Doomguide

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  1. Quote:
    Here is the same build, with only the 2 special-case slots from Hasten moved (to Combat Jumping, just as a throwaway spot). As you can see, the same build can easily have playable numbers using cheap sets. I only posted my more expensive version as an example. However, if you plan your build, you can have one that you can slot cheaply (as below) while retaining the ability to work on getting the expensive sets while actually playing. Then you can just drop them in as you work on them, all while having playable numbers. And hey, if you never get around to the expensive stuff, no worries, since the same power choices and number of slots works on the cheap (as below).
    I do much the same on builds I plan to invest more time, effort and enhancements in ...

    I also will often use the second build for this. Make a "cheap" build using generic IO's perhaps some sets, while saving and placing the long term sets in the second build. Meanwhile playing and using the first build while working towards the 'final' (riiiight! ) build.
  2. Quote:
    Originally Posted by babyscid View Post
    Again...thanks guys.....
    The build that (Louis is it?) made.....like I said...I am a newb at IO's....but is that one going to be a bit pricier?

    and is Pricier even a word?

    Also.....does assault work well for controllers? and does it work on Stoney?

    I read mixed reviews about it on here.

    Sorry for all the questions all of a sudden
    Yep Lewis' build would be a bit more pricey as much by virtue of the purple sets as anything. But then several of the non-purple sets are also fairly pricey ... Basilisk, Decimation and Posi's being the ones that jump out at me. Planning ahead, a great deal of patience with bidding/buying plus using merits can go a long way to reducing your cost for any IO build.

    Leadership, Assault, etc. - I like them, I also think if everyone routinely used them the devs would be almost forced to, errrr, do something. They get silly beneficial stacked up on a team the bigger the team the more potent the effect. 8 Controllers all running Assault is a +120% damage boost for everyone on the team for one power choice and one slot apiece. Not so much when only one or two folks are running them (a +30% damage bonus is nice but not mind blowing). There's a reason so many Super Teams tend to run Leadership toggles. Yes it'll work on Stoney, but if you plan to almost exclusively solo post 32 .. well I wouldn't go out of my way to add Assault though it would be a nice power to pick up late that requires no additional slots to be effective (letting you focus on filling out the slotting on other powers).
  3. I think Local Man and Lewis have covered it very well. I'm enough of a Mid's junkie that Lewis' build has me thinking on seeing what I can come up with for proc heavy build. I do have one Earth Storm who's live build does some very similar things. The endurance efficiency/net recovery in his build is also quite impressive even when I altered it for using lvl 25 IO's (which tends to be an IO level I aim for in any build I plan to use frequently for exemplar/tf work).

    Here's another build for more thinking on fodder. No Thunderclap but since the epic is Earth Mastery the plan is to stack Fissure and Stalagmites for stuns. The build also has Super Speed very early as a result of having access to City Traveler vet award. If not I'd likely move stuff around so Super Speed ended up at 14th and O2 Boost at 30th, but see also my next paragraph. I wanted to be fully stealthed (Super Speed + Stealth IO) and have the ability to take advantage of the stealth with Recall (and Assemble the Team) while keeping both EQ and O2 Boost in the build pre-20th. Fortunately City Traveler lets me squeeze all that in there.


    I also took Stamina at 22nd rather than 20th, taking Earthquake at 20. I find as an Exemplar I really miss the AoE of EQ for something like Posi or Ouroboros missions. While actually leveling the build I'd probably likely shoot to get EQ at 18th, likely relying on Ninja run and putting off Super Speed to fit both EQ and Stamina in there. As an aside procs (damage ones in particular) are also very exemplar friendly, sets not so much once you dip below 22nd level exemplar. This build also keeps virtually every set bonus it has all the way down to lvl 22.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Seismic Susurrus TF build (v2.30.i16 purpled): Level 50 Magic Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Storm Summoning
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Fossilize -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(5), UbrkCons-EndRdx/Hold(7), UbrkCons-Dam%(9), Apoc-Dmg(48)
    Level 1: Gale -- FrcFbk-Rechg%(A)
    Level 2: Stone Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(7), GravAnch-Hold%(11), EndRdx-I(15)
    Level 4: O2 Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(9), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(31)
    Level 6: Recall Friend -- Winter-ResSlow(A)
    Level 8: Super Speed -- Zephyr-ResKB(A)
    Level 10: Quicksand -- Range-I(A)
    Level 12: Stalagmites -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(13), Amaze-EndRdx/Stun(19), Amaze-ToHitDeb%(31)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Freezing Rain -- LdyGrey-Rchg/EndRdx(A), LdyGrey-DefDeb/Rchg/EndRdx(17), Achilles-ResDeb%(17), UndDef-DefDeb/Rchg/EndRdx(19), AnWeak-DefDeb/EndRdx/Rchg(31), UndDef-Rchg/EndRdx(40)
    Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(21), Mrcl-Rcvry+(50), RgnTis-Regen+(50)
    Level 20: Earthquake -- DarkWD-ToHitDeb(A), DarkWD-Rchg/EndRdx(21), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb/Rchg(29), DampS-ToHitDeb/Rchg(40), DampS-Rchg/EndRdx(43)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(25), P'Shift-End%(46)
    Level 24: Steamy Mist -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(25), TtmC'tng-ResDam/EndRdx/Rchg(34), LkGmblr-Rchg+(46), S'fstPrt-ResDam/Def+(48)
    Level 26: Volcanic Gasses -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(43)
    Level 28: Assault -- EndRdx-I(A)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 32: Animate Stone -- S'bndAl-Dmg(A), S'bndAl-Build%(33), C'Arms-Dmg/EndRdx(34), ExRmnt-Acc/Dmg/Rchg(34), SvgnRt-PetResDam(37), C'Arms-+Def(Pets)(50)
    Level 35: Tornado -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Dmg/EndRdx(36), S'bndAl-Dmg/Rchg(36), S'bndAl-Acc/Rchg(36), ExRmnt-+Res(Pets)(37), EdctM'r-PetDef(37)
    Level 38: Lightning Storm -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(39), Apoc-Dam%(40)
    Level 41: Fissure -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43)
    Level 44: Seismic Smash -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Acc/Rchg(45), Hectmb-Dmg/EndRdx(45), Hectmb-Dam%(46), UbrkCons-Hold(48)
    Level 47: Earth's Embrace -- Dct'dW-Heal/Rchg(A)
    Level 49: Swift -- Run-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 2: Ninja Run



