EJI

Cohort
  • Posts

    480
  • Joined

  1. Build looks ok to me, a couple of thoughts:

    Would you be willing to invest in some hami-o's? They can be used by free accts iirc, and you can get some more effective slotting that way. The resist and defense enhancements are pricey, but the rest (heal/end, acc/dam) are more reasonable budget-wise.

    I'd enhance the attacks for dmg, it sounds like this won't be a 'pure farming' toon if your friend's kid will be playing it some. I'd also drop FA for superior conditioning. Claws has a to-hit buff in follow up. Also, you might do some testing to see if fighting 'purples' gives your best xp/time, I seem to recall that prior to incarnate buffs my best returns came from fighting around +2/8.

    I'd drop a slot from RotP, and just use a stun SO in the base slot.
  2. Not to mention Fiery Embrace, which HeroStats lists as my most damaging 'attack'.
  3. EJI

    SD/MA any good?

    define: good enough.

    What's good enough for me, may not be for someone else... If you're used to scrapper damage it'll feel low. AAO is great, though, so if you're used to tankers it'll feel great.

    MA gets +def in Storm Kick, SD/MA can likely softcap on SO's.

    edit to add: scrappers get a melee dmg scalar of 1.125, vs .8 for a tank, if that gives you a more qualitative comparison. Figure 95% dmg enhancement, and AAO gives 55% +dmg when saturated. To give a more concrete example, consider an attack of 100 dmg base. The scrapper will do (100x 1.125) x 1.95= 219 dmg. The tank, (100x .8) x 2.5 = 200 dmg. Note, that's with AAO saturated, which it won't always be.
  4. FA gets end drain resistance in Consume. And I usually pick up CJ on my toons, so the lack of immob resistance isn't a huge deal, either. Fear and Confuse effects are common enough in DA (and BAF) that I'm thinking of respec'ing my FA tank into tactics. And psi dmg is only a big deal on MoM or vs. psychic clockwork, imo. The other baddies that deal psi don't deal enough of it to make a huge difference, it's more the -rech than the actual dmg that's dangerous- and resists don't protect from -rech, in fact FA does a little better on that score (if you take the otherwise unnecessary temp protection). Arachnos and Carnies, for example, are more dangerous due to their defense debuffs than their psi dmg.

    Both sets lack kb protection.

    The biggest difference survivability-wise is the extra Def dark gets in Cloak of Darkness, imho. The heal is a bit better, but needs multiple targets to compete with the heal in FA. The mez auras add a bit of mitigation as well. FA has to get some stuff from pool powers that DA gets within its powerset, though, and all things being equal can't quite hit the same defense numbers.

    edit to add: I think I was the jerk first... The OP was just saying how he was enjoying his tank, and I felt compelled to point out that FA didn't have 'all the tricks of DA'. What's my problem, anyway? :P
  5. Quote:
    Originally Posted by dugfromthearth View Post
    It is great for soloing and teaming. All of the tricks from Dark Melee with the benefits of Dark Armor without the unneeded stealth, cloak of fear, and massive endurance cost.

    I just colored the fire grey and pretend I'm a dark/dark

    Except without the psi resists. Or immobilize protection. Or Fear protection. Or Confuse Protection. Or +Perception. Or extra defense.

    Don't get me wrong, I'm not knocking FA, but it doesn't really give you 'all the benefits' that DA does. It does have some slow resistance that DA doesn't, provided you take temperature protection. And fiery embrace is awesome.
  6. For a ranged hover blaster, I think /nrg is a good choice. Power boost will affect your slows and holds, boost range is nice, too. Power thrust helps keep baddies at range, and the ST melee attacks will make quick work of anything that manages to get close. /ice and /mm will both require you to close to melee every so often to get the most from those secondaries. /ice has a 3rd hold, but it's melee, and ice patch, but you'll have to drop from hover to use it. A pbaoe slow aura, pbaoe sleep, and a non-dmg slow cone aren't really that beneficial to a hover blaster whose goal is to stay out of melee. /mm is great for drain psyche, but again that means swooping in to melee range.

