EJI

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  1. Project X13B:

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  2. I can't speak to PvP, but for PvE-

    Rad/MM is one of my favorite blasters. I use a S/L softcapped build, combined with Drain Psyche (115 hp/s and capped recovery on a good pull with spiritual alpha) it's plenty sturdy to hang in melee and make the most of it's PBAoEs. I solo'd an ITF on mine with just a t4 spiritual for incarnate powers.

    Rad/Fire, as you mentioned.

    Rad/NRG is a decent choice for the melee attacks and ability to stack stun.

    I've never considered Rad/Ice, but that could be interesting. Irradiate, whether due to it's DoT aspect or -def, has a tendency to cause flight; flooring their run speed or making em flop like fish out of water might help there.

    I'll leave to someone else the blaster vs corruptor quandary, Rad for blasters is a bit different in terms of recharge times. The big difference would be dual build-ups for the blaster, vs. AM and scourge for the corruptor, but a lack of melee attacks and a slightly lower base dmg scalar (1.15 blaster v. 1.0 corruptor, i believe).
  3. You could replace the defense IO's in Divine Avalanche with Lysosome's, or a Lyso and a dmg proc, to bring up the accuracy in that power. That particular hami-o can be had dirt cheap.
  4. What are your goals for the build? Are you looking to solo AV's, pylons, and so on, or just looking for a solid team build?

    For some great builds and build ideas, check out Fury Flechette's post, "Electric/Shield and Fire/Shield for any budget". Fire/SD builds should be very similar to what you're looking for.

    edit to add link: http://boards.cityofheroes.com/showthread.php?t=216944

    One of the reasons people value +rech bonuses on a shield build is the ability to double stack Active Defense. Properly enhanced and double stacked, and combined with grant cover, this can get you within spitting distance of the DDR (defense debuff resistance) cap. It's sort of an expensive proposition, but the difference it makes in survivability is definitely noticeable.

    As to +regen, this affects your ability to recover health. Against hard targets, those few hits that sneak through your defense really hurt, /sd not having very high resistances and no native heal.

    The 'iTrial' defense cap is effectively 59%- I haven't seen builds that achieve this without shorting themselves somewhere else, but you might be able to pull something off by using Parry for melee def and overbuilding elsewhere. Building to 47.5- a small inspiration from the softcap, is a much more reasonable goal.
  5. Thinking of trying something like this for my f^3. Recovery is worrisome, not sure Consume is going to cover me against a hard single target... I may try to cover it with destiny and just pack BFs for mez, though I'd rather take clarion. I'm also hesitant to give up the recharge from spiritual though I guess I may have to. I'm looking for a sturdy powerhouse for PvE.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    fire mix: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Flame Mastery
    Hero Profile:
    Level 1: Fire Blast -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(40), Apoc-Acc/Rchg:50(40), Apoc-Dmg/EndRdx:50(43), Apoc-Dam%:50(43), Dev'n-Acc/Dmg/EndRdx/Rchg:50(46)
    Level 1: Ring of Fire -- Enf'dOp-Immob/Rng:50(A), Enf'dOp-Acc/Immob/Rchg:50(36), Enf'dOp-Acc/Immob:50(36), Enf'dOp-EndRdx/Immob:50(37)
    Level 2: Fire Ball -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(3), Ragnrk-Acc/Rchg:50(3), Ragnrk-Dmg/EndRdx:50(9), Ragnrk-Knock%:50(36)
    Level 4: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
    Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7)
    Level 8: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 10: Fire Sword Circle -- Oblit-Dmg:30(A), Oblit-Acc/Rchg:30(11), Oblit-Dmg/Rchg:30(11), Oblit-Acc/Dmg/EndRdx/Rchg:30(13), Oblit-Acc/Dmg/Rchg:50(31), Oblit-%Dam:50(37)
    Level 12: Aim -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(13), RechRdx-I:50(46)
    Level 14: Fire Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(15), Posi-Dam%:50(15), Posi-Dmg/Rng:50(17), Posi-Acc/Dmg/EndRdx:50(39)
    Level 16: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(17), RechRdx-I:50(46)
    Level 18: Blaze -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(19), Thundr-Dmg/Rchg:50(19), Thundr-Acc/Dmg/Rchg:50(21), Thundr-Acc/Dmg/EndRdx:50(21), Thundr-Dmg/EndRdx/Rchg:50(34)
    Level 20: Super Speed -- Zephyr-ResKB:50(A)
    Level 22: Rain of Fire -- Posi-Acc/Dmg:50(A), Posi-Acc/Dmg/EndRdx:50(23), Posi-Dmg/Rchg:50(23), Det'tn-Dmg/EndRdx:50(37)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(25), KntkC'bat-Dmg/Rchg:35(27)
    Level 26: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:30(34)
    Level 28: Consume -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(29), Erad-Acc/Dmg/Rchg:30(29), P'Shift-EndMod/Rchg:50(31)
    Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(40), HO:Enzym(43)
    Level 32: Inferno -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(33), C'ngBlow-Dmg/Rchg:30(33)
    Level 35: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(39), HO:Enzym(39)
    Level 38: Assault -- EndRdx-I:50(A), EndRdx-I:50(48)
    Level 41: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(42), BasGaze-Rchg/Hold:30(42), BasGaze-EndRdx/Rchg/Hold:30(42)
    Level 44: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(45)
    Level 47: Rise of the Phoenix -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(48), Erad-Acc/Dmg/Rchg:30(48)
    Level 49: Hot Feet -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/EndRdx:50(50), Sciroc-Dmg/EndRdx:50(50), Sciroc-Acc/Dmg/EndRdx:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(27)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(31), EndMod-I:50(34)