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  4. Quote:
    Originally Posted by Local_Man View Post
    In Blind, you will get more overall damage slotting common Damage IOs than the damage procs. Maybe an Acc/Dam and a common Damage. Damage procs work great in powers with low or no damage, or in powers where the damage has already been ED capped, but in a power like Blind, slotting for Damage goes farther than the procs.
    Agreed, had a doh! moment ... then looked at the builds slotted both ways. Blind must sit right about at the break point between low/no damage and enough to make ED capping first the best choice. Unless I'm misreading, misinterpreting something the "average" damage is nearly identical between slotting the procs and slotting 2 lvl 50 damage IO's in Blind. The procs do a few more points on average. Slotting the damage IO's will give more consistent overall performance but the procs will have more variance.

    Makes some sense 2 procs about 28 points damage (average), ED capped damage is going fall just short of doubling the base which is 30.6. Toss in the 10% or so global damage bonus and it's basically a wash.
  5. Here's one variant incorporating some of the changes I mentioned.

    Specifically swapped the Entropic Chaos for Decimation (since you mentioned you had). Used two damage procs in Blind instead of the Thunderstrikes to increase damage. Moved a slot out of Deceive (no Confuse) the difference between 5 slots and 6 here is negligible. If you were building for ranged defense then maybe keep it but as is don't need the 6th. Went to 4 slots in Superior Invisibility slotting LotG vs Red Fortune gaining 2 slots. Used 4 LotG in Fortitude instead of 3 plus the Guassians. Altered Recovery Aura enhancements to use a pair of Endmod/Rech instead of generic Rech IO's. Moved 2 slots out of Resurrect. Used the 5 slots gained (1 from Deceive, 2 from Superior Invis, 2 from Rez) to increase slotting in AB and RegenA and slotted as described with sets of Doctored Wounds (plus the Endmod/Rech in AB).

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Everfree Fire v2: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Empathy
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15)
    Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(9), G'Wdw-Dam%(11), NrncSD-Dam%(11)
    Level 4: Deceive -- CoPers-Conf%(A), CoPers-Conf/Rchg(15), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(17), CoPers-Conf/EndRdx(19)
    Level 6: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(23)
    Level 8: Superior Invisibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-EndRdx/Rchg(37), LkGmblr-Rchg+(37)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Swift -- Run-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- Heal-I(A)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(31), ExRmnt-Acc/Dmg/Rchg(31), ExRmnt-EndRdx/Dmg/Rchg(31), C'Arms-EndRdx/Dmg/Rchg(34), C'Arms-Acc/Dmg/Rchg(36)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(27), EndMod-I(27)
    Level 22: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-EndRdx/Rchg(37), LkGmblr-Def(48), LkGmblr-Def/Rchg(48)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-EndRdx/Fear(39), U'spkT-Acc/EndRdx(40), U'spkT-Fear/Rng(40), U'spkT-Acc/Fear/Rchg(40)
    Level 28: Recovery Aura -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(29), RechRdx-I(29)
    Level 30: Flash -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(46)
    Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), BldM'dt-Dmg(34), BldM'dt-Acc/Dmg(34)
    Level 35: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Rchg(39)
    Level 38: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(46), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(50), Dct'dW-Rchg(50), Efficacy-EndMod/Rchg(50)
    Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Clear Mind -- Range-I(A)
    Level 49: Resurrect -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 6: Ninja Run