    As to your build, I'd have a hard time giving up that much dmg (slow set gives 26.5% dmg enh) in my AoEs just to chase a set bonus. Is stamina 6 slotted to chase aoe defense? I think there may be better ways to get that, and stamina doesn't really need accuracy or recharge. Personally, I'm not a huge fan of bitter freeze ray due to it's long animation time (and the fact that freeze ray recharges fairly quickly). I also find hoarfrost a hard sell, it's easy enough to get a blaster to the HP cap without it, and it's not really up often enough to be useful as a heal (it's not even up often enough to keep your recovery unqiue perma). A resist based armor will make you significantly tougher, as well.
  7. Here's what I did with my MA/DA scrapper, if you're interested:

    http://boards.cityofheroes.com/showthread.php?t=260325

    Build is a little out of date (live, I've revised the enzyme by dropping a botz for a 4 lotg's. It could likely be improved with ATOs) but should give you an idea for power picks, etc.
  8. Just at a glance, you'll want to slot up stamina more and put a Theft of Essence proc in Dark Regen.
  9. /EA is not particularly better for brutes or scraps; six of one, half dozen of the other. But the gig with KM is the +dam, which will be better on a scrapper due to the higher base. Ditto DM and Soul Drain.

    That doesn't make it 'bad' on a brute. Just a little better on a scrapper. Play what's fun!
  10. Looks good. You're a little bit short of the s/l softcap with stealth suppressed, though.
  11. Celerity or Unbounded Leap in sprint is a great idea. Combined with SS, you'll get full stealth (in PvE, excepting baddies with +perception).

    As to the blaster ATO proc, I'd be more inclined to use it in a long recharge ST attack. As I understand (and I could be wrong) it's programmed to proc a certain number of times per minute; multiple targets won't increase the likelihood of the proc triggering.
    http://wiki.cohtitan.com/wiki/Blaster%27s_Wrath
  12. Quote:
    Originally Posted by Pryme23 View Post
    EJI, that's great thanks. My only question is rain of fire better than fire breath? I've found on other toons that putting a couple of ranged IO's in a cone makes them deadly.
    Numbers-wise, it's a little better, but that's assuming your targets stay in the rain for its whole duration, and you don't mind the scatter. If you like Fire Breath better, switch 'em. You're not really sacrificing much damage-wise. Fire Breath is a beast of a cone, but it seems less popular because some folks don't like lining up cones or the longish animation time. Personally, I really like the power and think it looks awesome.

    Edit to add: If you have access to the blaster ATO set, I'd be inclined to drop the snipe and take both- I can't verify that the set can be slotted into those (or any) powers yet as I haven't used it.
  13. Here's a ranged Fire/NRG, if that's what you were after.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1512;682;1364;HEX;|
    |78DA6593DB6E126110C7BF85A5C8490A144B4B39155A4A69B725EAB5DA0AD5A424D|
    |8AA7786AC74BBACE2825B9AD84B5F4113BDF2188F317AE3F159D457F0F00638307F|
    |5AE26EDAFE6667E69BF9EF74BEEA9DF3FE0F1B77CF0829B0DE52F7F6EA6BF4B7AB5|
    |9AEAAAA1B0D418FBC6B5ABA9B8C2984EA5BAAA96B3B4AC5B0344ECF0E23DBFB9D4E|
    |DBEA2A6553B3F4837A55358DCE7E4BED1A6D3374D16C6A96667695A1E1ABB5DB2DA|
    |5D232F46637C076DF344C9DDFAADA8ED1304C2D3878DBD4D41DCDDA6B1A9D70B963|
    |34944ADB6A68D4A1DFF72046F20AF47B560C9F9E4B3C229464E178CC949F30BD4F9|
    |913CFC0E7CC5BA367777156C7D926D36F30C33798276E32CF11249C95D0770C7DC7|
    |D0D78FBE61F4CDA1EF1AC13938DC939DDFD877FC13F89939FE05FCCA6C135CE8E77|
    |AE1602D2F99B157CC99D7E01B66E62DD343FF4B37F773B8A364C46431FD9D63D33F|
    |9812E578B8BEF0F4E81165B27DEC917C455611037D941D402CF0932B2CA26292624|
    |1540AC639BF4208417D08D3CA605A594C2B8B696531AD3CA6E5A47A11A88F4C9291|
    |904561819897C5528E29534E94739C517C61725CE23A13CCC5083344B993C89DFC2|
    |FB780DC15E46EF42F01744F417712BAD3D09D86EE347497A03B457DE27CD611BFC0|
    |3A731BCC4299799BA209CC2A81D9AE1352EC93531FD9B784ED58C6762C632B96B13|
    |DEF9C42CCA2CE2CBE699FDEE6A07D0EDB3D8FED9EC776CF63BBF3D8EE12B6FB3DD5|
    |5BC0CC174E632698F90A66DEA568113D8BD01EA66F56F89C5032B86DE45B45DE2AB|
    |4CDC887378F7EFADB96918717AAD75BB445576D9E92CD73D2E63965F36CDA3C35F9|
    |F01E0B69E0F18CD3ED644FEF9797A2D268F4CF91C7255DE2C978B798996D66EE323|
    |6EE0A73E92A6FED6F5BB5BF471EA7F480EFCFB17BE04366E93EB3E6EDDF36D6756D|
    |C45647ECEB23F63F6E8CFB0A|
    |-------------------------------------------------------------------|
    end consumption is a bit borderline with assault running, but not too bad.
  14. EJI

