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Posts
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Joined
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So I chatted with Dispari very briefly to make sure I wasn't stepping on any toes.
I rearranged the data provided into something a little more visually oriented. Yeah, the file *is* stupid big. I think the best way to use the file is to
1) For each slot, peruse the general options (Musculature vs. Nerve, Warworks vs. Seers, etc) and decide which option you want to go with for each slot.
2) Focus on just the page for each of the slots you've chosen, using the entries to plan your ascent and to help track what you need to obtain.
Here's the file -
So Dispari did a lot of work on gathering the information for the various Incarnate slots and recipes. (Dispari's thread) What I've done is simply rearrange things.
Yeah, the file *is* stupid big. I think the best way to use the file is to
1) For each slot, peruse the general options (Musculature vs. Nerve, Warworks vs. Seers, etc) and decide which option you want to go with for each slot.
2) Focus on just the page for each of the slots you've chosen, using the entries to plan your ascent and to help track what you need to obtain.
Here's the file -
Quote:At present, that *is* the only thing you can use Astral Merits for.What are all of the things you can use Astral Merits for? So far, the only use I've been able to find for them is converting them into Threads. Are Astral Merits something I want to be hoarding (like Empyrean Merits) because they're useful for something? Or are Astral Merits (themselves) pretty useless because the Astral Merits aren't used in any recipes (yet...)?
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So a couple great points in this thread.
I *GET* and agree with the points that the shift towards raid-style (whether or not this is raid-content) content opens up more variety in the game, which is good. To each their own, and it allows me to dive into a mass of chaos and destruction when I'm gaming by myself, and do small group content when RL friends are on.
But what worries me is that the Incarnate system got more complex, and most of my casual gamer friends balked at trying to keep track of what they needed just for the Alpha slot. (Yes, the incarnate system is optional.)
I'm not really a casual CoH gamer, and hit the game 5-6 times a week after the kids are in bed. I didn't mind the level of complexity with the Alpha slot, but after each BAF I ran, I needed to sit for 5 minutes, flipping between the various incarnate power tabs and the beta forum's post on the component types and recipes ...before I could decide which reward I wanted. And I second guessed a lot of those decisions.
This weekend, my SG is getting together, and a couple of the causal members (RL friends) are looking to me to help them figure it out. Since I can't fall back on the "Extra Recharge never hurts, so run an ITF so they can get a component for that" plan, I'm at a loss what to tell them. These casual gamers *don't* want to spend time planning out what rewards they will need for their next component, they want to log on, smash stuff, and not feel like they need a class in how to play. One commented that his level 50 is unplayable until he learns the "Calculus of CoX".
And since it's highly likely that the Devs will want to avoid reward hoarders from unlocking the next 4 slots immediately upon logging into issue 21 (or 20 part deux), I fully expect a third (and perhaps fourth) set of salvage/rewards to be announced. -
I'm no expert, but a couple things come to mind.
1) I would have gone with Bash instead of Build-up. You want a quick attack chain to build up Fury. Bash, Brawl, Pulverize, Bash, Brawl, Jawbreaker...rinse and repeat. Save your Clobber for when you've built up your Fury bar a bit. (You could also argue for holding off on Clobber...but where's the fun in that)
2) Drop Combat Jumping for Mind over Body. Combat Jumping is great when you've already got DEF buffs to build on...but Willpower is mostly a Resistance/Regeneration set.
If you have the slot at 22, 24, or 30, you can bring either or both of those powers back...but I'd consider them supplemental powers, and not core ones. I'd be interested to see someone crunch the numbers as to whether triple slotting Stamina at low levels works as well as adding End Reduxes to attacks...
Just my two cents...I've been thinking about a DB/WP toon, so this is fresh in my mind. -
One of the best guides I've seen. I'm sure my playstyle is different than yours, but knowing how you approach things makes your comments even more valuable.
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No lvl cap raising: there's a few threads on this one, and a few ideas on why this will never come to pass. But there is word that lvl 50s will be able to earn something called 'global enhancement slots' (cue suspenseful music)
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Going to support the general consensus that you need Siphon Speed. Especially since Illusion has only one hold and one AoE hold. Any +Rchg is only going to help you keep things locked down. IR works as a travel power on its own...if you can hold out to lvl 28 before picking it up.
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So...what is it you *are* looking for people to comment on?