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  6. Here's one I was playing around with a while back ... it has about zero for defenses so that would be the first thing to fiddle around with.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    DM_ElA (v2.00.i16 purpled): Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Teleportation
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Smite -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(46), SipInsght-Acc/EndRdx/Rchg(48)
    Level 1: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(7), TtmC'tng-ResDam/EndRdx/Rchg(40)
    Level 2: Lightning Field -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(3), Sciroc-Dmg/Rchg(5), M'Strk-Dmg/EndRdx(11), M'Strk-Acc/EndRdx(15), M'Strk-Acc/Dmg/EndRdx(37)
    Level 4: Shadow Maul -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(5), Armgdn-Acc/Rchg(13), Armgdn-Dmg/EndRdx(15), Armgdn-Dam%(34)
    Level 6: Conductive Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(7), TtmC'tng-ResDam/EndRdx/Rchg(40)
    Level 8: Siphon Life -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(17), Numna-Heal/EndRdx/Rchg(39)
    Level 10: Static Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(50), TtmC'tng-ResDam/EndRdx/Rchg(50)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(39), Numna-Regen/Rcvry+(39), Mrcl-Rcvry+(40), RgnTis-Regen+(48)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(37), Efficacy-EndMod/EndRdx(43)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(25)
    Level 22: Energize -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(23), Numna-EndRdx/Rchg(23), Mrcl-EndRdx/Rchg(25), Mrcl-Heal/Rchg(31), Mrcl-Heal/EndRdx/Rchg(37)
    Level 24: Boxing -- Empty(A)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(36), GSFC-Rchg/EndRdx(48)
    Level 28: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(29), TtmC'tng-ResDam/EndRdx/Rchg(46)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(33), Hectmb-Dam%(34), Mako-Acc/Dmg/EndRdx/Rchg(34)
    Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc/Rchg(50)
    Level 38: Super Speed -- Clrty-Stlth(A)
    Level 41: Ring of Fire -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(42), GravAnch-Acc/Rchg(42), GravAnch-Immob/EndRdx(42), GravAnch-Hold%(43)
    Level 44: Char -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(45), UbrkCons-Acc/Rchg(45), UbrkCons-EndRdx/Hold(45), UbrkCons-Dam%(46)
    Level 47: Lightning Reflexes -- Run-I(A)
    Level 49: Recall Friend -- Zephyr-ResKB(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 2: Ninja Run



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  7. Some thoughts on the Empathy side of things as I have far more experience with Empathy than with Illusion (though I do have several Illusion/*).

    1) Heal Aura and 2) Heal Other. Pretty straight foward, Doctored Wounds is the set for Empaths. I generally go 5 slots dropping the Rech. I have gone 6 slots and dropped the Miracle and Numinas in there (Miracle in HA, Numina's in HO) but that was on a defender without Fitness/Stamina and with Vigilance. Wouldn't be in any hurry to go without Stamina on a high recharge controller build so I would also stick to 5 slots in HA and HO.

    3) Absorb Pain - One of these days I should take it and see just how much I need/don't need it. Guessing my teammates would get to use vengeance more often

    4) Resurrect - Most of my builds and nearly all my primary builds skip Resurrect. I'll carry or make you a wakie first. That said the best and primary reason to have Resurrect in a build is to rez during combat when you need that teammate back in action yesterday. Resurrect costs 26 end to use and I may or may not have 26 endurance on hand in the midst of a hairy fight so I'd slot endred and be done with it. If I need it more often than the once a minute or so that a high recharge build will have it up, on anything resembling a routine basis .. errm ... the team needs new tactics or I need new teammates.

    5) Clear Mind - Ideally in the build by level 20. Post 30th is getting late and into choices where it's competing with Phantasm, AB etc.. I do not want to be making those choices as that means Clear Mind probably ends up post 40th (Actually it means I would be burning a respec). What gets slotted is almost meaningless ... but I'd lean towards Range if using it reactively and Endred if using it proactively. Recharge isn't really doing anything for you, it won't cut the sadistically long animation time down any.

    6) Fortitude - Yummy! First choice for me is usually 4 LotG +/- a Karma -kb. The Karma generally gets respec'd out after I have a BotZ -kb available or never added (either the slot or the IO) if I have the BotZ already for the build. I like the +acc bonus but grabbing the +rech from 5 slotting Red Fortune is a solid alternative especially if you aren't fighting things well over your level (+4's) on a regular basis or have significant sources of +acc elsewhere in the build. Generally I don't slot for +to hit over +def. The to hit bonus is large out of the box. If you are fighting things on regular basis where your team/teammates need more +to hit than the base amount in Fort I'd be looking at Leadership/Tactics, slotting Membrane HO's or both.

    7) Recovery Aura - I like the slotting Lewis has in his RA. Uses the same 3 slots I tend to use and squeaks a tiny bit more endurance out. Okay squeaks a bit more than a tiny amount out at no cost in slots and about 3 seconds more downtime, pretty much all win there. Bonus points for synching up the 2 Auras.

    8} Regen Aura - I'd be using 5 or 6 Doctored Wounds here. You want the regeneration (heal) enhanced. It's the difference between roughly 30 hp/sec (unenhanced aura) and 60 hp/sec (ED capped enhancement), for instance, on yourself .. add in the effect of Fortitude plus Regen Aura on teammates and you have a large shift in survivability and far less need to use HA and HO. Never mind the lucky recipient of Adrenaline Boost on top of all that.

    9) Adrenaline Boost - I'd use 5 slots no less, prefer 6 slots >> 5 Doctored Wounds and 1 Endmod/Rech IO. I want the regen and rech ED capped and the +recovery over 1000%.

    Reyna Morningdew of Green Machine, RO Network.
  8. An Empathy/Dark/Dark was my first empath and one of the my earliest characters in the game. This is one of the Mids plans I have for her using Dark Mastery. It stands a few seconds shy of both perma Hasten and perma Soul Drain. While I've no plans to do so currently but from there change out Hover for Air Superiority, add a 5th slot and place 5 purple sets into the build (and go with Adjusted Targeting vs Guassians in Tactics) and it'll be perma Hasten.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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