    TW/DA Build

    Recovery on that build is the biggest issue, imo. Mids doesn't account for the pshifter procs, so another .6ish for recovery; it's still not enough.

    Like I said, it was just a rough draft to show a different direction. I haven't played TW, so I don't know how necessary all those attacks are, or which can be skipped, if any. Dropping an attack or two would give the build a lot more slots to play with, as well as enable you to pick up taunt again.

    As to the toggles, I run all of those plus OG on my ma/da scrap. With just a stun IO in the base slot of soul transfer, I find that the stun time is plenty to get my toggles back up.
  15. Looks good.

    In fistful, I'd swap the posi's dam/rech for the dam/range. You don't need the recharge to run the aforementioned chain, and extra range is really nice in a cone as it increases the area of the cone and helps you get more targets in.

    I'd drop the Ragnarok Dmg IO from RoA. Most of that gets eaten by ED, if getting this power to the ED cap is a concern, you could use enhancement boosters in the Dam/Rech to bring both of those values to the ED cap (if you have access to the boosters). I'd maybe move that slot to explosive arrow for a force feedback +rech proc.

    Personally, I don't find the entropic chaos procs to be all that useful but ymmv on that one.

    Hibernate doesn't need end redux since you won't be attacking while you're hibernating. Swap that for a rech redux.
  16. EJI

    TW/DA Build

    I took it a different direction, namely positional defense rather than typed. Defensive Sweep buffs melee and smashing (but not lethal) so I think something like this may suit the sets better. That said, the build still needs some work (more recovery would be nice, I think you'll be stuck going with one of the end reducing alphas regardless). Threw this together quickly, I'm sure there are improvements to be made, but it should give you an idea of what I had in mind. 12 pts -kb, 41% melee (with 1 Defensive Sweep) / 36% ranged / 36% aoe.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1529;708;1416;HEX;|
    |78DA6554DB4E1351143DD3998285022DBDD07291726D69E9D00A3E131550121A493|
    |4FAD84CE0D08EF4E6CCA0A04FFE822F262A9A18AF2FFE8C1FE0B328883EF95637B3|
    |17B4499B4CD7396BD6DE6BCFD97BA6B0BFE2FF7AF3D9B2507A6F540CDB2E5EB7F61|
    |CE92D1825734B1542F43B75C7A824CC6A237145CF5FED262AEE4A8A05599152BF6B|
    |3A46AD785F1A8D7ACD8EF19D15B9236BB6D4570C6BB778CDAAD62DE1DFACD72BFA0|
    |6C9CC5AA9CFDDAC99A5B243BB1E7777A721E5F6C0B96A5B5A76D96CC4571BE696BE|
    |5A9356E9A058306C475A075C608CEAC8D07514A53FA1D0D554458430AF89AE27C2C|
    |51E87311966FEE5B954343D6289394F8E515B64FC19854434BDCA0EC77B4A8C5A19|
    |794D46FF03C6FE5DC6D7042AF2ABC8DF85FC9790FF98F27B59A37833C8038CD2E17|
    |623BE1BCFD2FF8FB6639A58C0331CD2D68778DF90E2DE8BC518158AEFE5DA456F93|
    |7E6292983EA8FBE01200BE2118E093D30606553743608DF6494D4CDD629C0B323F1|
    |7600C52BE20E75383A87010950D06186321C6B7A40A411B82360C6D14DA28B421CA|
    |1BC1A947BE785C6EF433E3E54FC08FC00F8C89F78CA774A243881D42C786D1B1617|
    |46C141D9B42C7E6D1B13F141BE7582DFE88B9094CCFC463E03E63F629E309C58CC0|
    |6F047E53F09B86DF34FCE6E19785DF2F8A1D83DF18FCA6E1330B9F34FCD3F0FB4B3|
    |1E388193FF2B87D48FC609C3D065631E9354695CE7312933489494C6212B398448D|
    |3433E8CF0CFA3387FEA4D19F79F4C7171422C55A917AC1E7EE272E032E03EE15ED7|
    |4E6BC7A836B597808B418F336106F677E8FF11D418EE751E430A3C73DF436C243C9|
    |32F7BBC529CA3DBC5DEB3CAF27EDFA14EB4F5B9C47419DE1E798A1046BBEF3009D6|
    |99AA3DAC5FA6C4B6F51BA83C97530F97606CE8B1DAAA50E664DBBF8263537DAEFFA|
    |B8C24DEDE27B241437C217A0AF0C6A5D0E9108EBC3B6753CDC5A7F6BE36F475AEBF|
    |F6F58E51E|
    |-------------------------------------------------------------------|
  17. Clearly, I has bin doing it Wrong. Thank you, NecroOmNomNomicon and Santakid for helping me see what a Support Archetype should be.

