain
    • (A) Eradication - Accuracy/Recharge
    • (37) Eradication - Damage/Recharge
    • (39) Eradication - Accuracy/Damage/Endurance/Recharge
    • (39) Cleaving Blow - Accuracy/Recharge
    • (39) Cleaving Blow - Damage/Recharge
    • (40) Cleaving Blow - Damage/Endurance
    Level 35: Tough Hide
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Kismet - Accuracy +6%
    Level 38: Midnight Grasp
    • (A) Kinetic Combat - Accuracy/Damage
    • (40) Kinetic Combat - Damage/Endurance
    • (40) Kinetic Combat - Damage/Recharge
    • (42) Kinetic Combat - Damage/Endurance/Recharge
    • (42) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (42) Gravitational Anchor - Accuracy/Immobilize/Recharge
    Level 41: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (43) Luck of the Gambler - Defense/Endurance
    • (43) Luck of the Gambler - Defense/Endurance/Recharge
    Level 44: Touch of Fear
    • (A) Siphon Insight - ToHit Debuff
    • (45) Siphon Insight - Accuracy/ToHit Debuff
    • (45) Siphon Insight - Accuracy/Recharge
    • (45) Siphon Insight - ToHit Debuff/Endurance/Recharge
    • (46) Siphon Insight - Accuracy/Endurance/Recharge
    • (46) Siphon Insight - Chance for +ToHit
    Level 47: Ring of Fire
    • (A) Thunderstrike - Accuracy/Damage/Recharge
    • (48) Thunderstrike - Accuracy/Damage/Endurance
    • (48) Thunderstrike - Damage/Endurance/Recharge
    Level 49: Unstoppable
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Quickfoot - Endurance/RunSpeed
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (23) Miracle - +Recovery
    Level 2: Stamina
    • (A) Performance Shifter - EndMod
    • (21) Performance Shifter - Chance for +End
    • (21) Endurance Modification IO
    ------------
    Set Bonus Totals:
    • 21.63% Defense(Smashing)
    • 21.63% Defense(Lethal)
    • 15.06% Defense(Fire)
    • 15.06% Defense(Cold)
    • 23.5% Defense(Energy)
    • 23.5% Defense(Negative)
    • 6% Defense(Psionic)
    • 13.81% Defense(Melee)
    • 15.69% Defense(Ranged)
    • 14.75% Defense(AoE)
    • 5.4% Max End
    • 4% Enhancement(Heal)
    • 35% Enhancement(RechargeTime)
    • 24% Enhancement(Accuracy)
    • 9% FlySpeed
    • 55.22 HP (4.124%) HitPoints
    • 9% JumpHeight
    • 9% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 7.7%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 17% (0.284 End/sec) Recovery
    • 10% (0.559 HP/sec) Regeneration
    • 3.78% Resistance(Fire)
    • 3.78% Resistance(Cold)
    • 19% RunSpeed
    • 2% XPDebtProtection
    ------------
    Set Bonuses:
    Gladiator's Strike
    (Shadow Punch)
    • 2.5% (0.042 End/sec) Recovery
    Hecatomb
    (Shadow Punch)
    • 4% (0.067 End/sec) Recovery
    Aegis
    (Resist Physical Damage)
    • 5% RunSpeed
    • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
    Hecatomb
    (Smite)
    • 4% (0.067 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    Gladiator's Strike
    (Smite)
    • 2.5% (0.042 End/sec) Recovery
    Reactive Armor
    (Temp Invulnerability)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
    Doctored Wounds
    (Dull Pain)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Eradication
    (Shadow Maul)
    • 1.8% Max End
    • 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
    Cleaving Blow
    (Shadow Maul)
    • 1% (0.017 End/sec) Recovery
    • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
    Steadfast Protection
    (Resist Elements)
    • 3% Defense(Smashing,Lethal,Fire,Cold,Energy,Negative, Psionic,Melee,Ranged,AoE)
    Kinetic Combat
    (Siphon Life)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
    Blessing of the Zephyr
    (Fly)
    • 1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)
    • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
    • Knockback,Knockup protection (Mag 4)
    Aegis
    (Unyielding)
    • 5% RunSpeed
    • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
    Eradication
    (Dark Consumption)
    • 1.8% Max End
    • 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
    Reactive Armor
    (Tough)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Invincibility)
    • 7.5% Enhancement(RechargeTime)
    Rectified Reticle
    (Invincibility)
    • 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
    • 20% Perception
    Eradication
    (Soul Drain)
    • 1.8% Max End
    • 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
    Cleaving Blow
    (Soul Drain)
    • 1% (0.017 End/sec) Recovery
    • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
    Luck of the Gambler
    (Tough Hide)
    • 7.5% Enhancement(RechargeTime)
    Kinetic Combat
    (Midnight Grasp)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
    Luck of the Gambler
    (Weave)
    • 10% (0.559 HP/sec) Regeneration
    • 15.06 HP (1.125%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Siphon Insight
    (Touch of Fear)
    • 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
    • 2% XPDebtProtection
    • 9% Enhancement(Accuracy)
    • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
    • 3.75% Defense(AoE), 1.875% Defense(Fire), 1.875% Defense(Cold)
    Thunderstrike
    (Ring of Fire)
    • 2% (0.033 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    Gladiator's Armor
    (Unstoppable)
    • 3% Defense(Smashing,Lethal,Fire,Cold,Energy,Negative, Psionic,Melee,Ranged,AoE)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed



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  15. Followup trailer is out. I've seen worse. Still have low expectations.
  16. Lots to change, but you came to the right place for tips.