    Hero Profile:
    Level 1: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(13), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(36)
    Level 1: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9), Cloud-%Dam(42)
    Level 2: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9), Cloud-%Dam(42)
    Level 4: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(13), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(36)
    Level 6: Hover -- Flight-I(A), Flight-I(46), LkGmblr-Rchg+(46), Ksmt-ToHit+(50)
    Level 8: Clear Mind -- Range-I(A)
    Level 10: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(11), Stpfy-Acc/EndRdx(11), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(39)
    Level 12: Fortitude -- LkGmblr-Def(A), LkGmblr-Def/Rchg(25), LkGmblr-EndRdx/Rchg(36), LkGmblr-Rchg+(37)
    Level 14: Assault -- EndRdx-I(A)
    Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/EndRdx(17), Posi-Dmg/Rng(23), Posi-Dam%(37), Cloud-%Dam(42)
    Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Night Fall -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(21), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Dam%(37), Cloud-%Dam(43)
    Level 22: Fly -- Empty(A)
    Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43)
    Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Rchg(45)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(39)
    Level 30: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Rchg+(40)
    Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), Efficacy-EndMod/Rchg(34)
    Level 35: Recall Friend -- Empty(A)
    Level 38: Blackstar -- Oblit-Dmg(A), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(50)
    Level 41: Oppressive Gloom -- Acc-I(A)
    Level 44: Dark Embrace -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
    Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 6: Ninja Run



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  9. Quote:
    Originally Posted by JAXMAN View Post
    Aid Self vs PP comes down to the feats aid self let's you complete. For me I don't try most of the crazy challenges so PP is better for general teaming.
    Maybe ...

    Only one of the crazy things Greta has done would the presence of Aid Self have maybe made a significant difference ... solo Woodsman sans inspires or dying. He manage to hit her often enough while she was low in health to take her down (and him with only 5000 or so health left when he did it). Perhaps the rapid increase in health from Aid Self would have prevented the death. Or maybe she'd only have been less dead.

    The flip side to repeatedly using Aid Self to stay afloat is it cuts into your damage output. The relatively high health and passive regen Greta has does its thing while she continues the beatdown without pause. Or put another way in the 8 seconds or so it would take to fire off and recharge Aid Self Greta will have gained about 225 health without sacrificing any dps vs the 500 or so heal of Aid Self (and the 5 seconds or so of damage output lost).
  10. Quote:
    Originally Posted by Local_Man View Post
    A full team of any kind of */Rads is sick, but a full team of Fire/Rads is so overpowered that it feels like cheating. Everything dies in seconds. It was a team of mostly Fire/Rads that set the speed record for the Statesman's TF. I think they had one Fire/FF for the mez protection.
    TimeForce II, the normal 8 Fire/Rad team was only 7 Fire/Rad, the 8th spot was a neutral observer/judge for the competition.

    Don't recall the overall time but a team of 7 took out all 4 of the STF patron AV's by Team Teleporting in and destroying them all in a hair over 3 minutes. That's some absurd dps output by the team (something like 112,000 hit points obliterated in 200 seconds)

    Think the video footage was eaten with the forum move but I'm sure it's floating around out there somewhere yet.

    Edit: Google for the win ... 3 min 15 seconds for all 4 Patrons
  11. This is almost exactly what my current live build is. Shockwave doesn't have the full 5 Ragnaroks and likely never will, I find the extra range from 2 Centrioles left yet from her old pre IO days of more value than completing the full set of Ragnaroks. The slotting on live is actually 1 Nucleolus, 2 Centrioles, Ragnarok Acc/Rech and Ragnarok Dam/End which puts the range at a little over 40 ft.

    Far as Aid Self vs Physical Perfection. Never been a big fan of Aid Self but that's just me. I will say that the limitless endurance I have after PP I'll take any day over getting the occasional damage spike that manages to kill me before my passive regen can fix me up. It is very very nice to utterly ignore your end bar the vast majority of the time. I've used CP maybe a half dozen times and pretty much it's been either after a sapper hit or a Mask of Vitiation has landed and I'm not sure I had to use CP in any of those cases ... more than enough blues usually sitting in her tray waiting to either be turned into something else or given to a teammate to cover the situation generally.

    Likewise post BotZ her build is no longer quite soft capped vs ranged or AoE. I do have a build figured out dropping swift, adding maneuvers, moving slots and getting everything soft capped again. That said even with all the respecs I have available for her I've no plans currently to do so. Teammates and inspires pretty much mean she's soft capped when she wants to be anyway so unless she takes up doing daily RWZ challenges or something can't see her really needing to get those couple percent back.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    GRETA-001 solo (v11.10.i16 purpled): 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: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(42)
    Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(13), LkGmblr-Rchg+(31), Ksmt-ToHit+(43)
    Level 2: Slash -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(11), Hectmb-Dmg/EndRdx(17), Hectmb-Dam%(34), Achilles-ResDeb%(42)
    Level 4: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(13), LkGmblr-Rchg+(31)
    Level 6: Spin -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(7), Armgdn-Acc/Rchg(7), Armgdn-Dmg/EndRdx(23), Armgdn-Dam%(34)
    Level 8: Follow Up -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Acc/Dmg(9), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dmg/Rchg(42)
    Level 10: Practiced Brawler -- EndRdx-I(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Regen/Rcvry+(15), RgnTis-Heal/EndRdx(31), RgnTis-Heal/Rchg(37), RgnTis-Regen+(43)
    Level 16: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(37), Zephyr-Travel(43), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(46)
    Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(29), Apoc-Dam%(29)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(45)
    Level 22: Kick -- Empty(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(25), TtmC'tng-ResDam/EndRdx(25), TtmC'tng-ResDam/EndRdx/Rchg(39)
    Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def(27), LkGmblr-Rchg+(40)
    Level 28: Quickness -- Run-I(A)
    Level 30: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(39), S'dpty-Def/Rchg(46)
    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/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36), LkGmblr-Rchg+(36)
    Level 38: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(39), S'dpty-Def/Rchg(48)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-End%(45), Mrcl-Heal(50), Mrcl-Heal/EndRdx(50), Mrcl-Rcvry+(50)
    Level 47: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(48), S'dpty-Def/Rchg(48)
    Level 49: Swift -- Run-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 0: Ninja Run



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  12. FireWyvern gave you the quick and dirty synopsis.