    edit to add: also, thinking of dropping inferno for flares.
  6. Nrg/Nrg is a classic; boost range, power boost (moar KB! great for solo) and powerful ST blaps make this a good choice, imo.

    /Ice has some pretty good mitigation. Ice patch is great mitigation and hugely entertaining; not to mention it grants a huge defiance bonus. Corner pulls are your friend on this combo. Getting a bit overwhelmed at your patch? Shift position, cast Shiver, and KaBloowie! knock em back where they came from. Shift position again to break LoS and polish off whatever's closest as the baddies you just knocked away crawl towards your patch again.

    /Electric has some nice melee attacks, Moar KB, and a ST hold, though it's less mitigation than the other two.
  7. Code:
     Headbutt keyboard for insp
    this made me LOL
  8. Experience with my fire/fire scrap suggests this will be adequate defense for a pylon, think you'll need insps for AVs but I'm not sure.

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    edit to add: this would run gloom-burn-haymaker-ko blow
  9. Your build looks pretty good. I made some small changes.

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  10. All of the above are great suggestions, I'll add electric/stone dom to the list of toons you might like to try. Electric uses more 'soft' control (sleeps, confuse, KD, end drain), stone assault adds melee attacks and more knockdown, as well as another hold in Seismic Smash. It plays a bit like a cross between a troller and a brute. Open with the appropriate controls, then BRUTE SMASH!! -er, I mean, Dom SMASH!! your way through the spawn. I really love the 'ka-BOOM' of earth assault, but it's a little light on AoE compared to some of the other sets.
  11. You have to be on the ground to activate hot feet. Once engaged, it'll still work in flight (just checked this in-game with a jet pack. It still slows and deals damage while airborn). So, if you're mezzed you'll have to drop to the ground again to turn it on.
  12. My last consecutive post, I promise.

    I should point out that this would be a 2nd build; This toon was long a favorite of mine and has fallen by the wayside a bit as I've picked up other projects. Most of the bits and pieces are already in place as it currently has 2 builds, the 2nd of which I didn't like much (intended for solo work, I tried stone app for seismic smash and a bit of defense for those times when I made too big of a mess). So resources are less the issue than the end sustainability of spamming Invoke Panic, and running choking cloud. Primary build uses the Psi epic (for mez protection) and runs assault, tactics, venge.

    As Amy_Amp suggests, and Local's guide informs; Spooky works great on just the base slot. No reason I couldn't move the Glimpse set to Intimidate... And I yanked the fly speed in hover (AM should help?) for a bit more recharge in Invoke (*this* close to double stackable on the aoe, and now with a more useful single target fear for bosses, etc). Also replaced the dmg proc in invoke. Thanks much for the tip on hold duration in Choking Cloud, Local, I also improved this a bit by moving the hold/end piece from flash, which I replaced with the hold. Really on the fence on this one... Might have to think it over, or save it as a possible project for some rainy day.

    Further thoughts/criticisms/feedback welcome!

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  13. As to Choking Cloud, I'll admit this is partly because I think it looks cool. However, I'm not sure I understand how you came up with the numbers in your guide, Local. I'm sure you're right and I'm wrong, please bear with me as I try to understand.

    Is accuracy flagged as unenhanceable in this power? I see that it doesn't take accuracy enhancements; as an analogue Mind Link does not take recharge enh but can be affected by membranes, def/rech pieces, and global recharge bonuses.

