Deus_Mortis

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  1. Deus_Mortis

    ???/Poison

    Quote:
    Originally Posted by JuliusSeizure View Post
    Poison Trap already does this. It has an eight second mag 3 hold up front that is only limited by accuracy. The chance to hold is tied to a lingering cloud, and can continuously reapply an additional 4 second hold, applies -Recovery and a chance for -endurance, and has a chance to induce the dreaded puking animation (mag 1000 hold for 2 seconds) on even an AV-- as rare as that is.
    I built an Elec/poison with an eye on the -end properties of poison trap. The chance for
    -end works but the values are so low it makes no noticable difference. As of my last testing, (a couple or months ago) the -recovery was not working at all. I sapped them with various elec/ power and poison trap had no effect on the recovery rate of the MOB.

    That being said, I still enjoy the character. The initial hold in PT is very hand and like mentioned, you can get some nice effects with procs.
  2. Quote:
    Originally Posted by DarkCurrent View Post
    Fire/earth dom luvs her SA.
    Same here. My Fire/earth is lvl 30 and SA is a great alpha breaker when flashfire or cinders is down. Rotating between those three powers I don't have to pause much between groups to wait for a power to help me absorb an alpha to recharge.
  3. I enjoy the fast recharging nuke on my kin/Dual pistols. People seem to forget that fulcrum shift is also a debuff. -25% damage for 30s. That stacks well with the 8s of -25% damage in Hail of Bullets and the 8s of -12.5 damage in Bullet Rain. You also get -12.5 for 6s with the cone attack for when HoB is down. And that is just the AoE. Siphon Power and single target attacks and you can get some decent -damage on hard targets that do not resist it heavily.
    If Debuffs are not needed you always have fire ammo to up the damage a bit more.

    If redraw bothers you though, don't bother...
  4. Deus_Mortis

    So. Poison.

    I'm being lazy and coping this from a previous thread where I explained why I like my elec/poison corruptor.

    "It has been more fun and functional that I though it would be. The sets compliment each other pretty well.
    1. No attack cones so hitting the AOE's and staying in tight where venomous gas does it's work is easy. This also allows mobs to groups on you (if solo) so you hit more with your Debuffs.
    2. Poison is pretty busy so voltaic sentinel is dishing out damage while you are using your poison powers. The AOE mostly can get MOBS down to scourge levels and VS can scourge just like your other attacks.
    3. 2 Single target holds for bosses.
    4. The hold in poison trap is long enough to to dish out a good chunk of damage with your primary and sap a nice amount of end (should be even better now that the -recovery is working) before they wake up. I'm about to start the patron arch fro soulmastery and power boost to make the end sapping even better.
    5. You get Aim for when those debuff REALLY need to hit.
    6. Most of all, the timing on the sets just "works" for me. The gap in the single target attack chain is kind of a signal to shoot out more debuffs. That is a person preference sort of thing but thought I would mention it. "
  5. Quote:
    Originally Posted by False_Fiction View Post
    Since we're at it, I've got a few Qs:

    1) Does PT actually needs accuracy?
    2) Does PT actually affects targets' endurace?
    3) When I use Mid's, VG doesn't seem to be affected by ToHit debuff enhancements. What's the best slotting for this?
    1. Yes, it has standard 1.0 accuracy and will miss some mobs.
    2. The -end does work but it is only 2% chance of -10% end which is inconsequential. As of my last testing a couple of weeks ago, the -recovery did not work.
    3. The -tohit is showing on in-game numbers when tohit debuff enhancements are placed in VG so it appears to be working. I only have it 4 slotted at the moment with tohit debuff/end IOs to get the -tohit high and the end use low.
  6. Deus_Mortis

    Ice Armor?

    I have been having a lot of fun with an ELM/ice stalker. He is only level 28 but I have been very surprised how survivalble he is. There is no particular synergy, but I like the AoE options in ELM and AS helps with ELM's lack of single target damage. The knock downs also help out.
    I like the idea of KM/ice for the -damage but the interaction of placate and CE hurts KM for the reason Jibika mentions.I am actually planning to lose placate in a respec as I find myself not using it much.
  7. Deus_Mortis

