ChillBlaze_NA

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  1. I did my 11 missions to switch sides and it shows that I'm a villian now. I waited for the change so i could respec and gain the villian epic pwr set. I tried my respec, but i only have the hero epics to choose from. what am i doing wrong?
  2. I put this together real quick at work, but I think it will get similar #'s to some above builds, but will also give you better recharge for your Lightning Rod and should be cheaper. Multi-strikes are cheap and even free if you AE farm for tickets. Those Oblit sets are very expensive. Of course, there are a couple expensive things in my build, too. The unique IO's for Steadfast Def 3%, Regen tissue, Perform Shifter and Kismet 6% aren't cheap. However, if you run some AE missions, you can pretty easily get those by buying the 10-30 lvl bronze random receipe rewards. They are random, but I seem to get them pretty easily with 4000 tickets or less. Plus you will get some stuff that you can sell to help pay for the ones you dont get, or other things you'll need to buy. Finally, the Luck of the Gambler recharge IO is EXTREMELY expensive. I suggest running 4-5 TF's and using merit rewards to buy it. It takes 200, but to buy it from WW's will be in the hundred millions. That is ok if you're rolling in cash, but that is a lotta jack for just one IO, IMHO.

    Oh well, its just a thought, but I think this is a budget build that will give you all you need to tank well. Later on, you can swap out the multi-strikes for oblits, if u really want to. By the way, with this build, you will never run out of endo. I like endo overkill, nothing sucks more than running out of end or waiting for it to rest up. When I19 comes out you will get stamina and health for free. That will free up 3 new pwrs for you. If you keep energy epic, laser beam eyes is a good pwr to take as the decimation and entropic sets are both very good and it will give you a ranged attack you don't have. Other than that, you still have 2 more pwrs to select at your will. Temp prot and Chain induction would be nice to add it. to me, lightning clap, rise of the phoenix and jacobs is a waste, but that is my opinion.

    happy family gaming

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Electrical Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(3), TtmC'tng-EndRdx(9), S'fstPrt-ResDam/Def+(11), S'fstPrt-ResDam/EndRdx(11), S'fstPrt-ResKB(13)
    Level 1: Charged Brawl -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg(43), C'ngImp-Dmg/Rchg(43)
    Level 2: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal(3), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-EndRdx/Rchg(34)
    Level 4: Havoc Punch -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg(43), C'ngImp-Dmg/Rchg(45)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Consume -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(15), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc(17), Efficacy-EndMod/EndRdx(27), Efficacy-EndMod(27)
    Level 10: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(15), M'Strk-Dmg/Rchg(21), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(31)
    Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-EndRdx(36)
    Level 14: Health -- RgnTis-Regen+(A)
    Level 16: Thunder Strike -- FrcFbk-Rechg%(A), M'Strk-Acc/Dmg(21), M'Strk-Dmg/EndRdx/Rchg(25), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34)
    Level 18: Burn -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(19), M'Strk-Acc/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(23), M'Strk-Dmg/EndRdx/Rchg(25)
    Level 20: Stamina -- P'Shift-End%(A), EndMod-I(33)
    Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 24: Combat Jumping -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(33)
    Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(46)
    Level 28: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(29)
    Level 30: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rchg(36), Mocking-Acc/Rchg(45), Mocking-Taunt/Rchg/Rng(45), Mocking-Taunt(46), Mocking-Taunt/Rng(46)
    Level 32: Kick -- Empty(A)
    Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(37), RctvArm-EndRdx(37), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48)
    Level 49: Physical Perfection -- Heal-I(A), EndMod-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 13% Defense(Smashing)
    • 13% Defense(Lethal)
    • 10.19% Defense(Fire)
    • 10.19% Defense(Cold)
    • 7.375% Defense(Energy)
    • 7.375% Defense(Negative)
    • 3% Defense(Psionic)
    • 15.5% Defense(Melee)
    • 8% Defense(Ranged)
    • 12.69% Defense(AoE)
    • 1.8% Max End
    • 4% Enhancement(Heal)
    • 40% Enhancement(RechargeTime)
    • 23% Enhancement(Accuracy)
    • 5% FlySpeed
    • 175.69 HP (9.375%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 6.6%
    • MezResist(Sleep) 7.15%
    • MezResist(Stun) 7.15%
    • MezResist(Terrorized) 2.2%
    • 7% (0.117 End/sec) Recovery
    • 20% (1.565 HP/sec) Regeneration
    • 4.095% Resistance(Fire)
    • 4.095% Resistance(Cold)
    • 5% RunSpeed
  3. Well.....that is a pleasant surprise.