    While this build has only one cage power, it has knockback in abundance, as well as an oft overlooked cornerstone of defenderizing: Force Bubble. It's Obviously Vital that no badguy should be allowed to approach the team. I also took Team TP to ensure that my group stays bunched safely within my protective radius. Use this often, as it's also necessary to refresh your stealth. Badguys willful enough to penetrate my bubble of safeness can be dealt with via several kb dealing powers, or by TP foe.

    Repulsion Bomb has been properly slotted to become a knockback, not knockdown. I also slotted some Purples and PvP IOs, cuz everyone knows they make builds better. Tenebrous Tentacles immobilizes without impeding kb, ensuring that scattered targets stay scattered, don't approach the team, and can more easily be scattered further. It should be noted that targets affected by Dark Pit should not be immobilized, for they tend to wander at random and more or less in a direction away from the team. Force Bolt is a mag51 kb power that recharges in 1.63s, this should (obviously) be the conerstone of the ST attack chain.

    Without further ado, here is the build that will help define and refine my New Way of Doing Things. I already look forward to the many positive /tells I will receive for my helpousness, and thank the contributors of this thread for helping me see the Error of my Ways.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1452;650;1300;HEX;|
    |78DA65946B6FD26014C79F4271021D8331362E9B1BE3322E83811ADF9A6C88711B0|
    |BCEE95B82ACB0BA4A4929C6798D899FC0377E018D4613BF94B7575EBE011E38FF41|
    |4C1B9A1FFD9FF3FCCFE9E9D3D61E57942F375F5D17926F476FF6FB8D8ADA56BBC7A|
    |AE9AA353B5A4B8C8E193A23E77A637BD06E17AB86D9521B554DD58FA393C861B3DB|
    |518F8B95A679DAD826334B78EB86A117ABBAD639B1E6C7FF8F545DED19A6D5B434A|
    |31B184BB7BA8FB4BE765FD335EB4CE1059AD555FBFDC88D9ED62AEE18A639E85986|
    |D9A80D1A357255CDB3307594A25375081C4349842421CAB2D8DA738EF96E1A738A6|
    |F74B1220BF93BF3C20FF027B34D90902BC1E7E202E8677A82CCF794EB44AE13BE1E|
    |F82AF055E07B427021D7055F1F7C7DF0F5C35773F0A447B933D708B253F8C1F9BC1|
    |8E79CB343B96ECE75B99F38C6DAC253F01973F139F882197EC97C40F04A5CC78B9E|
    |C2E8298A9EA2E8E903E5CEA2CEEC2EAF5FDE03F799976AE001F89AD77EA4CB39AC9|
    |DBBCDB1B543F00E78C48CD7999B7799A784009E6B20CEF71C07DD34A420F72F82E8|
    |3F4D5A08F921E415A2CC14C59638262F21B619FB9F05CCB50CEA543F82DE23986F1|
    |CF34D60BE09CC3781F96E61BE19AA17C37C6373AC1550772B873A0AEB9F46DB0475|
    |565027893A49D449A24E1A75D2A8F390B08A7B5E857F1AFC4CB175F8AE636F6E60A|
    |F6EF89C4C3F33BBC8EF4B36C4B40829F49F5A9238E732C77219BADE2066995F1521|
    |32E82183D9E5401FCD21CF3191475F5ED28AD08A31F654482BC1A384BC32F8CB43E|
    |F259EB534A443FC992A92748F9FBEBCCBDDFCB665FF9D2A0EE92DCFCDF1065CE31A|
    |CBF2E43B41BFD1AA9C4D29D994B24DB96253AEDA947D9B723052B8C3615D9E7C858|
    |494C46EF74FBE36C37F9062D64A|
    |-------------------------------------------------------------------|
  18. EJI