Suggestions for your build? Validation on your dislike of buffing with controllers? -
Here's my latest build for an Ill/Kin I have a lot of fun with. I just got my 60-month, so you'll notice I skipped Hover.
Level 1: Spectral Wounds Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx/Rchg:40(3), Thundr-Acc/Dmg/Rchg:40(9), Thundr-Dmg/Rchg:40(25), Dev'n-Acc/Dmg/Rchg:40(29), Dev'n-Hold%:40(31)
Level 1: Transfusion Theft-Acc/Heal:30(A), Nictus-Acc/Heal:40(3), Theft-Heal/Rchg:30(9), Nictus-Heal/HP/Regen/Rchg:40(17), Numna-Heal/Rchg:40(17)
Level 2: Blind UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(5), UbrkCons-Acc/Hold/Rchg:50(7), UbrkCons-Acc/Rchg:50(15), UbrkCons-EndRdx/Hold:50(15), UbrkCons-Dam%:50(31)
Level 4: Deceive Pplx-Acc/Rchg:50(A), Pplx-Acc/Conf/Rchg:50(5), Mlais-Acc/Rchg:50(42), Mlais-Acc/Conf/Rchg:50(43), Mlais-Dam%:50(43)
Level 6: Hasten RechRdx-I:40(A), RechRdx-I:40(7)
Level 8: Swift Flight-I:40(A)
Level 10: Siphon Speed P'ngTtl-Acc/Slow:40(A), P'ngTtl-Acc/EndRdx:40(11), P'ngTtl-EndRdx/Rchg/Slow:40(11), P'ngTtl--Rchg%:50(42)
Level 12: Flash Lock-Acc/Hold:40(A), Lock-Acc/Rchg:40(13), Lock-Rchg/Hold:40(13), G'Wdw-Acc/Hold/Rchg:40(27), G'Wdw-Acc/Rchg:40(31), EoCur-Acc/Hold/Rchg:40(34)
Level 14: Fly Flight-I:40(A)
Level 16: Health Numna-Regen/Rcvry+:40(A)
Level 18: Phantom Army ExRmnt-Acc/Dmg/Rchg:40(A), C'Arms-Acc/Dmg/Rchg:30(19), ExRmnt-EndRdx/Dmg/Rchg:30(19), C'Arms-EndRdx/Dmg/Rchg:30(21), ExRmnt-Acc/Rchg:40(23), ExRmnt-Acc/Dmg:40(23)
Level 20: Stamina P'Shift-EndMod:40(A), P'Shift-End%:40(21)
Level 22: Speed Boost EndMod-I:40(A)
Level 24: Superior Invisibility LkGmblr-Def/EndRdx:40(A), LkGmblr-Rchg+:40(25)
Level 26: Spectral Terror Abys-Acc/Rchg:40(A), Abys-Acc/EndRdx:40(27), Abys-Fear/Rng:40(37), Abys-Acc/Fear/Rchg:50(40), Abys-Dam%:50(40)
Level 28: Group Invisibility LkGmblr-Rchg+:40(A), LkGmblr-Def/Rchg:40(29), LkGmblr-Def/EndRdx:50(46), LkGmblr-Def/EndRdx/Rchg:50(46)
Level 30: Challenge Empty(A) <-- in there so I can pick up Intimdate later)
Level 32: Phantasm BldM'dt-Acc/Dmg:40(A), SvgnRt-Acc/Dmg:40(33), BriL'shp-Dmg:40(33), BriL'shp-Acc/Dmg:40(33), FrcFbk-Rechg%:40(34), ExStrk-Dam%:20(34)
Level 35: Transference Efficacy-EndMod/Acc/Rchg:40(A), P'Shift-EndMod/Acc/Rchg:40(36), Efficacy-EndMod/Rchg:40(36), P'Shift-EndMod/Rchg:40(36), EnManip-EndMod/Rchg:20(37), EnManip-Stun%:20(37)
Level 38: Fulcrum Shift Acc-I:50(A), Acc-I:50(39), RechRdx-I:50(39), RechRdx-I:50(39), RechRdx-I:50(40)
Level 41: Ice Blast Thundr-Dmg/Rchg:50(A), Thundr-Acc/Dmg/Rchg:50(42), Dev'n-Acc/Dmg/Rchg:50(43), Dev'n-Hold%:50(45), Thundr-Acc/Dmg:50(45), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 44: Frozen Armor LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(45)
Level 47: Ice Storm Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50), Posi-Dam%:50(50)
Level 49: Intimidate Abys-Acc/Fear/Rchg:50(A), Abys-Dam%:50(50) -
Quote:I'll second this. I was the main tank on an Invincible LGTF, and after the group dashed through the last room and all left, I decided to stick around and see how much I could handle. I was able to solo the entire room. Took a long time, but I did it.I don't actually think that at all. My ice tank without the fighting pool is, thank you very much, easily able to be the main tank on an ITF or basically anything without high ToHit bonuses. I have only ever died once against romans on my ice tank and that was before level 50, me being SKed.
