Doomguide

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  1. Yep lots of talk and interest in Musculature as well ... and I'm currently working my way towards having it as an option (though mostly by gobbling up shards and eyeballing what I will need without comitting to actual creation so if desired I can build any one of the boosts).
  2. A few thoughts at random that mostly fall into the personal preference, ymmv, category.

    I pretty much won't invest more than 3 slots into Recovery Aura. I want ED capped recharge in the power after that I largely don't care how much end it produces above base and won't add slots to increase the output. For me the extra end produced by 6 slots of Efficacy Adaptor is or should be largely wasted, I've got numerous other ways to get the recharge bonus (and for less slots) and better uses for those slots. I do however, like the way the first Anodine build uses getting the +5% rech with Efficacy Adaptor to grab more +heal bonuses elsewhere. It's far more than many builds I see using End sets in Recovery Aura manage to gain in the trade off.

    Along those lines I won't slot either Health or Stamina on a team oriented build. My Auras on high recharge should make both these powers and their benefits extraneous. Drop a Miracle +recovery and Perf Shifter +end and call it a day if you want something in there.

    If a choice boils down to more recharge vs more defense for a teaming empath build, more recharge will be my choice every single time. My survival mitigation is going to come from inspires, my Auras, my teammates etc.. The last place it's likely to come from is +defense in my build. If I did go that way though for /energy I'd most likely build a 'hover blaster' with +range defense.

    Since I exemplar frequently I wouldn't like my AB and Regen Aura put off later in the build. I'll take and slot them asap at 26th and 32nd. If you never exemplar and the respec is on a post 50 character then obviously it makes no difference if AB is level 32 or 38 in the build.

    I want +endmod in AB as I want its +recovery over 1000% so I usually add a 6th slot with Endmod/Rech in it to the 5 Doctored Wounds.

    I'd slot Resurrect for endred. Recharge in a high recharge build for Rez is ... not going to reduce the downtime enough to use for multiple rezzes to avert a disaster and 26 end cost could very well be too high to let me use it in a situation of impending teamwipe even with Vigilance helping.

    Though quite arguably makes no difference what is slotted in the base of Clear Mind I do tend to slot for range vs something else.

    Power Push slotted with KB set + PBU looks like some silly fun.

    While I like Super Speed especially for its stealth and ability to stack a +stealth IO on top of its own ... incorporating Hover as a means of reducing the kb effects of my blasts, on a team build particularly, seems like something I might want. Of course as I look at it I do not have Hover on the build I worked up either.

    And for thought here's that build:

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

    Click this DataLink to open the build!

    EmpEnergy_toxicshock (v1.00.i19 Spiritual Core Paragon): Level 50 Mutation Defender
    Primary Power Set: Empathy
    Secondary Power Set: Energy Blast
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Leadership
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-EndRdx/Rchg(31)
    Level 1: Power Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(17), ExStrk-Dam%(40)
    Level 2: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(17), ExStrk-Dam%(40)
    Level 4: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(15), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-EndRdx/Rchg(40)
    Level 6: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(15), Posi-Dam%(21), Range-I(48)
    Level 8: Clear Mind -- Range-I(A)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Fortitude -- HO:Membr(A), HO:Membr(25), LkGmblr-Rchg+(29)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Recall Friend -- Zephyr-ResKB(A)
    Level 18: Recovery Aura -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(19), RechRdx-I(19)
    Level 20: Assault -- EndRdx-I(A)
    Level 22: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(23), GSFC-ToHit/EndRdx(23)
    Level 24: Power Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(46), ExStrk-Dam%(46)
    Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-Heal/Rchg(27), Dct'dW-EndRdx/Rchg(37), Dct'dW-Rchg(37)
    Level 28: Aim -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(29), AdjTgt-Rchg(31)
    Level 30: Vengeance -- LkGmblr-Rchg+(A)
    Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-EndRdx/Rchg(34), Efficacy-EndMod/Rchg(34)
    Level 35: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Dam%(37)
    Level 38: Nova -- Oblit-Dmg(A), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-Acc/Rchg(50)
    Level 41: Electric Fence -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), TotHntr-Dam%(43)
    Level 44: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(46)
    Level 47: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(48), ResDam-I(48)
    Level 49: Absorb Pain -- Heal-I(A), Heal-I(50)
    Level 50: Spiritual Radial Boost
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A)
    Level 4: Ninja Run



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  3. Much stronger build now than at the beginning of this thread.

    Things to yet consider:
    Change the endred in PBU to a 2nd rech, you want this power up as often as possible as it not only boosts your to hit and damage directly (+10% to hit and +80% to damage) but also strongly enhances your defense buffs, healing, to hit buffs, defdebuffs, mez durations etc.