    Thanks for the info guys/gals.
  4. I have a real quick question that I'm sure is burried in the forums somewhere, but I'm hoping someone can support my laziness and tell me anyway

    As a two year plus veteran, I have a few respec vet rewards available. My question is "do I get just one respec for the entire accout for each reward, or do I a respec reward for every existing character on my account per reward?

    Thanks in advance for the help.
  5. From reading your post, I'd say you may get some ideas from the spines/electric armor thread I posted a week ago. It's a different armor set, but you may get some ideas to tweak your build. Food for thought anyway.
  6. Very interesting. There are some serious pick-ups on Melee and S/L def from the oblit and KC sets, as well as some recharge time and accuracy. I would lose an almost equal amt of AOE def, but I would certainly be encountering more Melee and S/L than AOE. I think I'll play around with the #'s some more. Your build certainly adds to its effectiveness, but at a cost. The 3 oblit sets and the 2 KC will be costly, not to mention the extra LoTG recharge. However, there is no arguing that it would seriously boost def and survivability.

    In summary, I'd say your version or most of it would be the way to go if you have the $. I'd say mine is the economy version. Both viable, but in different ways.

    Thanks, I will have to look at a possible compromise between the two, but it has me thinking....for sure.
  7. Edited since I don't know what I was thinking

    I got to thinking about amazing's ideas of upping def and think maybe I've struck a compromise. Much better def than I had before, w/out losing my recharge. Still some expensive sets to fill, but don't see a way around it.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Lunge -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(5), S'ngH'mkr-Dmg/EndRdx/Rchg(5)
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-EndRdx(7), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(11), RctvArm-EndRdx/Rchg(13)
    Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(17)
    Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-EndRdx(15), RctvArm-ResDam/Rchg(17), RctvArm-EndRdx/Rchg(25)
    Level 6: Combat Jumping -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(43)
    Level 8: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(11), AdjTgt-ToHit/EndRdx/Rchg(34), AdjTgt-EndRdx/Rchg(34), AdjTgt-ToHit/EndRdx(46)
    Level 10: Static Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(43)
    Level 12: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    Level 14: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(29)
    Level 16: Grounded -- ResDam-I(A)
    Level 18: Quills -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 22: Energize -- Numna-Regen/Rcvry+(A), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(23), Numna-EndRdx/Rchg(25)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(34), RctvArm-EndRdx(40), RctvArm-ResDam/Rchg(40), RctvArm-EndRdx/Rchg(40)
    Level 28: Lightning Reflexes -- Run-I(A)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(45)
    Level 32: Throw Spines -- Posi-Dam%(A), Posi-Dmg/Rchg(33), Posi-Acc/Dmg(37), Posi-Dmg/EndRdx(37), Posi-Acc/Dmg/EndRdx(37)
    Level 35: Power Sink -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc(36), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod(42), Efficacy-EndMod/EndRdx(42)
    Level 38: Ripper -- FrcFbk-Rechg%(A), Sciroc-Dam%(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Acc/Rchg(39), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Dmg(43)
    Level 41: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(50)
    Level 44: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
    Level 47: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Power Surge -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 13.5% DamageBuff(Smashing)
    • 13.5% DamageBuff(Lethal)
    • 13.5% DamageBuff(Fire)
    • 13.5% DamageBuff(Cold)
    • 13.5% DamageBuff(Energy)
    • 13.5% DamageBuff(Negative)
    • 13.5% DamageBuff(Toxic)
    • 13.5% DamageBuff(Psionic)
    • 14.25% Defense(Smashing)
    • 14.25% Defense(Lethal)
    • 6.438% Defense(Fire)
    • 6.438% Defense(Cold)
    • 7.375% Defense(Energy)
    • 7.375% Defense(Negative)
    • 3% Defense(Psionic)
    • 17.06% Defense(Melee)
    • 6.125% Defense(Ranged)
    • 9.875% Defense(AoE)
    • 2.25% Max End
    • 60% Enhancement(RechargeTime)
    • 45% Enhancement(Accuracy)
    • 6% Enhancement(Heal)
    • 100.4 HP (7.498%) HitPoints
    • MezResist(Immobilize) 8.25%
    • MezResist(Stun) 6.6%
    • 7% (0.117 End/sec) Recovery
    • 62% (3.466 HP/sec) Regeneration
    • 1.575% Resistance(Fire)
    • 1.575% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 4.385% Resistance(Negative)


