DeathHarvester

Apprentice
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  1. DeathHarvester

    SD/SS IO Build

    In your build? Or are you talking about using my build and drop CJ for hasten? I have both. Not sure if your talking about another build or the one I posted, just incase you were talking about mine wanted to let you know that I do have them both in my build incase you just overlooked hasten by chance
  2. DeathHarvester

    SD/SS IO Build

    I went with cardia at first, but now that I've got all the other incarnate powers I'm working on switching over to spiritual so I can get hasten perma. Haven't been able to play in a while now, so hoping to get back to him and see how that goes, if I seem to have to much end problems I'll switch back, maybe go back and fourth depending on if I'm on a team and what type of buffers are with me.
  3. DeathHarvester

    SD/SS IO Build

    Here's the build I"m currently running in game, you can make some tweaks that would suit your play style better. Not saying it's a great build, but I've had some good luck with it so far. Hope it helps.

    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(3), LkGmblr-Rchg+(5), ResDam-I(5), ResDam-I(7)
    Level 1: Jab -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(7), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(9), Hectmb-Dam%(11)
    Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(11), LkGmblr-Def(13), LkGmblr-Rchg+(13)
    Level 4: True Grit -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx(15), Numna-Heal(15), ResDam-I(17), ResDam-I(17), S'fstPrt-ResDam/Def+(19)
    Level 6: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(23)
    Level 8: Active Defense -- HO:Membr(A), HO:Membr(23), HO:Membr(29)
    Level 10: Against All Odds -- EndRdx-I(A)
    Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(25), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(27), Mocking-Taunt/Rng(27), Mocking-Rchg(29)
    Level 14: Combat Jumping -- DefBuff-I(A)
    Level 16: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31)
    Level 18: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 20: Knockout Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam(34)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36)
    Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(39), GSFC-Build%(39)
    Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(40), LkGmblr-Rchg+(40)
    Level 32: Grant Cover -- LkGmblr-Rchg+(A)
    Level 35: Aid Other -- Heal-I(A)
    Level 38: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(42)
    Level 41: Aid Self -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(45), Dct'dW-Rchg(45), Dct'dW-Heal/EndRdx(45), Dct'dW-EndRdx/Rchg(46), IntRdx-I(46)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Physical Perfection -- Numna-Heal(A), Numna-Heal/Rchg(48), P'Shift-EndMod(48), P'Shift-End%(48), Numna-Regen/Rcvry+(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Total Core Revamp
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(43), Mrcl-Rcvry+(43)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(43), P'Shift-EndMod/Acc(46)



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  4. Ok well I've tweaked my build a bit from the suggestions I've received, think I will be going with cardiac, I feel as though I've got my recharge to be good enough and when the pric in fissure fires off it'll help out aswell. If I wanted to cut the cost a bit, could I swap out some of the LotG def/end and def enhan. with some chepaer ones? Or is the extra regen and hp bonuses worth the influ being a controller? I made a couple other builds, 1 build I took the medicine pool, and another build I took spirit tree, I kinda would like to have one or the other (I should remember to save and save often, unfortunally I don't so therefore I had stepped away for a bit and my computer ran a scan and download that required it to restart so now I have neither of those builds left and not sure if I want to try and redo them all over again when I've got this one that seems to be a decent build atleast to me anyways)

    Sorry for the rambling, but here's my revised build

    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Storm Summoning
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-Acc/Rchg(9), BasGaze-Rchg/Hold(9)
    Level 1: Gale -- Acc-I(A)
    Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Dmg/EndRdx(5), Posi-Dam%(5), Immob-I(7)
    Level 4: Snow Storm -- EndRdx-I(A)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Seeds of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(15), CoPers-Acc/Rchg(15), CoPers-Conf/EndRdx(21), CoPers-Conf%(23)
    Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def(11)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Freezing Rain -- Achilles-ResDeb%(A), Posi-Dam%(17), ImpSwft-Dam%(17), ShldBrk-%Dam(19), RechRdx-I(19), RechRdx-I(21)
    Level 18: Vines -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(34)
    Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(27), DarkWD-Rchg/EndRdx(40), DarkWD-ToHitDeb(46)
    Level 22: Boxing -- P'ngS'Fest-Stun%(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(25), S'fstPrt-ResDam/EndRdx(25)
    Level 26: Carrion Creepers -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(37), Posi-Dmg/Rchg(37), Ragnrk-Dmg/Rchg(37), Posi-Dam%(40), ImpSwft-Dam%(46)
    Level 28: Thunder Clap -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(29), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(34)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
    Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33)
    Level 35: Tornado -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36)
    Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40)
    Level 41: Fissure -- Posi-Acc/Dmg(A), AirB'st-Acc/Dmg(42), Det'tn-Acc/Dmg(42), Posi-Dam%(42), ExStrk-Dam%(43), FrcFbk-Rechg%(43)
    Level 44: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Dmg/EndRdx(46)
    Level 47: Earth's Embrace -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(48), Dct'dW-Rchg(48), Dct'dW-Heal/EndRdx(48), Dct'dW-EndRdx/Rchg(50)
    Level 49: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Containment
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23)



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    any other tweaks or suggestions that I should consider?

    Thanks yet again!
  5. Could I get some more opinions/suggestions on this idea:

    Was thinking about dropping hurricane, boxing, tough, and weave and picking up
    aid other, aid self, maneuvers, and acrobatics

    Any thoughts or comments on that?

    I"ve got a build for both ways, and my old build has been redone a bit, will post 1 or maybe both of them to get some more pointers based on the comments I get from this post.