    TW/Stone

    The no jumping with /stone is what killed my Mace/Stone. No jumping and mobility short commings in general makes lining up cones much more difficult and TW has no shortage of cone attacks. That being said TW/stone has some great concept possibilities so go for it.
  8. Quote:
    Originally Posted by Errant View Post
    *liberally adds recharge/secondary abilities to create a ST chain* No Snipe needed!
    It's all a playstyle thing really. With Rad/ it is not hard at all to get a single target attack chain with some + recharge... but sets that lack that tier 3 blast can be tougher. Most sniped are also available much earlier than one generally can start getting much + recharge from sets. And yes there are always other buttons to click... holds, debuffs and such but why do I want to debuff or hold a mob I can arrest with one or two more shots.
    I generally have the "I can get off 2-3 normal attacks in the time it takes a snipe to do it's damage" point of view. But doing that, you get aggro from the first shot you fire. Using a snipe at the begining of a fight lets you do a nice chunk of damage before the mob agrros on you. It can also get a tougher Mobs heath down to the point that it will die when the minions do in an AOE attack chain that follows the snipe.
    I don't use snipes on most builds and snipes are surely not needed, but they can be functional.
  9. [QUOTE It's actually useful to weaken tough guys to the point where Scourge starts happening.[/QUOTE]

    This. Especially for sets with weaker single target damage or that don’t have a complete single target attack chain such as electric blast.
  10. Quote:
    Originally Posted by Deus_Mortis View Post
    Poison trap-others have posted that procs are now working but I have not tested that myself. I did quickly test the -end. There is still minimal end drain but I think it is a very small chance per city of data so it appears to be WAI. The -100% recovery is working now when I could not detect any -recovery before the patch. I held a +2 minion and put down a Poison trap and sapped some end using short circuit. I did not time it but the mob did not regenerate end for a quite some time (not the entire duration of the gas cloud but longer than the 10 seconds of -recovery of short circuit). I plan on giving my elec/poison some play time tonight to confirm my findings.
    After more detailed testing, It looks like the -recovery on poison trap is not working after all. I tried the same test on arachnos, longbow and carnies with the same result. Hold a MOB with paralytic poison, sap them and monitor end recovery. Whether I dropped a poison trap or not the MOB recovered 10 end every 5 seconds. I guess I was seeing the -recovery from the elec/ powers on my very brief initial test. The negative 10 end did fire off once or twice while testing but the MOB just recovered that witihin 5 seconds so it was I would say it was pretty useless.
    If there is anyone who can confirm these finding regarding the -recovery I would appreciate it.
  11. Quote:
    Originally Posted by Tater Todd View Post
    Hrmm...Elec/Poison...sounds like a stout combo...why didn't I think of that? lol Thanks for the heads up Deus keep us posted!
    It has been more fun and functional that I though it would be. The sets compliment each other pretty well.
    1. No attack cones so hitting the AOE's and staying in tight where venomous gas does it's work is easy. This also allows mobs to groups on you (if solo) so you hit more with your Debuffs.
    2. Poison is pretty busy so voltaic sentinel is dishing out damage while you are using your poison powers. The AOE mostly can get MOBS down to scourge levels and VS can scourge just like your other attacks.
    3. 2 Single target holds for bosses.
    4. The hold in poison trap is long enough to to dish out a good chunk of damage with your primary and sap a nice amount of end (should be even better now that the -recovery is working) before they wake up. I'm about to start the patron arch fro soulmastery and power boost to make the end sapping even better.
    5. You get Aim for when those debuff REALLY need to hit.
    6. Most of all, the timing on the sets just "works" for me. The gap in the single target attack chain is kind of a signal to shoot out more debuffs. That is a person preference sort of thing but thought I would mention it.
  12. Poison trap-others have posted that procs are now working but I have not tested that myself. I did quickly test the -end. There is still minimal end drain but I think it is a very small chance per city of data so it appears to be WAI. The -100% recovery is working now when I could not detect any -recovery before the patch. I held a +2 minion and put down a Poison trap and sapped some end using short circuit. I did not time it but the mob did not regenerate end for a quite some time (not the entire duraton of the gas cloud but longer than the 10 seconds of -recovery of short circuit). I plan on giving my elec/poison some play time tonight to confirm my findings.
  13. Deus_Mortis

    Enery Aura

    I was looking at City of Data and noticed a nice synergy with Spine/. Entropic aura does - recharge to go along with the recharge boost to the player. So with Spine/EA you can get:
    Entropic Aura: -16% Rech
    Quill: -8% Rech
    Both 8 ft. auras with max of 10 targets
    Spine Burst: -8% Rech for 8 seconds
    Throw Spines: -16% Rech for 10 seconds
    Still have that 10 target max

    So my typical play style on spine of TS, jump in, SB with quills running will have even level MOBs at -48% Recharge. The other attacks in Spine also give a -8% rech to help keep the -rech on harder targets. Of Course this goes down as the level of the MOBs you are against goes up. But I generally play Spine at +2x6 or 8 so I plan to still get some milage out of the -rech.