    There are several guides in the Guides section which go into further detail about Combat Mechanics which is where the "soft cap" comes into play.

    Paragon Wiki is an excellent resource overall and has articles on both these subjects.

    Here's a snippet from the Paragon Wiki article on the limits to set bonuses. Note in particular the paragraph about Castle's clarification on the subject.

    Quote:
    The Law of Fives

    While a character can slot the same (full or partial) set multiple times in different powers, he cannot benefit from more than five copies of each named set bonus of the exact same attribute and amount. This is a stronger restriction than simply being limiting to five copies of each set. It means that if two different sets give the same size bonus to the same thing, the character can't get more than 5x that bonus even if he uses a mix of sets.

    Example: The Kinetic Combat set can give +1.5% Max Health and +3.3% Immobilization Resistance. The Mako's Bite set can give +1.5% Max Health and +2.75% Immobilization Resistance. If a character slots four partial sets of both, he will receive the full total of 24.2% Immobilization Resistance but only +7.5% Max Health because he cannot get more than five Max Health bonuses of exactly +1.5%.

    Castle further elaborated on the rule of five in I13 Closed Beta saying that the exclusion of more than five of the same bonuses is based on the name of the bonus and not its value. For example, a character can benefit from up to five global benefits of Luck of the Gambler: Defense/Increased Recharge Speed, which gives a global +7.5% bonus to Recharge Rate, as well as up to five set bonuses of +7.5% Recharge. That's because the first bonus is named "Luck of the Gambler: Recharge Speed" while the second is "Huge Recharge Bonus". One can find the names of the bonuses listed in the Combat Attributes window.
    Edit: Just thought I'd add you can see the "names" of the bonuses in your personal info under the powers tab
  13. Quote:
    Originally Posted by Altyrian View Post
    hm what would you do in your build?
    Hmmm still working on that but

    No Hasten - aiming for enough global recharge that Hasten really doesn't add much. If you have enough recharge (from whatever sources) to use your attacks (or attack chain) without gaps Hasten has become largely unneeded. The main benefit to Hasten is its large boost to global recharge for powers with long(er) recharge timers (think Recovery Aura, Volcanic Gases or Phantom Army and similar powers). Outside of Elude neither Claws nor SR have such a click power and since we are soft capping Elude is out of the picture and of minimal benefit as well.

    No Medicine pool - Using an inspire is much faster and much more reliable. Anything hitting me despite soft capped defenses with enough damage to kill me despite scaling resistances, passive regen in the high 20's, 1900+ health and using inspires, Aid Self is unlikely to keep me upright either. What it tells me is I should have been popping orange (resistance inspires) preemptively or maybe a purple (if the foes had some sort of +to hit ... think vengeance fueled Nemesis or DE with their Quartz eminators) or likely both.

    A work in progress:

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!


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    Edit to add the second build

    After some further fiddling with things ...
    Probably play around with it some more seeing if I can get Darkest Night and or Eviscerate (or Shockwave) in the following build. Did manage to get max health to 2220 and regen up around 31 hp/sec which I like while keeping the net recovery up over 2.5 end/sec (which is the minimum I shoot for)

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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  14. Quote:
    Originally Posted by Sermon View Post
    Some questions:

    1) Is dropping stone mallet really an acceptable power choice? I feel like a ST attack chain would already be hard enough, unless you are thinking of boxing as an alternative (but which isn't slotted)?

    2) Both of you dropped fault. I really can't see building the set without it. I would be missing out on too much fun! I have considered slotting it with a taunt set and using it instead of taunt (higher target limit, albeit pbao). Also, it looks like a great form of team mitigation.
    Quote:
    ... It doesn't have Fault or Hasten and while I have played a lot of /SR, both brute and scrapper, I've yet to play Stone Melee so any comments regarding Fault would be welcome. I figured a bunch of minions really aren't a concern to you. They'll get dropped in the general carnage, stunned or otherwise, glued to you by Taunt while you SMASH Lieutenants, Bosses, AV, whatever, face.
    I've yet to run a Stone Melee character (closest I've come is Stone Mastery app for controllers) so first thing I did was look at the stickied thread at the top of the scrapper forums where both brute and scrapper attack chains are listed. Seismic Smash>Stone Fist>Gloom>Stone Fist>Heavy Mallet is the listed chain hence I focused on those attacks first when putting the build together.

    As to Fault it's not that I think Fault is a poor choice merely only so many powers fit. You could directly swap the powers in the build if you wished. The problem is Taunt is auto hitting and requires no accuracy in PvE. Fault does, and worse its accuracy is lower than normal. Taunt sets have poor accuracy enhancement in them (if they have any at all) so any direct swap of Taunt (the power) for Fault is going to end up with fairly awful accuracy even with the global accuracy and Tactics present to help. Coming up with one or more slots to add more Accuracy to Fault looks to be not so easy either unless you are willing to drop below the soft cap as you need all 4 of Mocking Beratement to gain the +def (melee).
  15. Quote:
    Originally Posted by Kitty View Post
    is there anything that should be changed in this build? it loooks pretty well rounded and not too expensive to make


    Villain Plan by Mids' Villain Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!
    Things, if it were my build, that would concern me are:

    1) Relatively low final hit chances - to fight anything over +2's you are going to want teammates with good buff/debuff powers and or a steady flow of inspires, probably both. More global accuracy and a Kismet +6% somewhere in the build will help a great deal in this area. If solo and only really looking to fight +2's or less than just adding the Kismet +6% will do wonders.