    Thanks again!
  6. I'm leading more towards using my plant storm for incarnate trials before my fire/storm and wanting some advice and help on my build. I've got hasten perma and if I go with spirtual I could actuallly drop a slot and use it else where, with a little bit of tweaking I might even be able to drop 2 slots. I didn't really have a certain goal in mind as far as my sets go so I just kinda picked and placed my enhan (well no goal for sets, but was trying to get procs worked in). Was wanting to try a few more things to the build before posting it, but I'm having to leave for a bit so figured I'd go ahead and put it out there so i'll have some suggestiong waiting when I get back. Thanks for all the hlep in advance

    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Storm Summoning
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-Acc/Rchg(9), BasGaze-Rchg/Hold(9)
    Level 1: Gale -- FrcFbk-Rechg%(A)
    Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Dmg/EndRdx(5), Posi-Dam%(5), RechRdx-I(7)
    Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(40)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Seeds of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(15), CoPers-Acc/Rchg(15), CoPers-Conf/EndRdx(21), CoPers-Conf%(23)
    Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def(11)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Freezing Rain -- Achilles-ResDeb%(A), Posi-Dam%(17), ImpSwft-Dam%(17), ShldBrk-%Dam(19), RechRdx-I(19), RechRdx-I(21)
    Level 18: Vines -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(34)
    Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DampS-ToHitDeb/EndRdx(46)
    Level 22: Boxing -- P'ngS'Fest-Stun%(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(25), S'fstPrt-ResDam/EndRdx(25), Aegis-ResDam/EndRdx(27)
    Level 26: Carrion Creepers -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(37), Posi-Dmg/Rchg(37), Ragnrk-Dmg/Rchg(37), TotHntr-Dam%(40), ImpSwft-Dam%(46)
    Level 28: Thunder Clap -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(29), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(34)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
    Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33)
    Level 35: Tornado -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36)
    Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40)
    Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dam%(43), ExStrk-Dam%(43)
    Level 44: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Dmg/EndRdx(46)
    Level 47: Earth's Embrace -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(48), Dct'dW-Rchg(48), Dct'dW-Heal/EndRdx(48), Dct'dW-EndRdx/Rchg(50)
    Level 49: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
    Level 50: Spiritual Radial Paragon
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Containment
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(23)



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  7. After playing around on mids with both combos it seems that either one I choose is going to be a bit of a challenge. Seems I just don't have enough slots to place, so many powers from both sets could use several slots each. Which leads me to think this might be the best way to go

    Instead of trying to build for any certain type of bonuses I'm leading towards trying to frankelslotting most of the powers. With that it seems I'll get the best outcome for the majority of my powers then trying to build for any certain type of bonuses. From all of you that have made these slot hog combos, does this sound like the best and maybe really the only way to go? Even frankenslotting I still feel as though I'm cutting some powers short of enhancment, and unable to use as many procs as I would like.

    With the incarnate abilities, maybe that'll be able to help me out a bit, would it be a good idea to cut only 1 certain type of enhancement short on my powers and go that route on my incarnate ability to make up for that?

    If anyone has some more helpful info on the best ways to slot for such demanding powers it would be appreciated.
  8. Still haven't decided for sure which I'm going with yet, trying to put a build together for each, which leads me to another question. IS vines or ciders worth taking? I could see them coming in handy if I was to get in a bit of trouble and need the group hold for a moment, but with the recharge time makes me think I could skip it and be just aswell. Whats your thoughts on those powers? Also seems that I should have enough help from other powers if I need a moment to get away with the right placement and/or the right moment for using a certain power.

    Also any suggestions for pool powers? And for my epic, it's between mace (for def to smash,lethal and energy) ice (for s/l def, hibernate, and ice storm) then there's stone (for s/l def, and EE), seems to me both combos can be very good with several different power pools and epics played right. Love all the new options the game has now in making builds but hate the decesion making heh.

    thanks again
  9. DeathHarvester

    SD/SS Interface

    Been seeing debates on the best interface to go with, but unless I've missed it somewhere I haven't seen it talked about on tanks that doesn't have a damage aura or with several powers that does DoT. So with that being said what would be the best route for a SD/SS tank? I'm wanting to maxamize my damage, so would I go with -res or a chance for damage, or neither one of those and something different all together?

    Unable to post my build atm, but if that would help with your suggestiong and thoughts I will be able to post it just let me know if I need to.

    Also on a different note, I've seen some post saying that if you choose Spirtual as your alpha for the +rech that it will effect your other incarnate abilities, does anyone know for sure if this is true? To kinda go along with that I've seen the same thing posted about (it's late and I'm not thinking to good atm so the name escapes me) the power in destiny if you go with the one that grants +rech will also effect your incarnate abilities wondering if there's any truth to that aswell?

    Thanks for the info!
  10. I'm thinking of making my next incarnate running toon a controller and was wondering which would be better fire/storm or plant /storm? Those are the two I narrowed it down to although I have several other combos so if there's suggestions for different combo to consider feel free to suggest.

    With the new incarnate abilities and having the proc dmg was thinking several of the powers should do some very nice DoT (could be wrong if so please fill me in). If either build would be good farming that would be a plus, but most of all just wanting to do some nice damage and controlling.

    Thinking that both fire and plants group immobilize has -kb, haven't played either toon in a long time, so am I remembering correctly in thinking that? If so, wouldn't tornado do very well slotted for damage?

    Also with the damage proc, what would benefeit in /storm? Not sure just wondering if tornado, freezing rain, and maybe lighting cloud?

    On the same note, would the group immob. also have a chance for the proc to do more DoT? Also what about bonfire, would it work there as well? If so to both accounts, would fire cages followed by bonfire be a good combo to use?

    Any type of help, ideas, suggestions would be greatly appreciated. If i'm misunderstanding how the procs work (which is a VERY high possibility) if anyone is able to explain and help me understand the powers and how procs work in certain powers would be highly appreciated aswell.