    Assuming it is flagged as unenhancable,
    .75 (acc) x .5 chance for mag 2 hold = 37.5% chance for mag2 hold?
    .75 x .8 chance for mag1 = 60% chance for mag 1 hold?
    .6 x .375 = 22.5% chance for mag 3?
    what am I doing wrong here?

    I was hoping to hover over the melee section and at least catch a few with this power; also to maintain the hold from flash on those occasions I use it. I agree it's not as useful as on the examples you listed, but was hoping to get some use from it. I'm pretty sure it's an awfully high end cost for so little return; but did I mention I think it looks really cool?

    As to alternative power picks (esp re: presence pool); I could go leadership instead for about the same end cost -it'd be mostly useless to me but helpful to my team; especially vengeance. Again, what I was really after here was to shore up Ill/rad's lack of AoE control (and also build something I found fun, different, and cool). EMP does not appeal to me due to the crash, and grabbing a bunch of aggro with fallout often ends badly for me. Besides being a very situational power -also I feel icky playing with dead bodies on this particular toon.
  14. Grr. I had a long and reasonably well researched reply that got eaten. My apologies if this one comes off as brusque, I'm trying to be quicker this time. Many thanks for your thoughts.

    Invoke Panic is an AoE fear, mag 2 target cap 10 (according to mids, couldn't find it in tomax as it applies to trollers) that I was hoping to use to extend my AoE control. I agree that PA is a major portion of an Ill/Rads control, but it's not a tank and isn't likely to throw a taunt my way. Heck, I'm lucky if I'm teamed with a tank who is trying to taunt away from squishies; most seem to focus on Big Herd for AoE BURN! (Nothing wrong with that, just saying). Intimidate was a pick to get to Invoke panic, I doubt it'd see much use with Confuse available.

    Yes, Spectral Terror (spooky) is a wonderful power that's up frequently enough to reposition as needed, and does a great job of spreading fear, but again with the target cap (16?) and I was hoping to help him fear bosses more reliably and possibly push through fear resists like Shout of Command. Confuse is nice for turning away 2-3 angry baddies, but little help in an ambush situation. Flash is great, but it's on a 60s timer and is PBAoE, whereas Invoke Panic is ranged and on a 16.5s recharge.

    (...to be continued)
  15. hmm. looks like i goofed on my export. here's the data chunk.

    Code:
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  16. Looking for feedback. Planning to use ninja run for travel, hover in combat. Anyone tried something similar? Am hoping to stack fear with Spooky and the ancillary AoE fear. Wish I could slot up the ST fear as well...