    thanks again amazing, I think more def will help alot and I addressed some of the end issues just in case things are tighter that I had planned.

    Again, I'm willing to hear any advice or mistakes I've made.
  8. hmmmm, I really didn't realize they weren't running because of the taunt factor. I purposely chose to skip taunt, as I always do on all my scrappers and most of my tanks. maybe I should take taunt and slot it. I could give me some nice IO bonuses and possibly stop the runners? Yikes, if I do that, I don't really know what pwr I would give up. maybe I'll have to buy jet packs and kiss SJ goodbye. I really like sj, though. Oh well. I'm to lvl 31 as of today, and I will have to respec anyway. This was a work in progress and I've taken impale, which I now intend on skipping.

    Anyways, thanks for the insight.
  9. Amazing, Thanks for the work. I appreciate a different view. Now, down to business.

    I have looked at your tweeks to my build and I'm trying to analyze your changes and what I gain and lose from them. It may seem like I'm being ungrateful, but that is not intended. It is just my summary of your changes. This is what I have so far, but feel free to correct any mistakes I've made.

    Gains:
    impale- a heavy hitting single target pwr
    5.25% def to energy/neg energy (E/NE)
    6.45% def to Ranged
    .85% def to AOE
    .35 endurance usage from Stealth toggle
    5.0 recovery from re-arraning slots and IO sets

    Losses:
    .45% def to smashing/lethal (S/L)
    .35% def to fire/cold (F/C)
    1.65% def to Psionic (Psi)
    1.95% def to melee (M)
    22.5% global recharge-this is a biggie for me

    Analysis:
    1) I come up with the def #'s by "not" being able to run stealth in your build vs running it all the time with mine. However, these numbers are skewed since being discovered will lower the 4.3% def to a # I can't find. So I made an assumption that I'm sure someone can correct. In order to compensate for the # I don't have, I just cut the 4.3% in half to 2.15%. Again, this is wrong, but should be pretty close. Agreed, I'm using stealth simply for the global recharge and the slight def boost. Since I'm mostly solo'g, I dont think agro is an issue. If your the only game in town, you can't help be get the attention

    2) The small recovery increase and the end drain decrease that your build offers is a help, but with the 18 second power sink, and the 25% increase that my build doesn't show from having stamina, the 20% chance of gaining 10 end every 10 secs or so from the IO slotted in stamina, the 100% increase in recovery while power surge is on.....makes me think end shouldn't be an issue. Plus, I will have only a 7 second per activation of energize that WON'T have the 59.6% end reduction. I can certainly be wrong, but I think endo won't be an issue, and if it is, the small diff in builds seems marginal.