    Thanks in advance to all those who are able to help me on my journey of decesion making and proc understanding!
  11. Usually I like messing around on mid's but for some reason this build is getting annoying to me trying to work some numbers out, perhaps it's because I haven't played an elec or even a wm tank before so really not sure what to expect or powers to go for. Seems that I'm going to want just about all the powers for both sets, is that going to be the case? On this type of build what should I be going for? What I would like is +rech., soft cap (or within 1 small luck) energy resis cap and as close to S/L resis cap as possible, as stated not knowing about EA I might be wanting all the wrong things. Here is a very quickly put together build that needs ALOT of help, but I figured it'll be better to post a bad build that atleast gives a starting point then no build at all. Thanks to all in advance that has anytype of help. suggestions, or comments.


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

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: War Mace
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Speed

    Hero Profile:
    Level 1: Charged Armor -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(3), Aegis-ResDam:50(3), Aegis-EndRdx/Rchg:50(5), Aegis-ResDam/Rchg:50(5)
    Level 1: Bash -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(19), Mako-Dmg/Rchg:50(19), Mako-Acc/EndRdx/Rchg:50(21), Mako-Acc/Dmg/EndRdx/Rchg:50(21), Mako-Dam%:50(29)
    Level 2: Conductive Shield -- Aegis-ResDam/EndRdx:50(A), TtmC'tng-ResDam/EndRdx:50(7), ImpArm-ResDam/EndRdx:40(7)
    Level 4: Jawbreaker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(11), Mako-Dmg/Rchg:50(13), Mako-Acc/EndRdx/Rchg:50(13), Mako-Acc/Dmg/EndRdx/Rchg:50(17), Mako-Dam%:50(17)
    Level 6: Static Shield -- Aegis-ResDam/EndRdx:50(A), Aegis-Psi/Status:50(9), Aegis-ResDam/EndRdx/Rchg:50(37), Aegis-ResDam:50(37), Aegis-EndRdx/Rchg:50(39)
    Level 8: Grounded -- S'fstPrt-ResDam/Def+:30(A)
    Level 10: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(11)
    Level 12: Energize -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Heal:50(36), Dct'dW-Rchg:50(36), Dct'dW-Heal/EndRdx:50(36), Dct'dW-EndRdx/Rchg:50(37)
    Level 14: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(15), LkGmblr-Rchg+:50(15)
    Level 16: Boxing -- Acc-I:50(A)
    Level 18: Lightning Reflexes -- Run-I:50(A)
    Level 20: Clobber -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(29), Mako-Dmg/Rchg:50(31), Mako-Acc/EndRdx/Rchg:50(31), Mako-Acc/Dmg/EndRdx/Rchg:50(31), Mako-Dam%:50(34)
    Level 22: Tough -- Aegis-ResDam/EndRdx:50(A), TtmC'tng-ResDam/EndRdx:50(23), ImpArm-ResDam/EndRdx:40(23)
    Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(25), LkGmblr-Rchg+:50(25)
    Level 26: Power Sink -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod/Rchg:50(27), P'Shift-EndMod:50(39), P'Shift-End%:50(40)
    Level 28: Whirling Mace -- Sciroc-Acc/Dmg:50(A), Sciroc-Acc/Dmg/EndRdx:50(43), Sciroc-Dmg/Rchg:50(45), Sciroc-Acc/Rchg:50(45), Sciroc-Dam%:50(45)
    Level 30: Build Up -- GSFC-ToHit/Rchg:50(A)
    Level 32: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(33), GSFC-ToHit/Rchg/EndRdx:50(33), GSFC-Rchg/EndRdx:50(33), GSFC-ToHit/EndRdx:50(34), GSFC-Build%:50(34)
    Level 35: Shatter -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(46), Oblit-Dmg/Rchg:50(46), Oblit-Acc/Dmg/Rchg:50(48), Oblit-Acc/Dmg/EndRdx/Rchg:50(50), Oblit-%Dam:50(50)
    Level 38: Crowd Control -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(40), Oblit-%Dam:50(40), Oblit-Acc/Dmg/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(46)
    Level 41: Lightning Field -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(42), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Dmg/Rchg:50(42), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-%Dam:50(50)
    Level 44: Taunt -- Zinger-Dam%:50(A)
    Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
    Level 49: Assault -- EndRdx-I:50(A)
    Level 50: Cardiac Core Boost
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Run-I: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(27)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(9)



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  12. I've been working on an elec/wm tank, he's lvl 38 atm made him more for a concept build. First time I've played /WM, just curious to how it is at lvl 50? How does the damage output stack up against other secondaries, and are the attacks pretty even for ST and MT? If WM can be a good secondary, does it cost alot to get it to that point? Was thinking of deleting and rerolling him as an Elec/SS I have several /SS tanks sounds like it could be a good combo, then thought about Elec/DM strong ST attacks plus the -tohit from the attacks, thinking that would help with the harder to reach soft cap defense, then there's elec/fire as an option, I have several /fire tanks aleady aswell and it has a nice mixture of st and mt attacks.

    The two main things I guess i'm looking for are

    1) For those who've played /WM what do you think of that set, pros and cons?