    Move 3 slots out of Recovery Aura and into Regeneration Aura. The buff from the base value should be more than enough +recovery to do the job and then some. Slotting Regen Aura for Healing on the other hand is a much more significant buff >>> from around 21 hp/sec to 42 hp/sec.

    I'd only keep the base slot in Vengeance and I'd slot for defense or heal depending on my mood at the time.
    I'd also stop (at least while on SO's, generic IO's) at 2 Heal in AP
    Use these 3 slots for an endred in Maneuvers, Tactics and Temporary Invulnerability.

    Personally I'd also move 2 slots out of Stamina and into NB and Xray for an endred. Your blasts are one of your largest sources of end consumption. You'll save far more end with endred here than you'll recover with 2 extra slots in Stamina.
  4. Quote:
    Originally Posted by Oedipus_Tex View Post
    Yes, it's in Arctic Fog. Controllers, Defenders and Dominators all have the same resistance value (60%). It also protects from -Speed. Unless the description is bugged, that is (wouldn't be the first time for that particular power).
    Thanks, played a lot of Colds and never noticed that! Or glossed over it as frankly most of the time I'm the one slowing everyone else to a crawl not getting slowed. Then again maybe this is a case of not getting noticed because it was doing its job.
  5. A very solid summary of how to handle AE arc challenge mission.

    Quick question, I'm not following you here- "Cold is a almost required set because of the -Recharge resistance." Cold has recharge resistance? My Cold/Ice/Power defender has only 20% from a Winter's Gift proc and he has all 9 Cold powers in the latest Mids build.
  6. Not disagreeing with you at all and yes I've seen some of the insane stuff you are talking about. My main, a claws/SR scrapper, has eaten the floor on both Arcanaville's Scrapper Challenge as well as several other challenge type missions (including the original Aeon mentioned up thread).

    So what does this team have vs the challenges one could face.

    By far the most significant adjustment the above team would face I think is the change to how much mitigation they'll likely get out of defenses. On the otherhand stop and think just how much +defense the team above had, roughly:

    2 or 3 Fortitudes, FF shield and big bubble, Cold Shields and stacked Maneuvers potentially 8 times. That's +100 or more. Granted AE mobs (and DE, Rularuu etc., in PvE ) can chew that all to heck but that has to be kind of hair pulling endeavor to design against without appearing to be deliberately trivializing defense.

    Of course the above team is a bit like your IO'd to heck and gone WP tanker or maybe DA tanker. Lots of layered mitigation. Cut thru the defenses like a blow torch vs butter and run into the Resistances. Maybe not quite as hefty on this team as could be but not trivial either (50+ vs anything but psi? plus APP/PPP shields). And last what gets by that runs into AT capped Regeneration (about 2000%).

    Mez effects. Heh, if you can mez the above team you can mez anything that moves, period. This team would not even notice Soul Transfer go off. 2+ Clear Mind apiece, 1 Clarity as needed, both Sonic Dispersion and Dispersion Bubble and trivially easy if the team wished for some specific purpose to boost that a good bit more on several members.
    Unless there's some foe mez out there doing 40'ish mag confuses or sleeps that I'm unaware of.

    Similarly Invisibility/Stealth is a non-factor vs stacked CM and Tactics. I have seen Flash Arrow stacked to insane levels though.

    End Drain ... well given some of the end drainers out there if this was combined with strong -recovery it might be an issue. But again if you can drain this team dry across the entire team, well you are likely going to do it to any team. Stacked Recovery Auras and FF Insulation Shield is going to make this a very problematic method for challenging this team, I think. Never mind the Emps under AB.

    Recharge Debuff ... that could get painful particularly for team members not getting AB. Speed Boost and AB are only going to counter so much -recharge.

    So what did I miss?
  7. Granted no indestructible pets on the team. What else do you believe is missing from that team Illusion would bring?

    Adrenaline Boost is not only a potent +recharge (+100%) buff but has substantial resistance (80%) to recharge debuffs, run speed debuffs, jump height and distance debuffs, and fly speed debuffs. There's 4 Emps on that team (and a Kin).

    Hmmm ... started big reply here, but it boils down to the team wasn't very reliant at all on mez ... defender secondaries are blasts, the team is 6 defenders and 2 controllers one of whom was Mind. Our insane mitigation had far more to do with mowing everything over than any mez the controllers might have been dropping, including Flashfire. Doubt my Emp/Rad really cared if the Tarantula Queen or Bane Spider Executioner was mezzed or not (not entirely true of course but), first they will likely miss me, if she does hit the non-psi portion of the attack hits sonic shields and my own Dark Embrace, what gets by that hits a defender with 2000% regeneration and likely can't be mezzed by anything said the foe(s) have (since I have 2 or 3+ CM on me at all times). And that said --->

    Nope the Gauntlet (good choice in name ) is no STF ... better not be or that team will destroy it.