    There are plenty of other great synergies between Spine and EA that are covered in other threads, just had not seen this one mentioned.

    I hit level16 on him last night and am having fun. Just the -rech with Entropic Aura and Spine Burst makes a difference in survivability in the lower level.
  14. This thread has several comments about the end drain in poison trap being minimal. I can not find on at all. My level 35 elec/poison dropd a poision trap at the feet of a held minion then monitored the mobs endurance. No drop in end throughout the duration of the gas cloud. Also if I drained the Mob of some end with an elec/ power, there seems to no -recovery as stated in poisin traps description.
  15. Deus_Mortis

    Icy Bastion...

    If they would only let us color the green "toxic Trails" when you fire off some of the spines attacks The heavy FX of ice armor do help with this some though.

    On a side note, Spine/ is big fun on the death from below trial with AS for the tough baddies and a critting spine burst at lvl 4 for the minions.
  16. I have a SJ/Dark up to level 16. I wanted to try the stuns in SJ to stack with OG but more interestingly, combo three of Spinning Strike has a chance to terrorize to stack with cloak of fear.
  17. I did some testing a while back on a defender to see if power build up boosted the Def in HoB, but the in-game Def numbers did not register any Def increase when HoB was activated. Not that it would be that much of a bonus with the lower Def. numbers on a blaster but It could be a + for power boost if someone's testing skills are better that mine and can show it affects HoB .
  18. I am looking for thoughts or guidance for a Fire/Earth Dom.

    The first thing I think of is END hog but that can be managed in the late game. I know the radius of hot feet and mud pots is very different but I like both of the powers on different Dom combos and it seems like it will be some nice passive damage. Fault and Flashfire stacking is appealing as is the point blank nature of /Earth. The fast animations of Char and Siesmic Smash and two AOEs for FF+Rech procs also looks good.

    So, any thoughts from those with firsthand experience with this combo?
  19. Deus_Mortis

    Stone Armor

    I like Mace with my Stone Armor Brute, the PBAOE has a 2 second longer recharge than Fire Sword Circle but you also get a 180 degree cone and a narrow small target-number cone to go along with it. Mace also has mitigations in stuns and knock down that will let you stay out of granite in situations Fire/ will not.
  20. Deus_Mortis

    Pain Domination

    I have a DP/Pain that I like but it more for the sets synergy that /pain alone. I went with pain b/c I wanted to try a heal set and don't really like casting shields in thermal and wanted a -res power that empathy is lacking. World of Pain's buff also applies to the caster so that is a + for pain as well.
    The -damage ammo in DP helps with /pain and in the teams that do not need the extra protection I can always switch to fire rounds for more damage. My favorite trick is that Hail of bullets (the mini nuke of the set) and Anguishing cry (the -def and -res) are both PBAOE and both on the same timer. It is a nice one-two one teams. Soothing aura also runs during the long animation of HoB to help survivablility a bit.
  21. Would you rather have capped S/L, energy, and ranged?(my thought is the S,L,E will pick up most of what the ranged DEF misses). Or have capped ranged and around 50% S/L res to cut the ranged damage that gets through but allow more damage from melee and AOE?
    Here are the two builds I have worked up.
    DEF+RES build:
    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(45)
    Level 1: Infrigidate -- P'ngTtl-Acc/Slow(A)
    Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(23)
    Level 4: Snow Storm -- P'ngTtl-Acc/EndRdx(A), P'ngTtl--Rchg%(17), P'ngTtl-Acc/Slow(34), P'ngTtl-Dmg/Slow(39), P'ngTtl-Rng/Slow(40), P'ngTtl-EndRdx/Rchg/Slow(46)
    Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), RechRdx-I(13), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(27)
    Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(25)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Aim -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(17), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx/Rchg(40), RedFtn-EndRdx(43), RedFtn-EndRdx/Rchg(43)
    Level 16: Boxing -- Acc-I(A)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(37)
    Level 20: Arctic Fog -- DefBuff-I(A), LkGmblr-Rchg+(21), LkGmblr-Def/EndRdx(36)
    Level 22: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(45)
    Level 24: Ice Shield -- RedFtn-Def/EndRdx(A), LkGmblr-Rchg+(34)
    Level 26: Glacial Shield -- RedFtn-Def/EndRdx(A), LkGmblr-Rchg+(37)
    Level 28: Benumb -- Acc-I(A), RechRdx-I(37)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam(45), RctvArm-ResDam/Rchg(48)
    Level 32: Inferno -- Erad-Acc/Dmg/Rchg(A), Erad-Dmg/Rchg(33), Erad-Dmg(33)
    Level 35: Sleet -- RechRdx-I(A), RechRdx-I(36), Achilles-ResDeb%(36)
    Level 38: Heat Loss -- Efficacy-Acc/Rchg(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Shark Skin -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(46), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50), RedFtn-EndRdx(50)
    Level 47: Combat Jumping -- Zephyr-ResKB(A), LkGmblr-Rchg+(48), Zephyr-Travel(50)
    Level 49: Hibernate -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(29), P'Shift-End%(29)