    2) In your opionion, what would and/or could be a good secondary for elec, and
    why do you think so?
  13. How would a Elec/FF/Stone do in this situation? Would it be able to drain the minions endurance and keep it drained? Thinking if so then that would be less times your getting attacked. Also I've got a prebuild done where I focused on S/L/E defense and recharge, would that be the way to go? Thanks
  14. DeathHarvester

    My Endgame SD/SS

    Here's what I'm working on for my SD/SS, I don't have as many purples in my build and no PvP enhan. Might not be anything that your looking for but it might give you ideas on other things


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

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (3) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (3) Luck of the Gambler - Defense: Level 50
    • (5) Luck of the Gambler - Recharge Speed: Level 50
    • (5) Resist Damage IO: Level 50
    • (7) Resist Damage IO: Level 50
    Level 1: Jab
    • (A) Hecatomb - Damage: Level 50
    • (7) Hecatomb - Damage/Recharge: Level 50
    • (9) Hecatomb - Accuracy/Damage/Recharge: Level 50
    • (9) Hecatomb - Accuracy/Recharge: Level 50
    • (11) Hecatomb - Chance of Damage(Negative): Level 50
    Level 2: Battle Agility
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (11) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (13) Luck of the Gambler - Defense: Level 50
    • (13) Luck of the Gambler - Recharge Speed: Level 50
    Level 4: True Grit
    • (A) Numina's Convalescence - Heal/Recharge: Level 50
    • (15) Numina's Convalescence - Heal/Endurance: Level 50
    • (15) Numina's Convalescence - Heal: Level 50
    • (17) Resist Damage IO: Level 50
    • (17) Resist Damage IO: Level 50
    • (19) Steadfast Protection - Resistance/+Def 3%: Level 30
    Level 6: Haymaker
    • (A) Crushing Impact - Accuracy/Damage: Level 50
    • (19) Crushing Impact - Damage/Endurance: Level 50
    • (21) Crushing Impact - Damage/Recharge: Level 50
    • (21) Crushing Impact - Accuracy/Damage/Recharge: Level 50
    • (23) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    Level 8: Active Defense
    • (A) HamiO:Membrane Exposure
    • (23) HamiO:Membrane Exposure
    • (29) HamiO:Membrane Exposure
    Level 10: Against All Odds
    • (A) Endurance Reduction IO: Level 50
    Level 12: Taunt
    • (A) Mocking Beratement - Taunt: Level 50
    • (25) Mocking Beratement - Taunt/Recharge: Level 50
    • (25) Mocking Beratement - Taunt/Recharge/Range: Level 50
    • (27) Mocking Beratement - Accuracy/Recharge: Level 50
    • (27) Mocking Beratement - Taunt/Range: Level 50
    • (29) Mocking Beratement - Recharge: Level 50
    Level 14: Combat Jumping
    • (A) Defense Buff IO: Level 30
    Level 16: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
    • (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
    Level 18: Phalanx Fighting
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    Level 20: Knockout Blow
    • (A) Crushing Impact - Damage/Endurance: Level 50
    • (31) Crushing Impact - Damage/Recharge: Level 50
    • (31) Crushing Impact - Accuracy/Damage/Recharge: Level 50
    • (33) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    • (33) Crushing Impact - Damage/Endurance/Recharge: Level 50
    Level 22: Boxing
    • (A) Accuracy IO: Level 50
    Level 24: Tough
    • (A) Impervium Armor - Resistance/Endurance: Level 40
    • (33) Impervium Armor - Resistance/Recharge: Level 40
    • (34) Impervium Armor - Resistance/Endurance/Recharge: Level 40
    • (34) Impervium Armor - Resistance: Level 40
    Level 26: Shield Charge
    • (A) Obliteration - Damage: Level 50
    • (34) Obliteration - Accuracy/Recharge: Level 50
    • (36) Obliteration - Damage/Recharge: Level 50
    • (36) Obliteration - Accuracy/Damage/Recharge: Level 50
    • (36) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
    Level 28: Rage
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
    • (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
    • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
    • (39) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
    Level 30: Weave
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (39) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (40) Luck of the Gambler - Defense: Level 50
    • (40) Luck of the Gambler - Recharge Speed: Level 50
    Level 32: Grant Cover
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    Level 35: Aid Other
    • (A) Healing IO: Level 50
    Level 38: Foot Stomp
    • (A) Armageddon - Damage/Recharge: Level 50
    • (40) Armageddon - Accuracy/Damage/Recharge: Level 50
    • (42) Armageddon - Accuracy/Recharge: Level 50
    • (42) Armageddon - Damage/Endurance: Level 50
    • (42) Armageddon - Chance for Fire Damage: Level 50
    Level 41: Aid Self
    • (A) Doctored Wounds - Heal/Recharge: Level 50
    • (45) Doctored Wounds - Heal: Level 50
    • (45) Doctored Wounds - Recharge: Level 50
    • (45) Doctored Wounds - Heal/Endurance: Level 50
    • (46) Doctored Wounds - Endurance/Recharge: Level 50
    • (46) Interrupt Reduction IO: Level 50
    Level 44: Conserve Power
    • (A) Recharge Reduction IO: Level 50
    Level 47: Physical Perfection
    • (A) Numina's Convalescence - Heal: Level 50
    • (48) Numina's Convalescence - Heal/Recharge: Level 50
    • (48) Performance Shifter - EndMod: Level 50
    • (48) Performance Shifter - Chance for +End: Level 50
    • (50) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    Level 49: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (50) Recharge Reduction IO: Level 50
    • (50) Recharge Reduction IO: Level 50
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Boost
    ------------
    Level 1: Brawl
    • (A) Accuracy IO: Level 50
    Level 1: Sprint
    • (A) Run Speed IO: Level 50
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO: Level 50
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Health
    • (A) Miracle - Heal: Level 40
    • (43) Miracle - Heal/Endurance: Level 40
    • (43) Miracle - +Recovery: Level 40
    Level 2: Stamina
    • (A) Performance Shifter - EndMod: Level 50
    • (43) Performance Shifter - Chance for +End: Level 50
    • (46) Performance Shifter - EndMod/Accuracy: Level 50


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  15. So I'm wanting to try out a thugs/poison MM. Mainly I'm wanting him to be able to solo hard enemies with. I went for soft capping defense but is it costing me to much everywhere else? I've played some MM's before I don't seem to be able to stay interested in them so wanting to give this build a try.