    And yes on my ideal team I'd probably want to swap in ... maybe an Ill/Cold. I'd probably keep the Kin at least initially (some fairly unique buffs like ID in the set) and drop one of the 3 defender Emps. Two is all one needs to crank out near constant 1800%+ team wide regeneration buff to go with capped defense. If it gets by both defense and resistance it still needs to then overcome rather potent +regen (enough to send my health bar from bottomed out to topped out in around 10 seconds without me otherwise lifting a finger). I posted that team not so much cause it is an 'ideal' team as much as it was basically a bunch of folks grabbing their favorite character and running a Task Force. In other words not hand picked to beat the Gauntlet per se but a very potent 'normal' PvE team and I'd be curious just how well they would do. Outside of mezzing the foes in one shot to prevent retaliation, which by and large they didn't do, that team had some incredible mitigation levels. Not sure I've ever been on a team before or since with that sort of mitigation capability which is saying something.
  8. Quote:
    I've concluded the fight needs to be nothing but bosses, EBs, and AVs. And the final fight is likely to be all AVs. The problem is that even in a thing like this, I need to make sure the AVs aren't trivially unbeatable without just single pulling the entire mission. I still intend to obey critter tiering: using AVs *everywhere* including as the minions of the mission would be excessive. Unless strong teams prove able to annihilate everything too quickly even cranked up to +4, in which case maybe.
    Well the team I mention above elected, on their Master attempt, to essentially zerg the 4 patrons as we had been mowing down the mobs up till then. I'm told someone flashed momentarily red but I missed it it was so brief (and I was on one of the Emps ... though probably scrapperlocked). Makes me wonder how many AV's that team could have handled at once, the four Patrons were certainly doable.

    @Oedipus_Tex, just for discussion I'll point out one reason I think the team I mentioned above was so potent was the fact it was buff vs debuff heavy. Not saying I'd want nothing but buffers but buffs typically don't suffer from foe resistances ... an advantage more pronounced vs +4 AV's than elsewhere. Buffs also usually don't involve the risk of getting them in play as can be the case with debuffs (though many patches like QS, Sleet and FR can be used from around or behind cover).
  9. Quote:
    Originally Posted by Mad_Cow_Milk View Post
    Any particular reason for Conserve Power instead of Focused Accuracy?

    I was always told that Focused Accuracy was a must as it helped you see stealthed opponents.
    Focused Senses has +perception included, by itself it's more than sufficient in PvE. In PvE one of the main benefits to Focused Accuracy is it offers To Hit Debuff resistance when compared to Tactics (the usual other option for +To Hit), while Tactics offers other mez resists and effects all your teammates in the area. FA is an end hog and most high end builds will hit vs +4's without needing the To Hit and Accuracy buffs, particularly if the build includes a Kismet +6% somewhere. PvP might be another matter as far as vs stealthed player foes (Focused Senses also helps there), but my PvP experience is very limited so I'll leave that for others to answer.
  10. Here's a build with Hover, Fly and Elude. Included Shock Wave, would need further revisions for including Eviscerate. Include Slash as it is a place to slot 5 Crushing Impact for the recharge and can take an Achilles -resist proc. It's also not an inexpensive build including both the Glad +3% def and the Fury of the Glad -resist proc, but you do keep saying cost is not a concern. With the Spiritual Core Paragon Hasten recharges in 109 seconds (and 121 sec recharge sans Spiritual), with an Elude down time around 60 seconds with Spiritual.

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

    Click this DataLink to open the build!