    2) Both Max Health and +Regen are lower than I'd like even considering the presence of Aid Self.

    I think as long as you aren't looking to solo above +2's, especially larger mobs, the build should perform fairly well. It's different enough from how I'd do it that I find myself wanting to start from scratch but I also think that's as much do to my personal preferences as anything.
  16. Katana/SR is currently my main scrapper leveling project. Would love to squeeze in Recall somewhere but don't see that happening. I dislike Teleport as a primary travel power, would lose stealth if I lost Super Speed and with SS my main travel mode would prefer to keep Combat Jumping (never mind the +def and utility of the IO's CJ can potentially hold).

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Cealdrathe -lvl 50 IO's (v1.00.i17 sets): Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Super Reflexes
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg(9), C'ngImp-Dmg/Rchg(17), Achilles-ResDeb%(39)
    Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(7), GftotA-Def/EndRdx(15), GftotA-Run+(25), Ksmt-ToHit+(34)
    Level 2: Flashing Steel -- Erad-Dmg(A), Erad-Acc/Rchg(3), Erad-Dmg/Rchg(5), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(17), Erad-%Dam(39)
    Level 4: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(7), LkGmblr-Def(11), LkGmblr-Def/EndRdx/Rchg(15)
    Level 6: Super Speed -- Clrty-Stlth(A)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Practiced Brawler -- RechRdx-I(A), EndRdx-I(11)
    Level 12: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(13), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-EndRdx/Rchg(39), AdjTgt-Rchg(46)
    Level 14: Agile -- GftotA-Def(A), GftotA-Run+(43)
    Level 16: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(25), Mrcl-Rcvry+(31), Numna-Heal(37), Numna-Regen/Rcvry+(37), Numna-Heal/EndRdx(37)
    Level 18: The Lotus Drops -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-Acc/Dmg/Rchg(40)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod/Rchg(23), P'Shift-End%(31)
    Level 22: Dodge -- GftotA-Def(A), GftotA-Run+(43)
    Level 24: Quickness -- Run-I(A)
    Level 26: Soaring Dragon -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Dmg/EndRdx/Rchg(27), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 28: Lucky -- GftotA-Def(A), GftotA-Run+(43)
    Level 30: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(31), Winter-ResSlow(34)
    Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Dmg/Rchg(33), Oblit-Acc/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(40)
    Level 35: Evasion -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(36)
    Level 38: Kick -- Empty(A)
    Level 41: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(42), TtmC'tng-ResDam/EndRdx/Rchg(42), S'fstPrt-ResDam/Def+(42)
    Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Rchg+(48)
    Level 49: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(50), P'Shift-End%(50), RgnTis-Regen+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 2: Ninja Run



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  17. Doomguide

    Dark/Sonic Build

    Quote:
    Originally Posted by Fellnair View Post
    For the most part, our builds are similar. Mine has more HP and Recovery whereas yours has more recharge. I grabbed Dreadful Wail just as a "for fun" power to use occasionally. I don't see how screech is the best sonic debuff. It debuffs resistance the same amount as the other powers in the set, but it has a Mag 3 Stun with it. Are you calling this stun a debuff?
    I'm guessing in addition to the stun it's the duration in applying the -resist debuff to the target as well.

    Edit: @ Garent: Mids applies my versions numbers when I download off the forums and so gives the correct defense values ... 21.5, 24, and 29.7
  18. Playing around some in Mids and this is what I came up with. More health, passive regen and recovery. The option to run either or both Assault and Tactics if team buffs or situation allows or requires it (running only Tactics and it will still net 2.58 end/sec). The option, if you really want to splurge, to add 3 purple sets, to the build without affecting defense values. It doesn't have Fault or Hasten and while I have played a lot of /SR, both brute and scrapper, I've yet to play Stone Melee so any comments regarding Fault would be welcome. I figured a bunch of minions really aren't a concern to you. They'll get dropped in the general carnage, stunned or otherwise, glued to you by Taunt while you SMASH Lieutenants, Bosses, AV, whatever, face.

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    SS-SR: Level 50 Natural Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Stone Fist -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/EndRdx/Rchg(5), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(39)
    Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Rchg+(17), Ksmt-ToHit+(31)
    Level 2: Heavy Mallet -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/EndRdx/Rchg(5), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(39)
    Level 4: Focused Senses -- GftotA-Def(A), GftotA-Def/EndRdx(7), GftotA-Def/EndRdx/Rchg(17), GftotA-Run+(31)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(39), GSFC-Build%(40)
    Level 10: Practiced Brawler -- EndRdx-I(A)
    Level 12: Agile -- GftotA-Def(A), GftotA-Run+(15), LkGmblr-Rchg+(45)
    Level 14: Boxing -- Empty(A)
    Level 16: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(27), Mrcl-Rcvry+(37), Numna-Heal(46), Numna-Heal/EndRdx(46), Numna-Regen/Rcvry+(46)
    Level 18: Seismic Smash -- C'ngImp-Dmg/Rchg(A), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(21), C'ngImp-Dmg/EndRdx(23), Lock-%Hold(40)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(34), P'Shift-End%(34)
    Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-ResDam/EndRdx/Rchg(25), S'fstPrt-ResDam/Def+(33)
    Level 24: Dodge -- GftotA-Def(A), GftotA-Run+(25), LkGmblr-Rchg+(45)
    Level 26: Evasion -- GftotA-Def(A), GftotA-Def/EndRdx(27), GftotA-Def/EndRdx/Rchg(29), GftotA-Run+(31)
    Level 28: Lucky -- GftotA-Def(A), GftotA-Run+(29), LkGmblr-Rchg+(45)
    Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-EndRdx/Rchg(36), LkGmblr-Def/EndRdx/Rchg(37)
    Level 32: Tremor -- Erad-Dmg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-%Dam(36), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Rchg(40)
    Level 35: Quickness -- Run-I(A)
    Level 38: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(43), Mocking-Taunt/Rng(43), Mocking-Taunt/Rchg(50)
    Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 44: Assault -- EndRdx-I(A)
    Level 47: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(50)
    Level 49: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run