    Also is a thug/poison a good choice to solo with and take down AV's, or is there a better combo choice then?

    I'm sure this build is going to need ALOT of work, espically with me not being use to playing MM's and not sure what to focus on, started with focusing on range defense, then wanted to go for recharge. I kinda got carried away from being curious what kind of defense I could get out of the build and lost focus on getting recharge up and ended up running out of time to go back and fix it. But here's what I came up with for a final build after losing focus on my goals I started with.

    I'm hoping for some build help and maybe a bit of direction, should I go back to my original plans and go for range defense and recharge, or should I just rework what I've got a bit and go from there? Thanks in advance for all help and suggestion!

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

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Poison
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Chill Mastery

    Villain Profile:
    Level 1: Call Thugs -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(3), BldM'dt-Acc/EndRdx:50(3), BldM'dt-Acc/Dmg/EndRdx:50(5), BldM'dt-Acc:50(5), BldM'dt-Dmg:50(7)
    Level 1: Alkaloid -- Mrcl-Rcvry+:40(A)
    Level 2: Envenom -- AnWeak-Acc/DefDeb:50(A)
    Level 4: Weaken -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(7), SipInsght-Acc/Rchg:50(43), SipInsght-ToHitDeb/EndRdx/Rchg:50(43), SipInsght-Acc/EndRdx/Rchg:50(43), SipInsght-%ToHit:50(46)
    Level 6: Equip Thugs -- EndRdx-I:50(A)
    Level 8: Hover -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(9), LkGmblr-Rchg+:50(9)
    Level 10: Neurotoxic Breath -- P'ngTtl-Acc/Slow:50(A), P'ngTtl-Dmg/Slow:50(11), P'ngTtl-Acc/EndRdx:50(11), P'ngTtl-Rng/Slow:50(36), P'ngTtl-EndRdx/Rchg/Slow:50(37), P'ngTtl--Rchg%:50(37)
    Level 12: Call Enforcer -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(13), BldM'dt-Acc/EndRdx:50(13), BldM'dt-Acc/Dmg/EndRdx:50(15), BldM'dt-Acc:50(15), BldM'dt-Dmg:50(19)
    Level 14: Dual Wield -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(27), Thundr-Dmg/Rchg:50(27), Thundr-Acc/Dmg/Rchg:50(29), Thundr-Acc/Dmg/EndRdx:50(29), Thundr-Dmg/EndRdx/Rchg:50(31)
    Level 16: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(17), LkGmblr-Def:50(17)
    Level 18: Gang War -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(19), BldM'dt-Acc/EndRdx:50(21), BldM'dt-Acc/Dmg/EndRdx:50(21), BldM'dt-Acc:50(23), BldM'dt-Dmg:50(23)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:50(42), TtmC'tng-ResDam/EndRdx:50(42)
    Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(25), LkGmblr-Rchg+:50(25)
    Level 26: Call Bruiser -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(37), BldM'dt-Acc/EndRdx:50(39), BldM'dt-Acc/Dmg/EndRdx:50(39), BldM'dt-Acc:50(39), BldM'dt-Dmg:50(40)
    Level 28: Paralytic Poison -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(31), Lock-Rchg/Hold:50(31), Lock-EndRdx/Rchg/Hold:50(33), Lock-Acc/EndRdx/Rchg/Hold:50(33), Lock-%Hold:50(33)
    Level 30: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(34), GSFC-ToHit/Rchg/EndRdx:50(34), GSFC-Rchg/EndRdx:50(34), GSFC-ToHit/EndRdx:50(36), GSFC-Build%:50(36)
    Level 32: Upgrade Equipment -- EndRdx-I:50(A)
    Level 35: Poison Trap -- LgcRps-EndRdx/Sleep:50(A), LgcRps-Sleep/Rng:50(40), LgcRps-Acc/Sleep:50(40), LgcRps-Acc/EndRdx:50(42)
    Level 38: Noxious Gas -- EndRdx-I:50(A)
    Level 41: Ice Blast -- Decim-Build%:40(A), Dev'n-Acc/Dmg:50(46), Thundr-Acc/Dmg:50(48), Decim-Acc/Dmg:40(50)
    Level 44: Hoarfrost -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Heal:50(45), Dct'dW-Rchg:50(45), Dct'dW-Heal/EndRdx:50(45), Dct'dW-EndRdx/Rchg:50(46)
    Level 47: Frozen Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(48), LkGmblr-Def:50(48)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 1: Supremacy
    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)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A)



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  16. DeathHarvester

    SD/SS Rebuild

    Here's a build that I've been working on with suggestions I've gotten from others aswell. I focused on getting soft cap, +rech, and def debuff resistance. It's not a finished build I'm sure there's ways to better it, but it's what I've got thus far. Doesn't have any psi resistance but I figured I could fill that gap with temp powers, temp buffs, inspirations if I ever get in a bind where I'm needing the resistance.

    Also on a side note, when I was putting the build together I was just picking powers and slotting as I went, haven't really looked it over to see if it's the correct order I would pick the powers in. . . .