It sounds like the OP is not looking to get into IOs, which *is* where I get a lot of extras. But I can suggest a few things.
1: Hoarfrost is your friend, especially if you use it proactively against an alpha strike which would otherwise nuke you. Max out your Heal and Recharge on it.
2: Ice Tanking is more about damage *mitigation* than it is about damage reduction. Energy Absorption is one of the kings here, since you can easily softcap your Def with it. (If you have Stamina, then this power should be loaded up with Defense Buffs and Recharge). BUT, you'll be more effective when you're in the thick of it, where Chilling Embrace can reduce your enemies speed and damage. (Also, if you're Ice/Ice then you've got Ice Patch, which is a great damage mitigation tool). My attack chain usually consists of diving in, hitting Energy Absorption, then dropping Ice patch. I then either start taunting anyone who isn't paying attention to me, or drop Ice Storm.
3: Per #2...don't let your team string the enemies out by trying to draw them out one at a time. Dive in and pop EA. Your buffs and debuffs are more powerful the MORE enemies are around. (Obviously, use that bit of advice with a grain of salt...sometimes pulling *is* the right choice)
4: When building *any* tank, I've always found that survivability comes from developing your defenses first. When choosing powers, SKIP YOUR ATTACKS until you have free power choices in the 20s. If you solo a lot, then have a separate build for this. Until i16 drops, you're only going to see the occasional boss while soloing, so you can get away with less defenses.
5: Learn what buffs help DEF. Ask for those buffs. Emps and FFers are your friend, although a Dark can help you out too by adding ToHit debuffs to the equation.
If you *do* get into IO sets, you're not going to see a lot of set bonuses which add the DEF bonuses you need. Your positional defenses (AoE, Melee, and Ranged) never really measure up to the damage types you get from specific damage types. Focus on Recharge bonuses so you can keep Hoarfrost up and running as much as possible (it is possible to make it perma) and Regen bonuses, so you can come back from heavy hits faster (it is possible to cap Regen with an Ice Tank...at least according to Mids) -
I've actually had some experience running Vista myself (ran fine for me!), and have been running Windows 7 on my laptop since the initial beta (CoX ran fine on the initial beta, but doesn't run well on the RC, which is likely a driver issue). I'll likely switch to Windows 7 as soon as I confirm driver availability for what I consider to be critical.
Not a Vista hater myself, just not really interested in trying to eliminate the ignorance people have about it.
My goal, though, is to find out if people who are running 64-bit XP have had issues. Since I'm rebuilding the system anyways, I might as well upgrade the 3G of RAM I have with the 4G I have on the shelf. -
Hey all,
Before I rebuild my system, I was curious if anyone had any issues running CoX on the 64-bit version of Windows XP. I've done some searching, and all I can see are threads [censored] about the 64-bit version of Vista (actually [censored] about Vista in general, but let's leave that can of worms closed).
Thanks! -
[ QUOTE ]
Are you referring to the grey counters being used as the floor of each story of the barracks? If so, they're listed under "Desks" in the Base Editor. Should be among the first dozen or so items from the left in that menu.
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Yeah, those are the ones. I figured they were desks, but nothing looked quite right. I may just need a good night sleep. -
Those are awesome!
One question. In your barracks, what item is that you're using for blocks. I've been staring at the base creator so long I think I'm looking right past it....
- Doc -
Wow. Thanks. I am glad I refrained from adding my initial thoughts...we were stuck on the whole "hammer and anvil" idea, and seeing people mention everything except Stone (except to say "nah") really was eye-opening.
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Hey all,
A friend and I are planning on building a pair of tanks which we want to run together. The idea is to choose different powersets so we're covering each other's weaknesses. But we're worried that one of us will end up being the "secondary" tank. Anyone have any favorite tank duos they'd like to share?