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Emma Fear: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Radiation Emission
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Presence
    Ancillary Pool: Fire Mastery
    Hero Profile:
    Level 1: Blind
    • (A) Basilisk's Gaze - Accuracy/Recharge: Level 30
    • (3) Basilisk's Gaze - Accuracy/Hold: Level 30
    • (3) Basilisk's Gaze - Recharge/Hold: Level 30
    • (5) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
    • (5) Apocalypse - Damage: Level 50
    • (7) Damage Increase IO: Level 50
    Level 1: Radiant Aura
    • (A) Doctored Wounds - Heal/Endurance: Level 50
    • (7) Doctored Wounds - Endurance/Recharge: Level 50
    • (9) Doctored Wounds - Heal/Recharge: Level 50
    • (9) Doctored Wounds - Heal/Endurance/Recharge: Level 50
    • (11) Doctored Wounds - Heal: Level 50
    Level 2: Deceive
    • (A) Coercive Persuasion - Confused/Recharge: Level 50
    • (11) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
    • (13) Coercive Persuasion - Accuracy/Recharge: Level 50
    • (13) Coercive Persuasion - Confused/Endurance: Level 50
    • (15) Coercive Persuasion - Contagious Confusion: Level 50
    Level 4: Accelerate Metabolism
    • (A) Efficacy Adaptor - EndMod: Level 50
    • (15) Efficacy Adaptor - EndMod/Recharge: Level 50
    • (17) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
    • (17) Efficacy Adaptor - Accuracy/Recharge: Level 50
    • (19) Efficacy Adaptor - EndMod/Accuracy: Level 50
    • (19) Efficacy Adaptor - EndMod/Endurance: Level 50
    Level 6: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (21) Recharge Reduction IO: Level 50
    Level 8: Superior Invisibility
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (23) Endurance Reduction IO: Level 50
    • (23) Endurance Reduction IO: Level 50
    Level 10: Enervating Field
    • (A) Endurance Reduction IO: Level 50
    • (25) Endurance Reduction IO: Level 50
    Level 12: Radiation Infection
    • (A) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
    • (25) Dark Watcher's Despair - Recharge/Endurance: Level 50
    • (27) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
    • (27) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 50
    Level 14: Hover
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (29) Flight Speed IO: Level 50
    Level 16: Mutation
    • (A) Endurance Reduction IO: Level 50
    Level 18: Phantom Army
    • (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
    • (21) Soulbound Allegiance - Chance for Build Up: Level 50
    • (29) Expedient Reinforcement - Damage/Endurance: Level 50
    • (31) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
    • (31) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
    • (31) Soulbound Allegiance - Damage/Recharge: Level 50
    Level 20: Spectral Wounds
    • (A) Decimation - Accuracy/Damage: Level 40
    • (33) Decimation - Damage/Endurance: Level 40
    • (33) Decimation - Damage/Recharge: Level 40
    • (34) Decimation - Accuracy/Endurance/Recharge: Level 40
    • (34) Decimation - Accuracy/Damage/Recharge: Level 40
    Level 22: Lingering Radiation
    • (A) Accuracy IO: Level 50
    Level 24: Challenge
    • (A) Empty
    Level 26: Spectral Terror
    • (A) Glimpse of the Abyss - Accuracy/Recharge: Level 50
    • (34) Glimpse of the Abyss - Accuracy/Endurance: Level 50
    • (36) Glimpse of the Abyss - Fear/Range: Level 50
    • (36) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 50
    • (36) Glimpse of the Abyss - Chance of Damage(Psionic): Level 50
    Level 28: Choking Cloud
    • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
    • (33) Endurance Reduction IO: Level 50
    • (37) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
    • (37) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
    • (37) Basilisk's Gaze - Accuracy/Recharge: Level 30
    Level 30: Intimidate
    • (A) Empty
    Level 32: Phantasm
    • (A) Expedient Reinforcement - Accuracy/Damage: Level 50
    • (39) Expedient Reinforcement - Damage/Endurance: Level 50
    • (39) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
    • (40) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
    Level 35: Invoke Panic
    • (A) Glimpse of the Abyss - Accuracy/Recharge: Level 50
    • (40) Glimpse of the Abyss - Endurance/Fear: Level 50
    • (42) Glimpse of the Abyss - Accuracy/Endurance: Level 50
    • (42) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 50
    • (42) Glimpse of the Abyss - Chance of Damage(Psionic): Level 50
    Level 38: Flash
    • (A) Unbreakable Constraint - Hold/Recharge: Level 50
    • (46) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
    • (50) Unbreakable Constraint - Accuracy/Recharge: Level 50
    • (50) Unbreakable Constraint - Endurance/Hold: Level 50
    • (50) Unbreakable Constraint - Chance for Smashing Damage: Level 50
    Level 41: Fire Blast
    • (A) Apocalypse - Damage/Recharge: Level 50
    • (43) Apocalypse - Accuracy/Damage/Recharge: Level 50
    • (43) Apocalypse - Accuracy/Recharge: Level 50
    • (43) Apocalypse - Damage/Endurance: Level 50
    • (46) Apocalypse - Chance of Damage(Negative): Level 50
    Level 44: Fire Ball
    • (A) Ragnarok - Damage/Recharge: Level 50
    • (45) Ragnarok - Accuracy/Damage/Recharge: Level 50
    • (45) Ragnarok - Accuracy/Recharge: Level 50
    • (45) Ragnarok - Damage/Endurance: Level 50
    • (46) Ragnarok - Chance for Knockdown: Level 50
    Level 47: Fire Shield
    • (A) Impervium Armor - Resistance/Endurance: Level 40
    • (48) Impervium Armor - Resistance: Level 40
    • (48) Steadfast Protection - Knockback Protection: Level 30
    Level 49: Rise of the Phoenix
    • (A) Damage Increase IO: Level 50
    Level 50: Cardiac Radial Paragon
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Containment
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Miracle - +Recovery: Level 40
    • (40) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End: Level 50
    • (39) Performance Shifter - EndMod: Level 50
    • (48) Endurance Modification IO: Level 50
  17. KC's bonus to S/L at 4 pieces is 3.75%, melee is 1.88%. ToD at 6 pieces is 1.88% S/L and 3.75% melee. Not quite the same.