    ClawsSR_Mad Cow Milk (v1.00.i19 Spiritual Core Paragon): Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(27)
    Level 1: Focused Fighting -- RedFtn-Def(A), RedFtn-Def/EndRdx(5), RedFtn-Def/EndRdx/Rchg(9), RedFtn-EndRdx(15), RedFtn-Def/Rchg(27), LkGmblr-Rchg+(36)
    Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(36), Achilles-ResDeb%(42)
    Level 4: Focused Senses -- RedFtn-Def(A), RedFtn-Def/EndRdx(9), RedFtn-Def/EndRdx/Rchg(15), RedFtn-EndRdx(36), RedFtn-Def/Rchg(50)
    Level 6: Spin -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(7), Armgdn-Acc/Rchg(11), Armgdn-Dmg/EndRdx(13), Armgdn-Dam%(29), FotG-ResDeb%(46)
    Level 8: Hover -- Flight-I(A), Flight-I(50)
    Level 10: Practiced Brawler -- EndRdx-I(A)
    Level 12: Follow Up -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(17), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42)
    Level 14: Agile -- GftotA-Def(A), GftotA-Run+(31), LkGmblr-Rchg+(45)
    Level 16: Dodge -- GftotA-Def(A), GftotA-Run+(31), LkGmblr-Rchg+(45)
    Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(23), Apoc-Dam%(42), GJ-Dam%(43)
    Level 20: Quickness -- Flight-I(A)
    Level 22: Fly -- Flight-I(A)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(29), Aegis-ResDam(39), Aegis-ResDam/EndRdx(40), Aegis-ResDam/EndRdx/Rchg(48)
    Level 28: Lucky -- GftotA-Def(A), GftotA-Run+(31), LkGmblr-Rchg+(46)
    Level 30: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-EndRdx(37), RedFtn-Def/Rchg(50)
    Level 32: Shockwave -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(33), Ragnrk-Knock%(34)
    Level 35: Evasion -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(48)
    Level 38: Elude -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(39), RechRdx-I(39)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(46)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Maneuvers -- HO:Enzym(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Radial Boost
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Critical Hit
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Regen/Rcvry+(25), Mrcl-Heal(25), Mrcl-Rcvry+(43), RgnTis-Regen+(45)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(40), P'Shift-End%(43)
    Level 4: Ninja Run



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  11. I'd love to take the team I was on for a MoSTF a couple? years back thru something like this. To say we destroyed it is an understatement. Part of the reason I think this team is (was) so tough was the versatility of its possible responses to "x" on top of massive buff and strong debuff ability commonly found on all def/con teams:

    Stacked Leadership, Tactics and Assault in particular.
    Capped recovery
    Very high To Hit buffs (often exceeding +100%)
    Strong Resists to pretty much All damage types. (Sonic shields plus APP shields)
    Capped defenses to All (including Psi) (FF and Cold shields plus Fortitude)
    Very High Regeneration (the Emp defenders were capped, everyone else had 2+ Regen
    Auras stacked)
    At or near the damage cap for the ATs
    And then for 'versatility':
    Sleep powers
    Confuse powers
    Intangibility (Caging powers, both the Sonic and FF/Arch could cage LR or the towers)

    From (as near as I can recall):
    2 Emp/Rad/Dark (think both were /Dark, I know mine was)
    1 Emp/Sonic/?
    1 FF/Arch/*
    1 Cold/Arch/*
    1 Sonic/Sonic/*
    1 Mind/Emp/*
    1 Fire/Kin/*

    The one thing where this team isn't as strong as some def/con (or dom/corr etc.) teams is debuffing. Our strength was more to the buff side of the equation though obviously the Cold has some serious debuffs, and overall a fair amount of -resist on the team. (And I believe the Sonic/Sonic had Liquefy)
  12. Doomguide

    Storage in SGs

    Quote:
    You need workshops for enhancement tables, salvage racks and inspiration collectors.
    Workshops help in terms of capacity, but many of the rooms support having 1 storage unit in them. I commonly would place an Inspire bin in the medical bay, for example. Unless of course the limits have changed since I last played around in a base since, it has been awhile.
  13. Doomguide

    Emp perma RA?

    Yep since its a Green Machine build the Empath will be under a teammates AB at all times (assuming running at level 32+ ... and all the other goodies aren't making the emps lazy buggers ). What happens to my GM builds under those circumstances is crazy goodness. I also don't believe Linea meant that specific build had the recharge times mentioned in the paragraph above. In fact its Auras will be at the cap of 100 seconds if under the effects of AB, simulated as noted by Geas, while running a Spiritual Core Paragon. I took it to be more two separate comments on the effects on the Auras of a Spiritual boost combined with very high recharge builds in general.

    Edit, PS: In the thread (in the RO forums) where this build was being discussed the build, like Leo's above, was actually intended to use a Musculature Radial Paragon boost. With PBU recharging in 50.5 seconds (cap is 48 seconds) very nasty things happen involving Short Circuit as the Musculature Radial Paragon also effects Endmod in addition to damage. Short Circuit in that build is self stacking while a single application under PBU hits the spawn with -200+% recovery, -100+ end drain and capped damage.
  14. If you are really concerned about hitting consider adding a Kismet +6% somewhere as I think you are more likely to encounter +def or -to hit debuff difficulties (owing to strong AV resists to your debuffs or AV buff/debuffs combined with said AV resists) than pure accuracy issues. Use that 5th slot to add the Kismet rather than another Acc to Benumb.
  15. Tweaked a bit more ...
    Benumb at 29.99, Heat Loss at 90.16

