EJI

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  1. Quote:
    Originally Posted by TwinBlades_01 View Post
    Maybe if we keep this thread alive it can have its own wiki page and the Devs will make a loading tip/graffiti/badge out of it...



    STRONG and pretty!

    You deflekted bullets and craked sum fambly and skulz.
    ...
  2. apologies, as those interested in the thread and the OP aren't gonna like this reply:

    Fer Pete's Sake, just roll a VEAT.
  3. I can chime in on this. Staff/DA was my easiest run to 50 ever on a DA toon. I used the usual tricks- miracle and numi as soon as they became available, ToE proc in Dark Regen, early Atlas Medallion and PShifter proc... I think all that may have been a bit overkill. Even exemping down for Yin TF, my blue bar is pretty healthy, and thanks to the +def, I feel tanker tough at low levels.

    edit to add: then again, I wasn't trying to run sprint in combat...
    edit 2: I use Form of the Soul for exemping, but since I chose PP for APP, at 50 I'm using the +rech form. If you're curious about a somewhat pricey build, search my history for the build thread- I went with the 45/35/35 positional build and couldn't be happier.
  4. I'd go with /????????. The /???? secondary doesn't have enough question marks for my taste.
  5. PSW got nerfed. It's not the beast it used to be.
  6. Chilling embrace seems overslotted to me; 5 slots is a bunch for 3.75% +rech, and all that slow just makes herding more difficult on the rare occasion you actually need to do it.

    I'd move those slots into tough for 4 reactive armors, and replace one of your crushing impact sets with a MotT set.

    edit to add: A numi heal in health will actually get you more regen than the regen tissue proc.
  7. End redux in all attacks.

    Theft of Essence proc in Dark Regen. This is huge.

    Numina and Miracle uniques in health, Performance Shifter proc plus ED capped slotting in Stamina.

    If necessary, an inspcombine macro/bind to make blues.

    We can make more/better suggestions if you post a build and tell us what your budget is like and what your goals are.
  8. Quote:
    Originally Posted by Siolfir View Post
    It really all comes down to this: how often are you going to exemp below level 33?

    Because once both have Fulcrum Shift, it's not really a comparison.
    this.

    Corruptor.

    might be worth noting, if you play on smaller teams often, defender takes fewer targets to cap dmg.
  9. caveat: I didn't open the build.

    If you're primarily farming, Mu Mastery is the best choice for PPP for the extra AoE, especially given DM's ST focus. For a fire farmer, build for recharge, recharge, recovery, and recharge. Any fire defense you can pick up along the way will be helpful. A S/L farmer will be a slightly different animal, and can do fine on fire farms, but you give up some efficiency thanks to lower recharge.
  10. EJI

    Elx3 Dilemma

    tentative i24 plan:

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    E3: Level 50 Magic Blaster
    Primary Power Set: Electrical Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Electrical Mastery
    Hero Profile:
    Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5)
    Level 1: Electric Fence -- Enf'dOp-Acc/Immob(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Immob/Rng(7), Enf'dOp-Acc/Immob/Rchg(9)
    Level 2: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(13)
    Level 4: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(17)
    Level 6: Boxing -- Empty(A)
    Level 8: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(9)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(34)
    Level 12: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(23)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23), Ksmt-ToHit+(34)
    Level 16: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(29)
    Level 18: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31)
    Level 20: Super Speed -- Zephyr-ResKB(A)
    Level 22: Short Circuit -- Erad-Dmg/Rchg(A), P'Shift-EndMod/Acc/Rchg(31), P'Shift-EndMod/Rchg(33), P'Shift-EndMod(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Dmg(34)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 26: Lightning Clap -- FrcFbk-Rechg%(A), Empty(36), Empty(36)
    Level 28: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(39)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(40)
    Level 32: Thunderous Blast -- BlastersW-Acc/Dmg(A), BlastersW-Dmg/Rchg(37), BlastersW-Acc/Dmg/Rchg(40), BlastersW-Acc/Dmg/EndRdx(40), BlastersW-Acc/Dmg/EndRdx/Rchg(42), BlastersW-Rchg/Dam%(43)
    Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(37)
    Level 38: Shocking Grasp -- BasGaze-Acc/Hold(A), KntkC'bat-Dmg/EndRdx/Rchg(39), KntkC'bat-Acc/Dmg(43), KntkC'bat-Dmg/EndRdx(46), BasGaze-EndRdx/Rchg/Hold(46), KntkC'bat-Dmg/Rchg(48)
    Level 41: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(43)
    Level 44: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(46)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Zapp -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(50), Thundr-Dmg/Rchg(50), Thundr-Acc/Dmg/Rchg(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13), P'Shift-EndMod/Acc(27)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Musculature Radial Paragon
    ------------

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  11. Not to derail, but...

    I, too, have had a hard time loving defendering. My fire/storm corruptor is so much more fun than my storm/ice defender. I frequently wish I'd rolled my kin/ice defender as a corruptor for the higher dmg cap. And so on.

    Then I rerolled my sonic/therm corruptor as a defender when therm was proliferated to defenders. My rather insignificant heals became much more meaningful. The boost to my resist shields was significant, and more -resist from my blast set... it all just felt right. I finally found Love as a Defender.
  12. I haven't tried provoke, so I can't say for sure, but I'm guessing it doesn't hit enough targets to really be useful. Have you considered the aoe immobilize from mace mastery?
  13. You'll get more regen from a 2nd Numina (heal) in health than the regen tissue proc.