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

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(3), LkGmblr-Def:50(3), LkGmblr-Rchg+:50(5), ResDam-I:50(5), ResDam-I:50(7)
    Level 1: Jab -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(7), Hectmb-Acc/Dmg/Rchg:50(9), Hectmb-Acc/Rchg:50(9), Hectmb-Dam%:50(11)
    Level 2: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(11), LkGmblr-Def:50(13), LkGmblr-Rchg+:50(13)
    Level 4: True Grit -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx:50(15), Numna-Heal:50(15), ResDam-I:50(17), ResDam-I:50(17), S'fstPrt-ResDam/Def+:30(19)
    Level 6: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(19), C'ngImp-Dmg/Rchg:50(21), C'ngImp-Acc/Dmg/Rchg:50(21), C'ngImp-Acc/Dmg/EndRdx:50(23)
    Level 8: Active Defense -- HO:Membr(A), HO:Membr(23), HO:Membr(29)
    Level 10: Against All Odds -- EndRdx-I:50(A)
    Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(25), Mocking-Taunt/Rchg/Rng:50(25), Mocking-Acc/Rchg:50(27), Mocking-Taunt/Rng:50(27), Mocking-Rchg:50(29)
    Level 14: Combat Jumping -- DefBuff-I:30(A)
    Level 16: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(31)
    Level 18: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
    Level 20: Knockout Blow -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(33)
    Level 22: Boxing -- Acc-I:50(A)
    Level 24: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(33), ImpArm-ResDam/EndRdx/Rchg:40(34), ImpArm-ResDam:40(34)
    Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(34), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(36)
    Level 28: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(37), GSFC-ToHit/Rchg/EndRdx:50(37), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(39), GSFC-Build%:50(39)
    Level 30: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Def:50(40), LkGmblr-Rchg+:50(40)
    Level 32: Grant Cover -- LkGmblr-Rchg+:50(A)
    Level 35: Aid Other -- Heal-I:50(A)
    Level 38: Foot Stomp -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(40), Armgdn-Acc/Rchg:50(42), Armgdn-Dmg/EndRdx:50(42), Armgdn-Dam%:50(42)
    Level 41: Aid Self -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Heal:50(45), Dct'dW-Rchg:50(45), Dct'dW-Heal/EndRdx:50(45), Dct'dW-EndRdx/Rchg:50(46), IntRdx-I:50(46)
    Level 44: Conserve Power -- RechRdx-I:50(A)
    Level 47: Physical Perfection -- Numna-Heal:50(A), Numna-Heal/Rchg:50(48), P'Shift-EndMod:50(48), P'Shift-End%:50(48), Numna-Regen/Rcvry+:50(50)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Total Core Revamp
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(43), Mrcl-Rcvry+:40(43)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(43), P'Shift-EndMod/Acc:50(46)



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  17. I do have a SD/SS that i've built up and I've ran some +4 missions with him and it was touch and go at times on surviving. So would a SD/Fire be that much better then the /SS? Would the quicker killing make him seem tougher to the point that it might not be touch and go as much? More then anything with the Stone/Fire I was just liking the outcome of the builds with getting hasten perma while in granite form. I probably enjoy running +4 missions with a full team over any other thing right now. With my stone tank I use atm he's never came close to getting killed (probably just because I haven't went against the right NPC's that is capable of doing so). Even when the team gets careless or makes a mistake and I'm the only one left standing it's kinda an adrenline rush for me. (I know for a stone tank that isn't hard to do but anyways it's fun to me). What about an Elec/Fire, my build with me elec tank is soft cap def. and seems to be more well rounded on his resistance then my other's.

    OK, so next step in the question, if I went with other then granite what primary would go best with fire and maybe be able to handle running +4 missions? Thanks again!
  18. I agree that +4 is something to do for fun. It's kinda more thrill for the kill so to say I guess. But if your doing the same mission over and over at +4 isn't that still farming? Sure I've got toons that would be much quicker when I go +2x8 or +3x6 but I usually get bored really quick doing that. Maybe it's a stupid idea about the stone/fire trying to run +4 farms, but what about the good ole way of earning stuff by doing missions? Think it's a waste of the influ and such to build a stoner the way I'm thinking and the reason behind it? The thought of it alone sounds good to me, although I've had other thoughts about builds that sounded cool and ended up well just sitting there at a certain level or ended up just using regular IO's cause I lost interest in building it the way I had planned. So if not a stone tank, then what build offers the best survivability for running regular missions at +4 and the dmg output to kill easily and the quickest? Here's the tanks that I have at lvl 50 would one of these work better or roll a new tank?

    Fire/Fire
    Invul/Em
    Invul/SS
    WP/SS
    ICE/DM
    Elec/WM
    SD/SS

    Most of I have multiples of and seems like I may be forgetting 1.
    Thought of using my SD/Elec scrapper but would it survive with the right build for what I'm wanting to do? Would it be possible to with the scrapper to kill before getting killed with? I enjoy being able to stay standing on +4 missions so what would be a good build combo for any AT that could pull that off without having to rely on team for buffs? Thanks again for any help. (Sorry if this doesn't make alot of sense, but it is late here and I've been working all day, can't focus to good atm)
  19. Well seems everyone is agreeing that /Fire/Fire is the best for mob killing. I've got a Ston/Em and a Fire/FIre and I like them both, so I've been debating on making a Stone/Fire for a while now.

    Sailboat posted that he's curious to why I would choose granite, well here's why

    I'm wanting a tank that can run +4x8 on just about any type of farm or mission there is, thinking that most people builds a toon one certain way and stick with running the same farm over and over just because that's what they can handle. So I've been wondering with a stone tank if I'll be able to do just about any farm or mission out there (I know that there are still going to be certain groups that I can't handle espically alot of psi groups). I've got 2 different builds that I've been working on latly, here's an idea of what they will achieve

    BUILD 1
    a bit over soft capped defense
    90% resis to S/L/F/C/Toxic
    81% resis to Energy
    84.2% resis to negative
    Hasten likes 15.82 secs. to be perma

    BUILD 2
    again a bit over soft capped defense
    90%resis to S/L
    84.8% resis to Fire
    89.8% resis to Cold
    70.6% resis to E/N/Toxic (toxic will be capped with earth's embrace)
    PERMA HASTEN

    so I'm just curious with having hasten perma or close to with the soft cap defense and high resistance Stone tank how it will turn out running farms and maxxed out missions