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  19. The build has two areas I'd be working to improve.

    1) Net Recovery - Definitely lower than I'd feel comfortable. So yes I'd be looking for more +recovery and lower endurance consumption overall.

    2) Low overall accuracy. Several attacks have under 95% chance to hit vs +2's outside of BU. Against +3's all but Seismic Smash fall short of 95% and I wouldn't want to face +4's as the whiffing would drive me nuts outside of popping yellows and BU. A change as simple as adding a Kismet +6% somewhere would have a huge impact in this regard. If all you expect from the build is solid chance to hit +2's then a Kismet would be enough. But if you want or expect to fight and hit +4's you will need to add a fair amount of global accuracy and the Kismet.
  20. Quote:
    Originally Posted by TBoxer View Post
    Backup Radio: Anyone knnow what attacks the PPD Hardsuit pet has?

    Hand Grenade: Does this do knockback or knockdown?

    Med Pack: Is this an interruptible heal?

    Thanks in advance for any answers!
    Quote:
    Originally Posted by Necrotech_Master View Post
    hand grenades do knockback
    Note (a nitpicky one at that) that knockback and knockdown are essentially the same thing different by degrees of magnitude only. The same grenade could cause knockback against one mob and knockdown (or even no effect) against another.
  21. Some thoughts,

    Agree with Vermain, most of the time you can likely get away with just a stealth IO somewhere. Some maneuvering plus just plain putting your head down, popping a purple or two and running by will work most of the time.

    As is you can toggle Sprint on then off again to save more end usage, it'll provide +stealth while its running and for 120 seconds after you toggle sprint off. With sprint off and with two Performance Shifter +end proc's it will probably take a while to run down ... so it depends a bit on how "protracted" you are looking to be.

    Getting the +max end and +max health accolades will also help quite a bit in both survival and reaching long term endurance sustainability. I'm not enough of a number cruncher but a net of 2.88 plus 2 performance shifter +end procs should be approaching infinite endurance I'd guess, if not there (which is where you sit with sprint off and accolades enabled).
  22. Quote:
    Originally Posted by Phoebe_Ponderas View Post
    I'm going to use jet pack and jump pack till 30. I like being able to spam attacks without any care in the world.

    And yea, that is true about Fireball, but I don't know what I can take instead at 50 ^^;
    Weave perhaps, it can get away with less slots generally.

    Edit: You also mentioned a Kin/Dark partner >>> Inertial Reduction (and or Speed Boost) as early as lvl 18 could make an travel power pretty much optional as well.
  23. Doomguide

    Drain Psyche

    Quote:
    Originally Posted by Carnifax_NA View Post
    How high could you slot your End with Accolades and IO bonuses? If you could get it over 121 (and be full at the time you trigger it) you might be able to overcome the End Cost and -100.
    Quote:
    Originally Posted by Carnifax_NA View Post
    How high could you slot your End with Accolades and IO bonuses? If you could get it over 121 (and be full at the time you trigger it) you might be able to overcome the End Cost and -100.
    Somewhere buried in the forums was (is?) a post concerning Heat Loss and nuke crashes. As I understand it and remember from that thread you can't ever stop the nuke from zeroing out your end bar no matter how high you get your max endurance (i.e. its -100% not -100 end). What having ever increasing max endurance will do is increase the likelyhood of server tic(s) of endurance will occur prior to your power(s) charging their end cost ... and as result not cause a toggle drop on that power.

    The highest Max End I've had in a build so far, with accolades, is 130.3 ... on a Sonic/Rad >>> 3 Imp Arm sets, 2 Deci's (5*+2.25), 3 GotA, 2 Eradicates (5*+1.8) plus accolades.

    EDIT: Found it, the thread is entitled "Clarifying Heat Loss" in the Defenders section ... I'm clueless to how to go about providing a link here but it was buried a few pages deep when I did a search for "Heat Loss"
  24. Doomguide

    Drain Psyche

    Planned for my DP/MM blaster:

    5 heal/rech and one acc/end/heal.

    Crashless nuke so no need for slotting for endmod as even 2 foes hit provides ample recovery over my normal baseline. Instead it will be slotted to heavily debuff a target(s) regen and buff my regen. Capped S/L defense, inspiration use and teammates plus the regen provided should make her very hard to kill. On test with similar heal enhancement I've seen my total regen climb to over 80 hp/sec while teamed and fairly consistently reach 40 to 50 hp/sec while soloing.

    High global accuracy yields a final hit chance (prior to debuffs and defense concerns) of 93% vs +4's without using Concentration prior to Drain Psyche (which would be unusual). The regeneration debuff to the target is nearly that of Lingering Radiation (-490% vs -500%) while additionally debuffing their recovery by 250%.
  25. Quote:
    Advantages:

    Hasten is down for 2.8 seconds.