    Some basics (for an SO build. IOs take things to the next level).

    1. Lose all the range slotting.
    2. Six slot fortitude 3 rech, 3 def., Six slot reg aura, 3 rech, 3 heal
    3. Rez needs only the base slot with one recharge.
    4. Stamina and health are way overslotted. cut to 3 slot stam and 1 slot health.
    5. Basic heal slotting should be 3 heal, two rech, 1 end.
    6. 1 slot Combat jumping, Acro, clear mind, stealth, invis. Swift and Super Jump
    7. Recovery Aura needs only 3 recharges.
    8. six slot Adrenalin boost 3 rech, 2 heal, 1 End mod IO.
    9. All attacks should be six-slotted (basic slotting is acc, end, rech, damx3).

    Others can give a more detailed critique, but implementing the above and playing with a buff-centric focus (cast Fortitude immediately on recharge and keep it on as many teammates as possible, and keep reg aura up as often as possible) will improve you and your teams performance considerably.

    Good luck!
  17. I don't think it does, but could someone tell me whether this proc works (on the bad guys) in a taunt aura power like Invincibility? Thanks in advance.
  18. My greatest success for purple drops is solo street sweeping around Portal Corp in PI. I seem to get about one every 2-3 hours with a fast sweeper.
  19. As a raging introvert, I look forward to both solo and increasingly epic team-requiring Incarnate end-game content. I'm wacky that way.
  20. I am somewhat hesitant to put such a substantial film into the "action" genre, because it doesn't give due credit to the non-action elements of the film, but Children of Men has two of the best long-camera-shot action sequences I've ever seen.

    Other gems to me include (in no order):
    Chocolate (the Thai martial arts bone-breaker with the autistic heroine).
    Pirates of the Caribbean (1st one)
    The Road Warrior
    Spiderman II
    Predator
    Fist of Legend
    Aliens
    Big Trouble in Little China
    The Warriors
    Silverado
    Ong Bak
    Conan the Barbarian
    Blade and Blade 2
    The Terminator and T2
    Underworld and Underworld 2
    Desperado
    El Mariachi
    All of the Bourne movies
    Raiders of the Lost Ark

    aaaand adding my strong endorsement for Brotherhood of the Wolf. There's really not another movie like it.
  21. Just watched Summer Wars ( movie ) and liked it. Kind of Miyazaki style character animation with strong family themes mixed with a playful out-of control AI that threatens the whole planet. Link (watch in series via the Video Mirrors tab)
  22. It's a great pairing. It is essentially a purely ranged blaster. I suggest adding the Electric epic for shocking bolt to add a second hold to freezing touch (which is of course NOT ranged), and a good panic button in EM Pulse. Ice Patch is a bread and butter soloing tool and tank aid (for pulling tanks mostly), but the real gem in /Ice is Shiver which can slow a room to a crawl (in both recharge and movement speed) in one shot (and which recharges in 12s unlike the controller version 30s). Rain of Arrows is a brutal around the corner/over-the-fence/no-line-of-sight-required, quick recharging, crash-less nuke which you will fall in love with and which will provide the bulk of your team damage output once you get it slotted up.

    I strongly endorse this combo.
  23. IMO /Ice is a great complementary secondary with both Chilblain and Ice Patch leveraging Ignite effectively, and it has Build up of course and the best defensive power in blasting, Shiver. Very satisfying range extension is available in cheap Dam/range HOs (for endgame) and Alpha slotting, as well as in several IO sets. Keep in mind the base range for Full-Auto is 80ft, as is the underrated M30-Granade, which is usually plenty long for most situations.
  24. I am currently loving my lvl 45 (and fairly well IO'd Grav/Rad troller) but can see everyone's point about it being the worst of the control sets. Propel needs more damage and Dimension Shift needs to go away (but of course won't). I'd like to see it replaced with an thematically awesome AoE Lift . I think most who find it an effective control set combine it with control heavy secondaries like Storm and Rad (EMP ftw!). I think one of the great issues with Wormhole's team unfriendliness is the cast time. Cut it down to 1-ish sec. like Stalagmites and there would be many fewer instances of "late delivery" to the team. It's amazing the difference that even 2 seconds can make in turning a helpful action into a hindrance on a fast moving team.

    I also find my Peacebringer to be an under-performer and have a rather odd suggestion for improving their player love. Many players have correctly identified one of the issues with PBs (and to a lesser extent WSs) to be slot shortages (ironically exacerbated by inherent fitness). My suggestion is to give Khelds the option to select 3 slots in lieu of powers from level 35 on. That would allow Kheldians to satisfyingly slot their chosen powers. A potential total of 18 additional slots (at level 50) could, at the price of fewer (frequently superfluous) powers, make Kheldians much more appealing to many players.