    Any suggestions or thoughts on this? Is it something worth trying or just a waste of time and money when there are other AT's that could do just as good or even better for less? Thanks for the comments!
  20. Trying to find out what most people thinks is the best secondary for a tank when it comes to thinning out a big mob. Take everything in consideration such as the dmg. a power does, the recharge on the power set anything that can determine the speed and capability of defeating big mobs. Also to keep in mind Lt's and Bosses being mixed in the group, so not only do you need/want attacks to defeat alot of minions quickly you need to have some heavy hitting ST attacks for the few left standing. Looking for what you actually think will do the quickest and the best job, even if it isn't your favorite secondary to play. I know sometimes people like to pick their favorite simply because it's well it's their favorite. I know some secondaries goes better with certain primaries, so for this argument sakes let's just go with Stone Armor as primary mainly because of it's overall toughness and the slow recharges that comes along with it. The next follow up question will be what epic set would you think fits the best? Here are my thoughts, which I may be way off so that's another reason I turned to here to get others thoughts. Hopefully my answer won't persuade what your answer will be but wanted to put mine out there aswell.

    Stone/Fire/Earth
    Stone/Fire/Fire

    Those are my two thoughts, the epic is a close call but I think Earth just inched by Fire because of the debuffs, slows, and slight damage you'll still get. Now please don't just comment on my two thoughts saying which you think is the better of the two, that is unless you agree with one of those builds. Remember I'm looking for what you really think is the best overall secondary and epic set not particulary your favorite. Also keep in mind for the point of this debate we'll be using Stone as the primary. Thanks to everyone who comments/replies to this opinion debate.
  21. Well here's yet another rough draft of a build. Been switching things around while working on the build, so the powers may or maynot be picked in this order. Also this seems to be a cheaper build then the others and 1 small purple away from being soft cap when I need it. Let me know how this one stacks up against the others. It seems to be a more well rounded build, should I just start all over and aim for soft cap S/L, or is this one a good start? Thanks yet again.

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

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: War Mace
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Leadership

    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(11), RctvArm-ResDam/EndRdx/Rchg:40(17)
    Level 1: Bash -- Mako-Acc/Dmg:50(A), C'ngImp-Acc/Dmg:50(3), T'Death-Acc/Dmg:40(3), F'dSmite-Acc/Dmg:40(11)
    Level 2: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(34), RctvArm-ResDam/EndRdx/Rchg:40(37)
    Level 4: Jawbreaker -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(5), T'Death-Dmg/Rchg:40(5), T'Death-Acc/Dmg/EndRdx:40(7), T'Death-Dmg/EndRdx/Rchg:40(7), T'Death-Dam%:40(9)
    Level 6: Static Shield -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam:50(37), TtmC'tng-ResDam/EndRdx/Rchg:50(40)
    Level 8: Grounded -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(42)
    Level 10: Combat Jumping -- DefBuff-I:50(A)
    Level 12: Energize -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(13), Mrcl-Rcvry+:40(13), Numna-Heal/Rchg:50(15), Numna-Heal/EndRdx/Rchg:50(15), Numna-Regen/Rcvry+:50(17)
    Level 14: Boxing -- Acc-I:50(A)
    Level 16: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(19), RctvArm-ResDam:40(19)
    Level 18: Lightning Reflexes -- Run-I:50(A)
    Level 20: Clobber -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(21), Mako-Dmg/Rchg:50(21), Mako-Acc/EndRdx/Rchg:50(25), Mako-Acc/Dmg/EndRdx/Rchg:50(25), Mako-Dam%:50(27)
    Level 22: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Def:50(23)
    Level 24: Taunt -- Zinger-Dam%:50(A)
    Level 26: Power Sink -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(27), P'Shift-EndMod/Acc/Rchg:50(31), P'Shift-Acc/Rchg:50(33), P'Shift-EndMod/Acc:50(34), P'Shift-End%:50(34)
    Level 28: Whirling Mace -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(29), M'Strk-Dmg/Rchg:50(29), M'Strk-Acc/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(31), M'Strk-Dmg/EndRdx/Rchg:50(40)
    Level 30: Build Up -- GSFC-ToHit/Rchg:50(A), GSFC-Rchg/EndRdx:50(43), GSFC-ToHit:50(43)
    Level 32: Stealth -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def:50(33)
    Level 35: Shatter -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(36), Sciroc-Dmg/Rchg:50(36), Sciroc-Acc/Rchg:50(36), Sciroc-Acc/Dmg/EndRdx:50(37)
    Level 38: Crowd Control -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(39), Sciroc-Dmg/Rchg:50(39), Sciroc-Acc/Rchg:50(39), Sciroc-Acc/Dmg/EndRdx:50(40)
    Level 41: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Def:50(42)
    Level 44: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(45), GSFC-ToHit/Rchg/EndRdx:50(45), GSFC-Rchg/EndRdx:50(45), GSFC-ToHit/EndRdx:50(46), GSFC-Build%:50(46)
    Level 47: Lightning Field -- Sciroc-Acc/Dmg/EndRdx:50(A), M'Strk-Acc/Dmg/EndRdx:50(48), Sciroc-Dam%:50(48), Erad-%Dam:30(48), Oblit-%Dam:50(50), Armgdn-Dam%:50(50)
    Level 49: Super Jump -- Jump-I:50(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Numna-Heal/Rchg:50(50)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(43), P'Shift-End%:50(46)



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  22. For some reason my other build didn't post with my last post. So going to try posting it again, it's a much cheaper build then the original not soft cap but within a small purple.