    Fort recharges fast enough that I can keep it on between 5 and 6 players of the team consistently. AB is permanent on one target. RAs have roughly 50 second gaps.

    Defenses are lacking again, same thing as Kin/ pretty much. I'd like some advice on slotting up Recovery Aura as well.

    I'm probably going to play each of these (once I buy more character slots on Victory!), but I'd love to solidify builds on them first. I'm definitely a mids junkie. Any and all advice/constructive criticism is definitely appreciated.
    I play a ton of Empathy defenders, not so much the others so just going to make my comments on the EmpIcePsi and leave the others to others.

    First off, a very solid build ... pretty much any change is going to fall strongly into the realm of personal preference and general min/max nitpickiness.

    Lack of defense, particularly in a team setting, should be a non issue. Your 'defense' is your teammates, your holds, inspires as needed, HA, and high regen except for the 50 or so seconds your aura is down. Teaming builds for emps want high recharge for their powers on long recharge timers namely the auras and AB, defense is an entirely secondary concern. Nice if you can get some but I would not sacrifice any recharge to get it.

    As for slotting Recovery Aura ... I've yet to ever slot anything other than 3 recharge, slots are too tight for using them to gain set bonuses here and enhancement for endmod is utterly unnecessary. If a build can use more additional endurance beyond its norm than the 3+ end/sec the base buff of Recovery Aura provides ...

    Adrenaline Boost - I'd like to add a 6th slot and put an Endmod/Rech IO in there. Puts the +recovery boost over 1000% which in turn means it will, by itself, counter the -recovery present in most nukes.

    If it's not outside the budget I'd slot Fortitude with 4 LotG (d, d/r, e/r, +7.5%). Squeaks a bit more recharge out and depending on how you move slots around can get the +5% recharge bonus back in Tactics by 5 slotting Adjusted Targeting.

    In the long run (vs leveling up) I'd swap Resurrect to later and drop CJ in there to get the benefit of Kismet pre-20th. Make the Karma as low a level IO as possible, a lvl 30 Karma means you have no kb protection at lvl 26 or less while a lvl 10 Karma means you have kb protection at lvl 7 and up.

    I'd slot a Endred over a Rech in Resurrect. It costs 26 endurance to use and the largest advantage to actually having Resurrect in a build is to be able to rez someone during combat when your end bar may or may not have much end in it. Outside of combat I'd be using awakens and I'd sure hope I didn't need Resurrect more than once a minute as a general rule in any case.

    I'd slot Range in Clear Mind ... particularly if I planned on using it primarily reactively vs proactively (though that is a very trivial change ... realistically it probably doesn't matter if there's even an enhancement in the power I'd hazard to say) The enhancement you really want in there doesn't exist >>> Animation Time Reduction :P

    I went with only 3 slots in Mind Over Body. First I can't imagine the mez resistance stuff does enough to reduce the duration you'll get mezzed by any significant degree, you'd need 100% resistance to cut the time in half for instance. And second I generally find that when mezzed I don't care if the mez lasts 6 or 8 seconds vs 12 .. I can either wait it out those few more seconds or I need to be mez free NOW! and will hit a breakfree.

    Rather than 5 slot Tactics with Adjusted Targeting I moved stuff around to 6 slot the blasts and added in procs to the 6th slot.

    Here's what all the above would make the build look like ... mostly different but not "better", food for thought.

    Hero Plan by Mids' Hero Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    EmpIcePsi v2.0: Level 50 Natural Defender
    Primary Power Set: Empathy
    Secondary Power Set: Ice Blast
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-EndRdx/Rchg(9)
    Level 1: Ice Bolt -- Decim-Acc/Dmg/Rchg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg(39), ImpSwft-Dam%(46)
    Level 2: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-EndRdx/Rchg(5)
    Level 4: Ice Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg(13), Dev'n-Hold%(48)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(25), Krma-ResKB(40)
    Level 8: Clear Mind -- Range-I(A)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Fortitude -- LkGmblr-Def(A), LkGmblr-Def/Rchg(25), LkGmblr-EndRdx/Rchg(39), LkGmblr-Rchg+(39)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
    Level 16: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(17), BasGaze-Acc/EndRdx/Rchg/Hold(17), BasGaze-Rchg/Hold(23)
    Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
    Level 22: Ice Storm -- Posi-Dam%(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(33), Posi-Acc/Dmg(33)
    Level 24: Resurrect -- EndRdx-I(A)
    Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx(29), Dct'dW-Heal/EndRdx/Rchg(29)
    Level 28: Bitter Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(34), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(37), Cloud-%Dam(50)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-Rchg(40), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(43), Efficacy-EndMod/Rchg(43)
    Level 35: Bitter Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Acc/EndRdx/Rchg/Hold(36), BasGaze-Rchg/Hold(36)
    Level 38: Tactics -- GSFC-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx(46), AdjTgt-ToHit(46)
    Level 41: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/EndRdx(42), FtnHyp-Sleep/Rchg(42), FtnHyp-Acc/Sleep/Rchg(42), FtnHyp-Acc/Rchg(43)
    Level 44: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-Rchg/Hold(45)
    Level 47: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 6: Ninja Run



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    Reyna Morningdew (Emp/Rad/Dark) and Rianna Sidhe (EmpSonic/Elec) of Green Machine, an RO supergroup of Empathy Offenders.