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

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Cold Domination
    Power Pool: Leadership
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Electric Fence -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(5), Apoc-Acc/Rchg(5), Apoc-Dmg/EndRdx(9), Apoc-Dam%(9)
    Level 1: Infrigidate -- Achilles-ResDeb%(A), AnWeak-Acc/Rchg(3)
    Level 2: Tesla Cage -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(11), UbrkCons-EndRdx/Hold(13), UbrkCons-Dam%(13), Apoc-Dmg(15)
    Level 4: Ice Shield -- LkGmblr-Rchg+(A)
    Level 6: Maneuvers -- HO:Enzym(A), HO:Enzym(7), LkGmblr-Rchg+(7)
    Level 8: Conductive Aura -- P'Shift-EndMod(A), P'Shift-EndMod/Acc/Rchg(11), P'Shift-EndMod/Acc(17)
    Level 10: Glacial Shield -- LkGmblr-Rchg+(A)
    Level 12: Static Field -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Plct%(36), FtnHyp-Acc/Rchg(37), FtnHyp-Sleep/EndRdx(37)
    Level 14: Hover -- HO:Enzym(A), Zephyr-ResKB(27), LkGmblr-Def(36), LkGmblr-Rchg+(37), Zephyr-Travel(39)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(19), AdjTgt-ToHit/EndRdx/Rchg(19), AdjTgt-EndRdx/Rchg(21), AdjTgt-ToHit/EndRdx(23)
    Level 20: Arctic Fog -- HO:Enzym(A), HO:Enzym(21)
    Level 22: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(23), Amaze-Acc/Stun/Rchg(25), Amaze-Acc/Rchg(40), Amaze-EndRdx/Stun(42)
    Level 24: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(25)
    Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(27), CoPers-Acc/Conf/Rchg(29), CoPers-Acc/Rchg(29), CoPers-Conf/EndRdx(31), CoPers-Conf%(31)
    Level 28: Benumb -- Acc-I(A), RechRdx-I(34), RechRdx-I(36), RechRdx-I(43)
    Level 30: Weave -- HO:Enzym(A), HO:Enzym(31), LkGmblr-Rchg+(43)
    Level 32: Gremlins -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
    Level 35: Sleet -- Achilles-ResDeb%(A), RechRdx-I(40), UndDef-Rchg/EndRdx(42), LdyGrey-Rchg/EndRdx(42)
    Level 38: Heat Loss -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(43)
    Level 41: Scorpion Shield -- HO:Enzym(A), HO:Enzym(46)
    Level 44: Poisonous Ray -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
    Level 47: Summon Tarantula -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Dmg/EndRdx(50), ExRmnt-+Res(Pets)(50)
    Level 49: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
    Level 50: Spiritual Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A)



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  16. This isn't a KM/SR but a claws/SR ... but thought it might give you some ideas though overall they are very similar in speed.

    Edit: Bah forgot to toggle things on and off .. sprints off (which is full time) and Elude is on (which is part time) so be sure to toggle on and off as appropriate.

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

    Click this DataLink to open the build!

    Speedy Claws: Level 50 Science Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Swipe -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(7), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(31)
    Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(11), LkGmblr-Rchg+(11)
    Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(13), C'ngImp-Dmg/EndRdx(31), Achilles-ResDeb%(40)
    Level 4: Focused Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Rchg+(37)
    Level 6: Swift -- Run-I(A), Run-I(23)
    Level 8: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(46)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Hurdle -- Jump-I(A), Jump-I(50)
    Level 14: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(40)
    Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Regen/Rcvry+(17), Mrcl-Rcvry+(34), RgnTis-Heal/EndRdx(34), RgnTis-Heal/Rchg(37)
    Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(31)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(37)
    Level 22: Quickness -- Run-I(A), Run-I(23)
    Level 24: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(42), GftotA-Run+(43)
    Level 26: Dodge -- LkGmblr-Def(A), LkGmblr-Rchg+(42), GftotA-Run+(43)
    Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(42), GftotA-Run+(43)
    Level 30: Boxing -- Empty(A)
    Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), FrcFbk-Rchg/EndRdx(34), FrcFbk-Rechg%(40)
    Level 35: Evasion -- GftotA-Def(A), GftotA-Def/EndRdx(36), GftotA-Def/EndRdx/Rchg(36), GftotA-Run+(36)
    Level 38: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39), S'fstPrt-ResDam/Def+(39)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/Rchg(45), RgnTis-Regen+(45), P'Shift-EndMod(45), P'Shift-End%(46), EndMod-I(46)
    Level 47: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(48), GftotA-Def/EndRdx/Rchg(48), GftotA-Run+(48)
    Level 49: Elude -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(50), Winter-ResSlow(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- HO:Micro(A), HO:Micro(29)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 6: Ninja Run
    Level 6: LEGACY BUILD



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  17. Super Speed plus Stealth IO is more effective than Invisibility alone by a very marginal degree. The stealth IO can be anywhere in the build not necessarily in SS. Sprint or Combat Jumping are two places I often place the IO if not in SS. The power with the stealth IO does have to be active.