    3) Impale is a great single target dmg pwr, but my plan is to use the multi-target pwrs as often as possible which should be quick since the recharge times for my main 3 pwrs are "Ripper" 3.63 secs, "Throw Spines" 4.34 secs and "Spine Burst" 4.7 secs. And Lunge is every 1.289 sec which can fill in the dead spots of my attack chain.

    4) on a side note, I like the 10% chance of recharge every 3.63 secs that I use ripper. it is certainly not a game breaker, but that just makes my def, heal and recovery powers come that much faster.

    Again, I appreciate the help and I may have made some serious mistakes in my analysis, but the changes don't really seem to meet my goals. I think you build is certainly viable and I'm sure they fit your needs well.
  10. Quote:
    Originally Posted by Shred_Monkey View Post
    There's one catch to your plan. If you're soloing large spawns, you'll have a lot of runners... on teams, not so much, but solo you'll be chasing 2-4 runners every spawn. I have a very well built spines/elec so I know this from expierience. He's great on teams... he'll make any team kill faster. But I rarely play him solo due to the annoyance factor.


    So there is a fear factor to spines or ele armor? Or, is it just the normal "this guy is dropping us like a bad habit, I'm out here" stuff?


    on my EM/SD scrapper running x8, I often have a one or two from each mob run from me, but I don't chase'em. They either come back to the fight or they live to fight another day. When I'm farming, I don't have to clear all.


    BTW, since you said you have built one of these guys.....is the multi-target dmg good? My entire intention with this build is to do good multi-target dmg and I already have a burner and a EM/SD. The EM/SD scrapper just destroys the masses, but even with high recharge, I don't like waiting for recharges. The fire/ice tanker does about the same, but with less button pushing. From the looks of it, the recharge of the mass dmg attackes and toggles appear to be less dmg/per, but a whole lot more activations in less time. Anyway, the multi-target dmg potential of this build looks great to me theory, but that doesn't mean it is actually that way.
  11. I would not like to be pigeon holed into fighting only one kind, but I do realize that fighting energy based enemies would be to my advantage. Also, this build doesnt have stamina in it because it will be inherent soon. As i mentioned, i'm hoping that I can get by with the PS %recovery IO in stamina and the fact that power sink happens every 18 seconds. However, if not, I'll have to steal a slot or two from something to boost it.

    I have never done a spines or electric armor, so this was all done with no experience in those sets. Therefore, I'll take any help because I can very easily not be aware of something that is obvious to others and very important. So don't worry about stepping on my toes.
  12. I'm an old player that has just come back recently, so there are lots of changes I am sure I'm not aware of, so feel free to inform me where I've gone wrong, if so. Please look at this build and see if this could work. Constructive insight is welcome.

    My concept is to have a mass dmg dealer with survivability (that isn't the no brainer builds that everyone has). So, I thought that a spines/electric could possible fit the bill. I built for soft cap def with shadow meld (SM)that is on a little less than 1/2 the time. I also have power surge (PS) that can be on a little more than 1/2 the time. The idea is that if needed, I would alternate these two powers. I understand that SM is a quicker power (leaving me w/out PS at times, but think it's managable w/the following:
    1. force feedback chance for recharge
    2. crunching small purples when needed
    3. strong offense that hopefully compensates for less def

    I have money, but not the kind needed to purple out this build, nor do I have the desire to do such. It will be expensive enough as is. BTW, I left out fitness pool since it will be auto. I am hoping that one slotting a regenative tissue %regen and Performance shifter %recov will be enough. I assume that with the electric armor set, recovering stamina should be no problem, and my regen will already be pretty high. So keeping my fingers crossed. If not, I'll have to rob a slot here and there to compensate.