    I don't consider 46.3% "well over" the softcap, but you could lose the bonus from the multistrikes and still be softcapped; you could maybe free up a slot or two by getting creative there. I'd be hesitant to run stealth in combat as it's slotted due to the end drain; however I do think CJ is a better (combat) choice than stealth for the LOTG mule. It's end cost is pretty low, I'd be a lot less hesitant to run it in combat. Further, running it would let you lose one of the KC sets and still be softcapped. (That frees up 3 slots right there). Maybe try 2 slotting hover and CJ (they have the same def bonus). If you're willing to lean heavily on transference, some extra end use might not be a huge deal to you. Might take some in-game experimentation and a respec or two to get something you're happy with.

    Stealth's effects are showing as suppressed. To set this, go to options->configuration->effects & maths and then check the box "attacked".
  18. Just had another thought- With a t4 spiritual radial (or core) your hasten is perma with a single siphon speed (which you can obviously stack more than once) at just two slots. Depending on whether you spend most of your time doing 45+ content or not, I might pull a slot out of hasten for the purple pet proc (fairly affordable). IIRC, this has a chance to fire with each pet's attack and the build-up affects all 3 pets.
  19. The things I noticed are lack of kb protection and endurance usage. I like char slotted with damage in it for use against single targets, if you find you're fulcrum shifted to cap most of the time it may not be as important to you. Also, Seismic Smash is a Very Good attack with a mag2 hold and ridiculous DPA (stackable with char so you can hold bosses in short order). I made a couple of passes at it, 1st build keeps all your powers but shoots for better recovery and end redux in your heavier powers. I cheated a little on the 2nd build by using a single pet purple io, i think that costs about the same as an LOTG these days. Dropped the leadership pool to pick up seismic smash. Kept your flight requirement; it's a bit pricier/A-merit intensive with the Kin Combats, though.

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  20. You mention rolling a brute as an option, if 'dedicated farmer' is your goal I think you'll be happier going this route.

    If you decide to stick with your tank, I'd use a second build for farming and focus on recharge. A farming fire tank will have little use for defense (other than any incidental fire defense you can grab while slotting your resists), while for PvE a decent sprinkling of defense will make you lots sturdier but will cost you some opportunities to slot for +rech.

    As to rage crashes, you can work around them a little bit in a couple of ways. Vet attacks such as sands of mu and nem wand will still deal damage, as will judgement attacks. In a farm scenario, I leave rage off and enter the mish with a tray full of reds. I pop the whole tray as soon as I enter, and use inspcombine binds to make more as I kill. I cap damage pretty quickly (at 675% on a brute) making rage superfluous.
  21. Mine is a fire/regen scrap, if you avoid the fire swords you still have a pretty decent chain and the splashy fire effects can be recolored to look pixie dust-ish. Dark/dark (melee AT) might work ok, too.

    Of course, I took the swords and it bothers me not a bit, but I'm easy that way. Heck, Tinkerbell used a wand -mine is just a little bigger.
  22. EJI

    DB/DA or MA/DA?

    I'd maybe go stalker if you're not tied to the scrapper AT.

    My MA/DA is lots of fun, but be prepared to munch blues while you're levelling. The sooner you can get the health procs & PShifter proc, the easier life will be. Theft of Essence proc for Dark Regeneration is also a must, and can be had early on. Focus on end redux in this power early, adding recharge and heal enhancement to taste as slots become available.

    Build can be found here:
    http://boards.cityofheroes.com/showthread.php?t=260325

    edit to add: I generally agree with PleaseRecycle's advice, but I kept Thunder Kick in my build for two reasons: 1) I'm not a fan of the kb in crane kick 2) Keeping TK means I have a lower EPS attack chain to fall back on when my blue bar is getting low. I hate just standing there, waiting for end to recover. Further, allowing the blue bar to drop below 1/3 can make for some dangerous situations, by not having enough end to fire Dark Regen or dropping your toggles when you do. Stacking stuns with OG means I can one-shot stun bosses, and keep AVs wobbling when their triangles are down. Mine solo's most baddies 4x8 without much difficulty (including Malta, which is hugely satisfying) but Cimmies, Carnies, and Arachnos are my Achilles' heel due to def debuffs (and Carnies start to stack holds through my mez protection at high levels). I turn it down to +2x8 for those groups, which still isn't half bad.
  23. My blaster gets into melee a lot, and I found that a second -kb keeps me from getting kb'd on trials when the dead ACU's and BCU's blow up. It used to be that 8 pts would protect you vs. a Rikti pylon, this is no longer the case.

    4 pts is fine for the majority of situations, excepting Nemesis Wands, Carnie Phantasm and decoy combo, Rikti Pylons... And getting into melee while there is still a lot of incoming AoE with kb (Malta, and I think Nemesis).
  24. That harmonized healing piece is worth .5 hp/s over a numi heal/end- which would get you an extra 28 hp. Just a thought.