    Both Super Speed and Invisibility (though not GI) have -threat in addition to stealth in PvE.

    Super Speed does not prevent you from attacking ... you can always choose not to attack but Invisibility would prevent you from attacking without first detoggling it.

    The combined stealth rating of SS+Stealth IO is greater than Invisibility alone (65ft vs 55ft), though as Justaris points out either will effectively be the same vs almost all PvE mobs and situations. They will either see thru both or neither. A given foe will see you at a range equal to their perception minus your stealth expressed in feet, a result of zero or less means you get to tie their shoelaces together. Nearly all foes in the game have perceptions under 55ft. The ones that don't are generally also greater than 65ft and often far more (or ignore the equation altogether).

    For completeness I'll point out that SS and Invisibility stack both for stealth rating and threat in PvE. Not sure how meaningful that stacking is however both in terms of stealth as well as threat. And for that matter the stealth IO stacks with both of them for a grand total of 120ft of PvE stealth.

    Quote:
    I find my attacks miss a lot so I was slotting for accy before damage. I would rather my attacks hit with a little less damage at first than to have them miss from the start. That is why I slot the accy first then the damage second then whatever else I want last.
    Agreed, when I said slot for damage first vs debuff I meant when considering adding damage vs debuff. I too would slot accuracy first then worry about everything else after that while leveling. If you are missing frequently you can watch your Combat Attributes monitored for Last Hit Chance. If you see yourself missing while at 95% there's not much one can do, it's as good as it's going to get. If on the otherhand you see your Last Chance well under 95% then adding Accuracy might help, though it may also mean adding +To Hit will help as much if not more. It really depends on why you are missing at that point. While leveling I slotted 1 accuracy, 3 damage. Then again I leveled teaming in Green Machine almost exclusively up until the lower 40's. Stacked Tactics on top of the buff from Fortitude(s) pretty much obliterates the need for any accuracy slotting ... I could have readily gone 3 damage and rarely noted the difference.

    My advice would boil down to slot 2 accuracy or slot 1 accuracy and take and run Tactics. Of the two my first recommendation almost every time is going to be to take Leadership, it'll not only benefit you, but your team. After slotting accuracy then 3 slots for damage. After that one has either 2 slots left if you took Tactics or 1 slot for debuff/mez/whatnot (another perk to taking Tactics). The only footnote would be slotting 2 accuracy AND running Tactics if you routinely fight reds and purples, particularly if you are the sole or primary source of buff/debuff.

    And one helpful (I hope) link:
    http://paragonwiki.com/wiki/Attack_Mechanics
  18. Agree with Justaris and would add (also in no particular order):

    Slot blasts for damage first before secondary effects. The defdebuff effects are nice but on many (or most) higher level teams players tend to make sure of their own accuracy since they can't generally be sure of what sort of buff/debuffers they may end up teaming with. That said there can be mobs that get problematic especially for pre end game teams such as Rikti drones; Nemesis stacking vengeance; CoT, Tsoo or Carnies with To Hit debuffs; Paragon Protectors etc., where dropping their defense might make the difference for ones teammates. I would not however sacrifice damage to do so ... you have several other options as good if not better suited to deal with these mobs such as Fortitude and or running Tactics.

    Take and use Regeneration Aura. Its on the same timer as Recovery Aura so I tend to fire both one after the other ... and do so on the fly, in combat, hitting as many teammates as possible. They may or may not get much warning (a bit of a playstyle flaw on my part, the lack of warning part that is ), but I do keep my eye on who in general is having the most end issues and try to make sure they are included, assuming it isn't because they are off running solo from the team. At that point they are largely on their own. Put another way my own highly IO'd Emp/Rad has a regen of about 8 hp/sec outside of RegenAura. With RegenAura up and running her hp/sec is around 60, a nearly 8 fold increase. With it running plus her own HA she's far less "squishy" and jumping in to attack, buff or heal is far less likely to result in the the scrapper passing her a wakie afterwards while *tsk, tsk'ing* and muttering something about silly tankfenders.