    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    ElectricHaze: Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(50), C'ngImp-Dmg/EndRdx/Rchg(50)
    Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(7), TtmC'tng-EndRdx/Rchg(9), TtmC'tng-ResDam/EndRdx/Rchg(11), TtmC'tng-ResDam(15), TtmC'tng-EndRdx(15)
    Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(39)
    Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/EndRdx(31)
    Level 6: Combat Jumping -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(46)
    Level 8: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(11), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(48), AdjTgt-Rchg(48)
    Level 10: Static Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46), S'fstPrt-ResDam/EndRdx(50)
    Level 12: Super Jump -- Jump-I(A)
    Level 14: Lightning Field -- Oblit-Dmg(A), Oblit-%Dam(19), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29)
    Level 16: Grounded -- RctvArm-ResDam(A), RctvArm-EndRdx(45), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 18: Quills -- Erad-Dmg(A), Erad-%Dam(19), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
    Level 22: Energize -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(23), Numna-Heal(25)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(33)
    Level 28: Lightning Reflexes -- Run-I(A)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33)
    Level 32: Throw Spines -- Posi-Dam%(A), Posi-Dmg/Rchg(33), Posi-Acc/Dmg(34), Posi-Dmg/EndRdx(34), Posi-Acc/Dmg/EndRdx(34)
    Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(42)
    Level 38: Ripper -- FrcFbk-Rechg%(A), Sciroc-Acc/Dmg(39), Sciroc-Dam%(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(40)
    Level 41: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43)
    Level 44: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
    Level 47: Stealth -- LkGmblr-Rchg+(A)
    Level 49: Power Surge -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run


    From what I can see, this would deal good multiple target dmg and hopefully be able to take some punishment even if small purples are used to supliment.

    I put this together at work and haven't really studied this as hard as I usually do. However, I wanted to get some feedback from the experts Please outline shockingly stupid mistakes as well as any small ones. Or any advice you may want to add. Again, I solo alot and farm. Keep that in mind.
  13. I have read the forums about slotting a unique IO (regenerative tissue + regen), but I want to make sure I get what I'm wanting before crafting and slotting it. So here goes.....If I slot that unique IO in my Health power, will I get a constant 25% bonus to regen?
  14. Thanks a ton, that is exactly what I was looking for. Odly, I searched the forums, but forgot to search wiki....duh!
  15. I'm a returning player that left right after salvage was introduced. I'm trying to get a handle on it now. I have to buy most of my recipes and salvage since I haven't been on the last 4 yrs farming. Of course, that means my funds are low, too. Since, the storage capability in this game sucks, I can't really save stuff to my liking. Anyway, I'm finding out that salvage can be very expensive for even tier 2 stuff. Is there a list somewhere that tells me what group of enemies drops specific types of salvage? I have searched the forums, but haven't found anything yet. I don't mind farming for salvage because I can't see paying a million+ for a tier 2 item. I know lots of peeps here have billions, but I don't. Anyone able to help?
  16. Thank you very much for the detailed help. That is what I was looking for. Just a question or two for you, though.

    1. Are you saying I don't need hasten, or that I need hasten to get almost to perma mind link?

    2. I noticed alot of the sets you put into the build were lvl 30ish (or less that 50). So that means as I hit 30, for example, I should start slotting all of the 30's set IO's in that lvl. I suppose what I'm saying is, I don't have to wait for a final respec to start plugging these things in. I can plug as I pick them up.

    3. I noticed that you didn't put in set's for health and end. Is that because they really aren't worth it, or that because the cost to benefit was out of budget?