Thanks,
Doc -
Hey all,
Maybe I'm blind, but I'm trying to figure out how to test one of the later missions in a multipart arc *without* having to run through the preceding missions. (I've gotten some good critiques on the last part of a 5-parter, and want to test the changes) Is there a way to either pull the mission out into its own story or jump straight to it in test mode?
Thanks,
Doc -
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Or you need 1 5x5 teleport room that hold 8 teleporters and an additional 2x2 for 2 more portals(leaves one zone out) or a 3x4 portal room which will hold the extra 3 portals needed for all 21 zones. I may be wrong,but IIRC there is not a 4x4 portal room. Think the sizes run
1x2(allows 1 portal/1 zone)
2x2(allows 2 portals/4 zones)
3x3(allows 2 portals/4 zones)
3x4(allows 4 portals/8 zones)
5x5(allows 8 portals/16 zones)
[/ QUOTE ]
My point is that it's sloppy. Don't tell me how it can be done, I understand that you need multiple rooms to do it. Tell me *why* it's necessary to have multiple rooms. *Why* does there need to be a cap of two beacons per pad? It's not a game code limitation...the pads use the same menu as the ferries, trams, and base portals (the ones to enter a base). (Or at least not an obvious game code limitation, I acknowledge that I am not a coder)
Yes, I do realize that your post was trying to help, and I'm not attacking you...just trying to make sure that the fact that there is a workaround doesn't obscure the fact that there is a problem -
[ QUOTE ]
because most bases have more than one teleporter room. heroside you need about 8 t-pads to have full coverage, villainside you need 6 (I think)
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Actually, you need 12 pads. Counting the zones you can port to...
- 12 city zones
- 8 hazard zones
- 4 trial zones
Yeah, there's some zones you can skip. Not the ideal solution, and it's unclear why the devs are clinging to the 2 beacons per pad. Tell me why that makes sense...or why they think it makes sense. Tell me why it makes sense for a base to need 2 4x4 rooms to hold all the pads. If there's a good reason, I'm all ears.
Figure out some interesting SG badge (maybe 250/500 Exploration badges amongst the SG) to allow the unlocking of an Advanced Telepad. -
Has there been any progress or word regarding "advanced" teleporters; meaning ones which will take 3+ beacons?
* You'd think that "basic teleporter" implies there is a way to get better ones
* Hero-side, you're maxing the biggest room at 16 beacons, which isn't enough. Yeah, you can build a bigger base, or start a coalition, but that's just such a sloppy solution.
/My search fu may be horrible, but I can't find anything where this is being taken seriously. -
So...may I ask what people have thought of the Patron Pools?
Nothing jumps out as me as particularly "OMGIMHT!!!", so I'm considering adding in the Fighting Pool instead. But I wanted to see if anyone had any insight into particular synergies that one patron set might have with EM/EA brutes... -
Not sure I agree with a lot of the rankings. (As if anyone else here does)
However, I'd be intrigued to see something like this if you used some sort of checklist they went by to give it a out-of-10 rating. (For example: you get 1 point for being an auto-power, 1 point for being a power most ATs can't get in their normal powersets, -1 per AT who wouldn't approach this power with a 10 foot pole, etc).
I'd suspect that this scale was the OP and his brother sitting in a room, going down a list and applying the same scaling construction workers might use for passing ladies...
Still, I applaud the OP's intent and effort, if not the outcome. -
So, this isn't going to be a typical guide. Some of the best guides I have seen have talked about the progression you'll make as you advance in level. What choices are you faced with, why should you hold off on a power? So that's the approach I'm trying to make here.
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Powers
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I'm not going to list out all the numbers for powers. I honestly think you should get that from a Hero Planner tool. There's value in being able to see the numbers as they are affected by the choices you make. Plus, the other guides in this section do a good job of listing them out.
However, a blurb on each is probably appropriate:
Ice Armor: Primarily a defense-based powerset (as opposed to damage reduction), but there is some damage reduction involved. The set uses some powers which have slow-, and damage debuff-effects to lower the damage you take.
Frozen Armor - raises your defense against Smashing/Lethal, protects against Cold (and Fire to a lesser degree)
Hoarfrost - a self heal, and your only protection for Toxic
Chilling Embrace - An aura which slows enemies in range as well as debuffing their damage.