    Absorb Pain ... I admit to not having a great deal of experience with it. But this seems to be seriously overslotted. I have trouble envisioning where I would need or want to fire it off every 10 seconds or so. You get nearly the same amount of healing out of tossing HO at someone over the course of 10 seconds (about 522 twice in 10 seconds vs 1300 or so with AP once in ten). Get close enough to hit them with HA in between HO and it's pretty much a wash without the downside to AP. AP is more about the single massive spike the tank or whoever takes that you need to remedy NOW! I'd think ... not about spamming it.

    I tend to slot Resurrection with Endred ... if I take it. Resurrection for me is an in combat thing, not an after the fight thing. After the fight I'm as likely to pass a wakie as use Rez. During the fight my own end might be less than spiffy due to what ever impending doom the team and I are trying to cope with. Rez costs 26 end or roughly a quarter of my bar, cutting that cost down may be the difference between getting it off or not, even with vigilance helping. Changes due to Inherent Fitness have perhaps altered this a bit, but I think the general logic is still solid (as this is from the point of view of someone who's teaming Emp builds universally did not have Stamina and the 'gas tank' could definitely run a bit dry with RA down in a hairy fight).

    Temp Invunerability - the name is a bit misleading I think. It's a toggle so it doesn't need recharge it needs endred (to go with resistance slotting)

    I'd slot AB pre set consideration with 3 Rech, 2 Heal, 1 Endmod, especially if your friend, the blaster, has a nuke with a crash. The 2 Heal to help keep him upright, the 1 endmod to counter the crash.

    Enough rambling hope that helps
  19. Looking very solid. And no with 30 seconds downtime on the Auras (down to around 20 seconds with the Tier 4 very rare Spiritual) and a net recovery of 2.7 or so end/sec (which assumes both the +max end accolades) I suspect the only time your blue bar will be near the bottom is after being sapped or using Black Star I would imagine.

    As a level 50+ only version of the build with a Spiritual Boost you could move one slot from Hasten (perma with room to spare on 2 rech IOs) and slot DC with 2 Rech IO's putting it on the same timer with your nuke (both recharging at around 87 seconds). Perfect synch to always have DC ready to help recover fast from using Black Star.
  20. Not sure who or what you are replying to @Syntax42 (post in the wrong thread?) but this portion of the post worries me:

    Quote:
    ... Two Empaths paired together may level easily in the beginning, but it may get too hard to duo in the 30's and 40's. ...
    I utterly agree with the first part (of the overall post), the part about healing and also agree if you are actively healing with any frequency damage output is going to plummet rapidly. The portion commenting on the ease with which an Emp duo might level in the level 30 and onward game on the otherhand ... well an Emp duo is going to have to look for major challenges to slow them down much. Anything which slows them much is likely to be quite problematic for many other sets pairings as well. Once an Emp duo has and slots up Adrenaline Boost there should be very little in the majority of the game that can do much to stop them except themselves. Stopping to heal is the very last thing an Emp duo will ever be doing, and infinitely so if specifically built to team together. They should be attacking essentially non-stop excluding time spent maintaining their buffs on each other. And they should be doing so with endless recovery, capped defenses to anything defendable, capped regen rates, and mez protection from pretty much everything. And all of that with absolutely none of it reliant on any foes being around.

    Edit for typo
  21. Quote:
    Originally Posted by Madadh View Post
    I agree with this opinion, but some people might think a sets of twins could be unique enough that the concept uniqueness outweighs the want for some individual uniqueness.

    That aside, tho, even if you had 2 Emp/Sons, their builds could end up fairly different.

    As a thought, how about a Emp/Son Def and a Sonic/Pain Cor?
    Could be very nasty for much the same reason any Empath who's been redside could get very nasty ... a pet from a Patron pool. The thing that jumps out that would keep me from saying the pairing is notably stronger is lack of +defense in any of the corrupter buffs. Not sure how readily that deficit could be made up in the duo partner ... +23% or so, in particular vs ALL, is tough to make up.

    And DOH no AB and its massive Recharge boost either.
  22. Doomguide

    Glad to be back!

    Welcome back!

    Obsolete? *wanders off puzzled*

    Gosh I hope not I have something like 6 of the level 50 buggers wandering around.
  23. Some of the things I'd consider doing differently.

    Slot both HA and HO with Doctored Wounds while not slotting Recovery Aura and Dark Consumption with full sets of Efficacy Adaptor. If you want to minimize downtime in RA this means hitting the ED cap for recharge in the power and then some. All that 'extra' recovery generated by Efficacy Adaptor slotting is mostly wasted. Should be hard, if not impossible, to run low on end with just the base buff from RA.

    Slot Dark Blast to do damage not debuff. (Though I'm thinking instead you are chasing the +recharge here not trying to debuff per se)

    1 slot and only 1 slot in Resurrection. I'd make it an Endred. If you or the team needs your Rez up so often that it requires 3 slots of recharge, in a build with the global recharge you are looking for, something is already terribly amiss.