    And I really appreciate the help. This helps me and you explained well. I may post a scrapper build for help, too. I have a new Electric/Shield that is lvl 20ish. Anyway, that is for another time. Ty again for all the effort!
  17. I recently have come back after a 4 year lay-off. I played for about 2 years and left right when the salvage system started. I have tried to read up about the invention system, but I'm really confused. I understand the big picture, but can't grasp the details enough to decide what to slot and how. Therefore, I'm hoping some of you vet's can help me. There are some conditions I'd like to request. Firstly, if possible, I'd like to not just get a quick answer of "put (x) slots in this power and use this set to fill it". Rather, I would love a little more reasoning as to why you advise that. Secondly, I am not rich with influence/infamy and I'm on a tight budget. I have seen some recipes go for $200,000,000 each (not including the salvage to build them), and I don't have but about $60,000,000 total. Granted, I will be earning as I go, and I have some good friends that have played forever willing to help. I am not looking for "god mode", I just want a reasonable build that is affordable to fund w/out selling my soul. So don't fill this with all ultra rares that would cause me to mortgage my home.

    I'll take whatever advice I can get, but I really want to understand the why's of your choices so that I can do it myself on my other builds. I have a black widow around lvl 33 now, so lets work on it. I can take constructive help on the build itself, but I'm more interested in slotting and filling those slots ( and more importantly, why I should do it that way). Here goes. Thanks in advance for the help.

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Widow
    Primary Power Set: Night Widow Training
    Secondary Power Set: Widow Teamwork
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Poison Dart
    • (A) Empty
    • (5) Empty
    • (17) Empty
    • (42) Empty
    • (42) Empty
    • (42) Empty
    Level 1: Combat Training: Defensive
    • (A) Empty
    • (3) Empty
    • (7) Empty
    Level 2: Combat Training: Offensive
    • (A) Empty
    • (3) Empty
    • (7) Empty
    Level 4: Tactical Training: Maneuvers
    • (A) Empty
    • (5) Empty
    • (11) Empty
    • (17) Empty
    • (39) Empty
    Level 6: Hurdle
    • (A) Empty
    Level 8: Follow Up
    • (A) Empty
    • (9) Empty
    • (9) Empty
    • (31) Empty
    • (37) Empty
    • (37) Empty
    Level 10: Indomitable Will
    • (A) Empty
    • (11) Empty
    Level 12: Lunge
    • (A) Empty
    • (13) Empty
    • (13) Empty
    • (27) Empty
    • (31) Empty
    • (31) Empty
    Level 14: Health
    • (A) Empty
    • (15) Empty
    • (15) Empty
    • (40) Empty
    • (48) Empty
    • (48) Empty
    Level 16: Smoke Grenade
    • (A) Empty
    Level 18: Slash
    • (A) Empty
    • (19) Empty
    • (19) Empty
    • (34) Empty
    • (34) Empty
    • (34) Empty
    Level 20: Stamina
    • (A) Empty
    • (21) Empty
    • (21) Empty
    • (46) Empty
    • (48) Empty
    • (50) Empty
    Level 22: Combat Jumping
    • (A) Empty
    • (23) Empty
    • (23) Empty
    • (27) Empty
    • (50) Empty
    • (50) Empty
    Level 24: Mind Link
    • (A) Empty
    • (25) Empty
    • (25) Empty
    • (37) Empty
    • (43) Empty
    • (45) Empty
    Level 26: Mental Training
    • (A) Empty
    Level 28: Hasten
    • (A) Empty
    • (29) Empty
    • (29) Empty
    Level 30: Super Jump
    • (A) Empty
    Level 32: Mask Presence
    • (A) Empty
    • (33) Empty
    • (33) Empty
    • (33) Empty
    • (40) Empty
    Level 35: Tactical Training: Leadership
    • (A) Empty
    • (36) Empty
    • (36) Empty
    • (36) Empty
    • (40) Empty
    Level 38: Foresight
    • (A) Empty
    • (39) Empty
    • (39) Empty
    Level 41: School of Sharks
    • (A) Empty
    • (43) Empty
    • (43) Empty
    • (46) Empty
    Level 44: Arctic Breath
    • (A) Empty
    • (45) Empty
    • (45) Empty
    • (46) Empty
    Level 47: Elude
    • (A) Empty
    Level 49: Super Speed
    • (A) Empty
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Conditioning
    Level 6: Ninja Run
    ------------