Wet Ice - Your Mez protection
Permafrost - Damage resistance against Cold (and Fire to a lesser degree)
Icicles- An aura which damages enemies in range
Glacial Armor - raises your defense against Energy and Negative Energy (and increases perception)
Energy Absorption - sucks End out of nearby enemies
Hibernate - Encase yourself in a block of ice while you regenerate Health and End
Ice Melee: Other sets have higher damaging attacks, but IM works in a lot of slow-effects as well as some hold and knockback effects.
Frozen Fists - Brawl Index 2.3, Rchg 3
Ice Sword - BI 3.6, Rchg 6
Frost - Cone attack, BI 4.7, Rchg 11
Taunt - Standard Tanker Taunt
Build-up - Increases dmg by 80% and acc by 20% for 10 seconds
Ice Patch - Creates a patch of ice about which causes foes to slip and fall repeatedly
Freezing Touch - Encases a single target in a block of ice
Greater Ice Sword - The big attack of the set; BI 5.5, Rchg 10
Frozen Aura: Puts all enemies around you to sleep
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The early levels - L1-L6
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The interesting thing about the early game is that enhancements don't make a heck of a lot of a difference. So you're 'main' attacks aren't that much more powerful than Brawl....or your "temp" attack power. Right off the bat, you've got a three-power attack chain. Stick with that for a while.
Focus yourself on your defensive powerset. Hoarfrost is a great power which you'll want to pick up, but you may be able to wait on it for a few levels if you want to pick up Ice Sword or Frost to increase your attack chain.
(Although I personally found Icicles a better AoE power than Frost, since trying to line up the cone against foes who are trying to surround you was a pain)
For enhancement slots, remember that your choices don't matter *too* much right now, but you'll eventually want to have 3-4 slots in Frozen Armor, (preferably by level 12). Dropping the 3 defensive buffs in FA right away will mean you won't have to think about it later, but they only increase your defense by 1% each.
A wise veteran player once told me: Never buy a Training Enhancement. Use what you find, and sell the rest. They really don't affect the game that much, and by they time you hit lvl 12, you'll be able to slot a few more DOs with the money you've saved.
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Preparing for greatness - L7-L14
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So if you already haven't, you'll probably start noticing your endurance bottoming out a lot. Some people look at their toggles to solve the problem...and since Icicles is an End hog, you shouldn't ignore them. But you should really start adding Endurance Redux enhancements to the mix. You won't need them forever...once you get Stamina, you can start replacing them with damage.
As far as powers go, you can skip Permafrost for now (some say forever, but that's an ongoing debate for many). You'll want to take either Air Superiority and Fly, or Combat Jumping and Super Jump. I originally took Super Jump, because the added protection of Combat Jumping makes more of a difference at the lower levels, but used the I7 free respec to swap at about level 16 or so. (I also swapped Frost for Icicles)
Wet Ice? This is a power you want to have before tackling CoT bosses, since tanks getting mezzed is just sad. And you'll never need to add more Enhancements to it. 1 End Redux is fine.
That leaves one power. Take your first power in the Fitness pool. Otherwise you'll be putting either Glacial Armor or Stamina off, and you'll want both.
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Preparing for Stamina - L15-L21
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Ok, I recognize that not everyone buys Stamina. I myself may drop it about level 30 (I consistently run with an Empath Defender and a /Kinetics Controller). But Ice Tankers have a lot of toggles...and if they drop, you typically go from Arctic Hero to Baby Harp Seal. Once I picked up Stamina...my End problems went away, and I started inflicting a lot more damage.
Your Enhancement slots at this point should fill out your defense. If you don't have 3 Defensive Buffs in Frozen Armor and Glacial Armor, get on that. Hoarfrost should have at least 2 recharges (and maybe a heal or two) in it....you'll eventually want 3 and 3 here. Everything else can go towards your attacks, but I recommend 2 Acc and 1 End Redux before you start adding damage. At least for now. Once you get Stamina (preferably 3-slotted), you can swap out End Redux for Damages.
Don't bother slotting your travel power or your first two Fitness powers. You'll get more bang for your buck putting those slots on other powers.
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Filling out your Hero - L22-L25
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Level 22 and 24 are points in any toon's build where you can go back and pick up things you had to skip. Two powers which you should seriously consider are Taunt and Ice Patch. Yes, I know, you're still using the same attack chain you've been using since level 8 (or maybe even since level 1!), but your strength is in keeping the attacks off your fragile little buddies...who have the devastating attacks.