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    |-------------------------------------------------------------------|
    DEF Build:
    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(45)
    Level 1: Infrigidate -- P'ngTtl-Acc/Slow(A)
    Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(23)
    Level 4: Snow Storm -- P'ngTtl-Acc/EndRdx(A), P'ngTtl-Acc/Slow(34), P'ngTtl-Dmg/Slow(39), P'ngTtl-Rng/Slow(40), P'ngTtl-EndRdx/Rchg/Slow(46), P'ngTtl--Rchg%(46)
    Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), RechRdx-I(13), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(27)
    Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(25)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Aim -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(17), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx/Rchg(40), RedFtn-EndRdx(43), RedFtn-EndRdx/Rchg(43)
    Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Knock%(48), KntkC'bat-Dmg/Rchg(50)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(37)
    Level 20: Arctic Fog -- DefBuff-I(A), LkGmblr-Rchg+(21), LkGmblr-Def/EndRdx(36)
    Level 22: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(45)
    Level 24: Ice Shield -- RedFtn-Def/EndRdx(A), LkGmblr-Rchg+(34)
    Level 26: Glacial Shield -- RedFtn-Def/EndRdx(A), LkGmblr-Rchg+(37)
    Level 28: Benumb -- Acc-I(A), RechRdx-I(37)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 32: Inferno -- Erad-Acc/Dmg/Rchg(A), Erad-Dmg/Rchg(33), Erad-Dmg(33)
    Level 35: Sleet -- RechRdx-I(A), RechRdx-I(36), Achilles-ResDeb%(36)
    Level 38: Heat Loss -- Efficacy-Acc/Rchg(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Scorpion Shield -- RedFtn-Def(A), RedFtn-Def/EndRdx(42), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-EndRdx(43), RedFtn-EndRdx/Rchg(45)
    Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(46), LkGmblr-Def/Rchg(48), LkGmblr-Rchg+(48)
    Level 47: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel(50)
    Level 49: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(29), P'Shift-End%(29)



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  22. Midnight grasp… no doubt. If you are soft capped with one baddie in range of invincibility, the value of ToF goes way down. As a tank, it will be rare that you will be facing one enemy so invincibility will put you over the cap and when you are dealing with an AV they are going to resist the debuff of ToF significantly. MG on the other hand is a nice heavy attack that is always useful with an immobilize as a additional effect. I specked out of MG on my “survive anything” build to up my regen and missed it a lot. As soon as I finish Widow's arc, it is going back in.
  23. To partially answer my own question in case anyone else was wondering now that I have had a chance to do some testing:

    Power Build Up (I went with the +damage option from power mastery rather than Soul Mastery) does increase the heal of Soothing Aura for PBU's duration. The unslotted heal increases from 43 to 73 per tick.

    Unfortunately, the defense boost when Hail of Bullets activates does not show on the attributes monitor so I can't verify if it is being increased or not.
  24. Couple of questions regarding the effect of power boost from Souls Mastery on some DP/Pain powers:

    1. Will PB increase the heal of Soothing Aura for the 15 second PB durations since Corr. SA is a ticking heal rather than +regen?

    2. Will the Defense you gain when Hail of Bullets is activated be increased if you PB before you pop HoB?

    Looking at City of Data I notices Aguishing Cry, HoB, and PB all has 120 recharge so some extra healing and +DEF would be nice with HoB's long point blank animation.
  25. Deus_Mortis

    DB/??

    I like Inv with DB. Tough as nails (except for PSY) and the +to hit in invincibility helps reduce the misses in your combo strings.