    You'll get more recovery (over time) using a pshifter proc in PP than the endmod IO. I'd swap the 4th endmod in stamina for a pshifter proc.

    Might be worth looking at getting a 5th slot into energize for a doctored wounds set, crushing blow could use a 5th slot, too. I'd be looking at energy drain to steal those slots.

    I like Winter's Gift in travel powers.

    You've got a crapton of accuracy, could probably do without the kismet.
  14. Arky,

    Just a heads-up, membranes no longer boost ddr in active defense.

    edit to add: shift maybe 4 slots around and that looks like my fire/sd. I took owtts to mule the glad armor, put an endredux in (6 slotted) fireball, put some resist in true grit. It still runs a little end heavy. I run musculature, pyronic (for theme), reactive, rebirth, and, um, some kind of ipet.
  15. Quote:
    Originally Posted by Dulton View Post
    im stuck with two builds and i dont know which one i should take
    Neither.
  16. EJI

    Elx3 Dilemma

    Here's what I had planned before the i24 changes- going to have to make some changes to take advantage of the new stuff, but I thought I'd throw it out there as another point of view. My best sapping, dmg, and one of my holds are all melee range, so I just charge right in behind the brute/tank. I built decent s/l/e/n def, backed by a resistance armor. And carry breakfrees, heh. 400m won't come close to covering this, but if you get some of the expensive bits via merits/a-merits/i-merits, it should cover most of it. Anyway, it may give you some ideas.

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  17. You give up a big source of defense debuff resistance by not taking Grant Cover. A little tweak: you could pick up a regen bonus by swapping the miracle for the numi +/+, and swapping the heal in True Grit for a numi heal. The sixth slot in Incinerate could probably be better utilized elsewhere. Also looks pricey, if you're spending that kind of bling, you might consider a hecatomb somewhere.
    edit: shield charge likes recharge, it's a great attack. I'd get this slotted better.
  18. Your primary goal should be shooting for 45% defense to melee, ranged, and aoe.
  19. The SO build looks ok, though I probably wouldn't have spent so many slots on build up (just 3 rech there). I have mixed feelings about fire breath, too, but to each their own, there. What sort of problems is she having? I'd want the fighting pool as well (boxing or kick, tough, and weave). If she's got a respec available, she could put build up off until later in the build, drop air superiority, and grab weave as her next power. Combat Jumping also offers a small slice of defense and some combat mobility, for very little end and minimal slot expenditure. At some point, she'll want to do something for kb protection, too. This means leaping pool for a travel power if IOs aren't an option (for acrobatics).

    My 2 inf, anyway.
  20. Well, that's really about your own goals and playstyle. It's a tough call as your DP (drain psyche, not dual pistols. durned acronyms) could really use the recharge from Agility...

    Just to be difficult, I'm going to suggest you consider Spiritual if survivability is the goal. And by switching a little, you could have the option to run Musculature when you're felling well protected. I don't think you'll miss the wee bit of resist from tough, but I'd still leave it toggled on. As long as you're attentive keeping DP up, your end should be ok.

    That said, I don't think there's really a 'bad' choice in this case.
  21. Always moar damage.

    But there are parts of this I don't understand. Why would you have to ditch a power for an alpha slot?

    Generally, I like resist on my blasters. Yep, I use tough. And weave. Especially, resist is very nice to layer with ranged defense for a hover blaster type. And I have a couple blasters built for mid 30s s/l/e/n with resist as an added layer of mitigation. That said, on /MM, your ability to leverage DP is what it's all about. Why agility? More +def for what powers? As an aside, I run spiritual and musculature on my /MMs, and the extra healing from spiritual noticeably boosts survivability when the stuff hits the fan (even with DP 'close enuff' to perma either way). And the extra dmg from musculature noticeably kills stuffs moar.

    I don't think I can answer this meaningfully without more information.

    edit: Oh, i missed the edit. Without seeing the builds under consideration, I'm gonna go ahead and vote more dmg.
  22. Quote:
    Originally Posted by Blue_Centurion View Post
    Thanks for the input, I am re-rolling as a Brute or a Tank tonight lol.

    Edit: Tank, definitely Tank. I think it will be a lot of fun, do good damage, and when I/O'd I should still be able to tank respectably for a group. fun, fun, and more fun.
    *chuckles*

    Not a bad decision. I was gonna recommend- for build tactics, build for s/l or s/l/e/n (i went this route and it makes /fa decently sturdy) with a side of recharge, for playstyle tactics, staple yourself to an aggro magnet (tank or brute) or hire a controller with a fetish for immobs.

    I have a dark/fire in the mid 30s, but rarely play him as he's on a server I don't frequent very often, much less team. I've gotten some good mileage from my fire^3 scrap, though. It's got a different 'feel' than a tank or a brute: massive dmg, fantastic burst, all right-now no fury required, and the frustration of runners while solo. So, I don't solo it that much.
  23. all numbers for your build as posted above, with hasten on
    LR rech: 27.54s
    SC rech: 27.54s
    BU with lvl 35 gaussians: 28.9s
    BU with lvl 50 gaussians: 27.6s

    Not quite as synchronized as I remember it but maybe close enough.

    edit to add: it was early. i'd forgotten that a prerequisite was required for tactics, hehe