Ice patch is great because it stops enemies from attacking at all. It's a bit smaller than the ones Controllers and Blasters get...I was so disappointed until I had 3 purple Archons flopping around me. The trick with this power is that Knockback attacks move them off your disc. However, with some creative tactics, you can easily work this into the plan (if you herd...leave the ice patch at the corner you plan on rounding, and tell your blasters to wait until they have most of the mob flopping about before laying waste.
Use your enhancement slots to fill out your self-heal and your attacks. 2 Acc/3 Dmg is generally accepted as a good mix for PvE situations. Icicles runs well with 2 Acc/2 End/2 Dmg (some guides recommend Taunt instead of Dmg, but that's up to you).
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The "Big" Powers - L26+
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Most of your power choices here will be whatever power you just unlocked, although there's debate on Frozen Aura, since it is counteracted by many of your own powers. Level 30 is a free choice, where you can go back and pick up something you missed.
Your Enhancement slots will, no doubt, focus on getting those powers 6-slotted as soon as possible. These are the recommendations I've found for slotting those powers.
Energy Absorption: 3 Rechg, 3 End Mod or 3 Rechg, 2 End Mod, 1 End Redux
FrezTouch: 2 Acc, 2 Hold, 2 Dmg
Hibernate: 3 Rechg, 1 End Redux, 2 EndMod or 3 Rechg, 1 End Redux, 2 Heal
Greater Ice Sword: 2 Acc, 2 Dmg, 1 Rechg
Frozen Aura: 2 Acc, 2 Sleep, 2 Rchg
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My Build
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I'm only about halfway through this build, so it's likely one of the Ice-gurus will say, "Ah, but Doc...you should do XXX". But he's solid. I run him with a group which is all squishies, and I can keep them all alive...including the Empath who keeps jumping out saying "Look at me! I bow and arrow and NO defensive powers!".
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: December Blue
Level: 28
Archetype: Tanker
Primary: Ice Armor
Secondary: Ice Melee
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01) --> Frozen Armor==> EndRdx(1)DefBuf(5)DefBuf(5)DefBuf(7)
01) --> Frozen Fists==> Acc(1)Acc(3)Dmg(3)Dmg(11)
02) --> Chilling Embrace==> EndRdx(2)Slow(11)
04) --> Hoarfrost==> Rechg(4)Rechg(7)Heal(9)Heal(9)Heal(23)
06) --> Wet Ice==> EndRdx(6)
08) --> Swift==> Run(8)
10) --> Air Superiority==> Acc(10)Acc(15)Dmg(17)Dmg(17)
12) --> Icicles==> EndRdx(12)EndRdx(13)Acc(13)Acc(15)
14) --> Fly==> Fly(14)
16) --> Health==> Heal(16)
18) --> Glacial Armor==> EndRdx(18)DefBuf(19)DefBuf(19)DefBuf(23)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Taunt==> Rechg(22)
24) --> Ice Patch==> Rechg(24)
26) --> Energy Absorbtion==> Rechg(26)Rechg(27)EndMod(27)
28) --> Freezing Touch==> Acc(28)Acc(29)Hold(29)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
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EDIT: Based on AettThorn's feedback, I've removed the powers I haven't tested personally yet.
My plan is to pick up Permafrost at lvl 30 since flamethrowers are really crampin my style.
Hibernate at 32, and Greater Ice Sword at 35. -
[ QUOTE ]
Not necessarily. My Ill/Emp doesn't have Stamina, never had it, and never will. I do not doubt the use of the power and have it on other characters, but it is never necessary. The thing about Illusion and Empathy is the powers take a lot of endurance, but they also take a very long time to recharge. If you slot heavily for recharge and use Hasten (I did when it was able to be perma, have since gotten rid of it) then Stamina will be more useful. But Recovery Aura is up often enough to be useful, and if you take the Power APP, you can get Conserve power. The first half of the levels will be difficult, but you cannot get Stamina until 20 anyway.
[/ QUOTE ]
Another option, which I've been playing with on test (since I want to try and recover those 3 power slots for Leadership, is the Fire EPP. Granted, you must get to lvl 47 to get Consume, but with Hasten, it fills in the gap between Recovery Auras.
(I keep going back and forth between this soluton and the Ice EPP, since Flash followed by Ice Storm is pretty devastating.)