    Take and slot Dark Pit, especially in light of selecting Dark Mastery for your PPP, this means you have enough stun available to stun bosses when those two powers stack their effects.
    EDIT: And take Oppressive Gloom ... that would be the other half of the stun bosses equation.

    Entropic Chaos as a set has poor accuracy. I'd either use Decimation here or look for 1) more global accuracy, 2) to hit buffs or 3) a 6th slot for some accuracy slotting ... or all 3 things.

    I'd look to add 1 slot to Adrenaline Boost and add some Endmod to it ... I usually use Endmod/Rech IO in there. This will put AB's +recovery over 1000%, enough to counter a nuke's -recovery crash all by itself.

    You are an Empath, you shouldn't need to ever use Drain Life. You've got both better Healing and better damage causing options than this power.

    -Knockback somewhere in the build is a very good idea, but max out your +resistance in Dark Embrace before including the -kb here. Personally I like to slot a BotZ -kb in a travel pool power like Recall Friend. Unless you change the focus of the build considerably (from +recharge to +defense) the Steadfast resist/+3% is of dubious value here also.

    I'll point out that the recharge your build does have for RA and Regen Aura is quite good, particularly in the case of Regen Aura. Reducing the downtime further, by more than a few seconds, is going to take a LOT more +recharge owing to the way recharge works. You can get it down further but you'll most likely need 5 of the 10% recharge from purple sets as a base to build on. And it'll get correspondingly more expensive, probably a lot more.

    Incorporating the above and you might get something like this. There are some things that if it were my build would be quite a bit different but I don't necessarily think they'd be "better" just more what I like.

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

    Click this DataLink to open the build!

    Level 50 Mutation Defender
    Primary Power Set: Empathy
    Secondary Power Set: Dark Blast
    Power Pool: Flight
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/Rchg(3), Dct'dW-EndRdx/Rchg(23), Dct'dW-Rchg(36)
    Level 1: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(13), Cloud-%Dam(37)
    Level 2: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(7), Dct'dW-EndRdx/Rchg(17), Dct'dW-Rchg(29)
    Level 4: Gloom -- Apoc-Dmg/Rchg(A), Apoc-Dmg/EndRdx(9), Apoc-Acc/Dmg/Rchg(9), Apoc-Dam%(13), Decim-Acc/EndRdx/Rchg(15), Cloud-%Dam(15)
    Level 6: Hover -- Frbd-Stlth(A), LkGmblr-Rchg+(11), Ksmt-ToHit+(19)
    Level 8: Resurrect -- EndRdx-I(A)
    Level 10: Clear Mind -- Range-I(A)
    Level 12: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(19), Stpfy-Acc/EndRdx(21), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(37)
    Level 14: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def(21)
    Level 16: Recall Friend -- Zephyr-ResKB(A)
    Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
    Level 20: Tenebrous Tentacles -- GravAnch-Immob(A), GravAnch-Acc/Immob/Rchg(25), GravAnch-Acc/Rchg(27), GravAnch-Immob/Rchg(27), GravAnch-Hold%(29)
    Level 22: Night Fall -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(31), Ragnrk-Acc/Rchg(31), Ragnrk-Dmg/EndRdx(31), Ragnrk-Knock%(34)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(33), Dct'dW-Rchg(34), Dct'dW-Heal(34), Dct'dW-EndRdx/Rchg(36)
    Level 28: Stealth -- LkGmblr-Rchg+(A)
    Level 30: Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-EndRdx/Rchg(43), Dct'dW-Heal/EndRdx(45), Efficacy-EndMod/Rchg(46)
    Level 35: Air Superiority -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(43), Hectmb-Dam%(43)
    Level 38: Blackstar -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/Rchg(39), Armgdn-Dam%(40)
    Level 41: Oppressive Gloom -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(42), Amaze-Acc/Rchg(42), Amaze-EndRdx/Stun(46), Amaze-ToHitDeb%(46)
    Level 44: Dark Embrace -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/Rchg(45)
    Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-Acc/Rchg(50)
    Level 49: Dark Consumption -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(50), P'Shift-Acc/Rchg(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A)



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  24. Quote:
    Yes, LotG comes in other levels. You can use Regular TF-Merits to buy them at any level 25 to 50. They cost 200 TF-Merits each. I've never bought one with A-Merits, so I don't know if A-Merits offer the same flexibility.
    Yes they do.
  25. yeah that one and the Force Feedback chance for +recharge are two that sometimes sneak under the radar and give one a false sense of where the 'normal' numbers on a build might lie.