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

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: War Mace
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Speed
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam:40(13), RctvArm-EndRdx:40(42)
    Level 1: Bash -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(3), Mako-Dmg/Rchg:50(3), Mako-Acc/EndRdx/Rchg:50(9), Mako-Acc/Dmg/EndRdx/Rchg:50(11), Mako-Dam%:50(11)
    Level 2: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(43), RctvArm-ResDam:40(43), RctvArm-EndRdx:40(43)
    Level 4: Jawbreaker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(5), Mako-Dmg/Rchg:50(5), Mako-Acc/EndRdx/Rchg:50(7), Mako-Acc/Dmg/EndRdx/Rchg:50(7), Mako-Dam%:50(9)
    Level 6: Static Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(45), RctvArm-EndRdx:40(45)
    Level 8: Grounded -- S'fstPrt-ResDam/Def+:30(A)
    Level 10: Boxing -- Acc-I:50(A)
    Level 12: Energize -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(19), Numna-EndRdx/Rchg:50(25), Numna-Heal/EndRdx:50(50)
    Level 14: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam:40(15), RctvArm-EndRdx:40(19)
    Level 16: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(17), Zephyr-ResKB:50(17), DefBuff-I:50(48)
    Level 18: Lightning Reflexes -- Run-I:50(A)
    Level 20: Clobber -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(23), C'ngImp-Acc/Dmg/EndRdx:50(23)
    Level 22: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(37), GftotA-Def:40(37), GftotA-Def/Rchg:40(40)
    Level 24: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(25), Zinger-Taunt/Rchg/Rng:50(27), Zinger-Acc/Rchg:50(27), Zinger-Taunt/Rng:50(31), Zinger-Dam%:50(34)
    Level 26: Power Sink -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(50), P'Shift-Acc/Rchg:50(50)
    Level 28: Whirling Mace -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(29), Sciroc-Dmg/Rchg:50(29), Sciroc-Acc/Rchg:50(31), Sciroc-Acc/Dmg/EndRdx:50(31)
    Level 30: Stealth -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(40), GftotA-Def:40(42), LkGmblr-Rchg+:50(42)
    Level 32: Lightning Field -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(33), Sciroc-Dmg/Rchg:50(33), Sciroc-Acc/Rchg:50(33), Sciroc-Acc/Dmg/EndRdx:50(34), Sciroc-Dam%:50(34)
    Level 35: Shatter -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(36), Sciroc-Dmg/Rchg:50(36), Sciroc-Acc/Rchg:50(36), Sciroc-Acc/Dmg/EndRdx:50(37)
    Level 38: Crowd Control -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(39), Sciroc-Dmg/Rchg:50(39), Sciroc-Acc/Rchg:50(39), Sciroc-Acc/Dmg/EndRdx:50(40)
    Level 41: Salt Crystals -- LgcRps-Acc/Sleep:50(A), LgcRps-Acc/Rchg:50(46), LgcRps-EndRdx/Sleep:50(46), LgcRps-Acc/EndRdx:50(46)
    Level 44: Quick Sand -- Slow-I:50(A)
    Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
    Level 49: Build Up -- HO:Membr(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Heal-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A)



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  23. Ok so here's a new build, had my number's wrong when I did this. Was thinking I needed atleast 35% + small purple for cap instead of the 32.5%. So I'm sure with having a bit more then what I'm needing in the defense I probably could use a few slots in better places. Unfortunally I seem to keep running out of time to work on the build and I usually enjoy playing around on mid's but I must say this build combo isn't being very pleasant to mess with. With that said any other suggestions or builds posted would be greatly appreciated. Also should I just consider more focus on getting certain defenses to soft cap instead of trying to get them all rounded out? How about the resistance does it look good where it stands? Another thought, instead of trying so hard on the defense should I aim for more recharge and just let the healing power play a bigger role? Thanks again for any and all help
  24. So I finally got a chance to sit down for a bit and work on a build. It's not a great build by any means, but atleast a starting point. I did it not wanting any purples or PvP enhan. I pretty much stuck with building just for defense, whatever else I ended up with is just a bonus. Let me know what your opinions are on any changes I might should consider. Also thinking of going with the alpha for +rech. according to the build does that seem like the way to go or should I go with a different alpha? Thanks for your time and help!

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: War Mace
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Leadership
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam/Rchg(46)
    Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 2: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(9), RctvArm-EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam/Rchg(48)
    Level 4: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13)
    Level 6: Static Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(15), Aegis-ResDam(15), Aegis-ResDam/Rchg(19), Aegis-Psi/Status(50)
    Level 8: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 10: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(46)
    Level 12: Energize -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(50)
    Level 14: Boxing -- Acc-I(A)
    Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(19)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23)
    Level 22: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(33), RedFtn-EndRdx(40), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(43)
    Level 24: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(25), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(27), Mocking-Taunt/Rng(27)
    Level 26: Power Sink -- EndMod-I(A), EndMod-I(50)
    Level 28: Whirling Mace -- Erad-Dmg(A), Erad-Acc/Rchg(29), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(45), Erad-%Dam(45)
    Level 30: Stealth -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(37), RedFtn-Def/Rchg(40), RedFtn-EndRdx/Rchg(40)
    Level 32: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(33), RedFtn-EndRdx(34), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(34)
    Level 35: Shatter -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-%Dam(37)
    Level 38: Crowd Control -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(43), Erad-%Dam(45)
    Level 41: Salt Crystals -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(42), LgcRps-Acc/EndRdx(42), LgcRps-Acc/Sleep/Rchg(42)
    Level 44: Quick Sand -- Slow-I(A)
    Level 47: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/Stun/Rchg(48)
    Level 49: Build Up -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A)



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    |-------------------------------------------------------------------|
  25. Just wondering is there a way to get EA to the softcap on defense (EA/WM)? I haven't been able to mess with it much on mid's, finally got the time last night and a bad storm knocked my power out unfortunally I didn't have anything saved. If not is it able to get close enough that a small luck will get me there when needed? Thanks