    Fire^3 build

    I can definitely see your argument for acro.

    Less so, your wanting consume 6 slotted. The difference between a 6 slotted consume and a 2 slotted consume is 40% per target v. 32% per target (I used endmod and the triple for that number. accuracy v. +3s still hits 93%, recharge suffers a bit but it's still higher than your nuke's recharge).

    On this one, you're moving closer to being a bit borderline for end consumption- or relying on consume/cardiac to keep you playable. I'd sooner see another slot in health for a numi unique and another in stamina for an endmod.

    I'm not sure the 5th bask gaze is worth the slot. The way mez resist works, you start at base 100%. The difference between 100% and 105% is pretty slim... even the difference between 168% and 173% (hold resist in Acro, 20% IO) is not worth a slot, imho. You seem fine (accuracy-wise) with just the 1st 4 bask gazes, how vital do you consider this power? You might gain two slots there (more recharge in aim/build-up!).

    Unless you really value that wee bit of psi def, the Impervium triple could be dropped for a D/E in weave for better net recovery. End redux in stealth wouldn't hurt, either.

    My 2 inf, ymmv, etc.
  19. I agree with most of Claws' points. I like a little more accuracy than 4 kin combats gives, and like to use the erad quad for a smidgen more end redux if I'm using it in dark regen.

    I have an ma/da, and I really like OG on it. Yep, it makes stuff wander. Get into the habit of tapping 'F' as you select your targets and it's not that big a deal. It's fun for me to be able to neuter most of a x8 spawn and to one-shot-stun bosses.

    here's a link to what I did with mine if you're interested, I'll drop one of the botz for an extra lotg when the enzyme changes hit.
    http://boards.cityofheroes.com/showthread.php?t=260325
  20. With everything running, including assault, net recovery on that build is 0. Turning on the accolades gets that up to .28 end/s. Quite a few of the attacks have little or no end reduction. I don't think that'd be playable even with a t4 cardiac.

    edit to add:
    Aneurysmo did have the right idea as far as build goals, though.
    I threw this together just for funsies. 20%ish s/l/e/n (that's 2 small purples to softcap for when things get really hairy), and as much +rech as I could manage. 20% defense paired with a resist shield will help take "some hits", but it's not what I'd call sturdy. Which seems ok since the OP is mostly teaming. I tried to get good accuracy and ED capped dmg enhancement in as many attacks as I could, pretty decent recovery numbers. I also tried to keep it on a "casual" budget, but there are some pricey bits in there (the health uniques, kin combats, oblits). Psi Tornado, Burn, and FSC have similar recharge; I'd let Mr Melee do his thing, toss in Tornado, run into melee for Burn and FSC, plink at whatever's still standing. Fair warning: this may not be the bast strategy vs. Nemesis or other enemy groups who are showering the tank with AoEs. In which case, you'll want to stay a bit more at range and save your melee attacks to deal with 'squishy aggro' (both yours and others. Protect your support squad! They'll love you- and heal you and buff you- for it). Interestingly TK Thrust and Ring of Fire are your best ST attacks. ST chain looks like RoF, Mental Blast, TK Thrust (.1 gap). Aid Self to top off health between spawns. As with any build, getting your accolades will help.

    options: If you drop the medicine pool, and the snipe (of limited value imho) you could grab maneuvers, assault, and vengeance; this would enable slotting 2 more lotg +rech and gain a damage buff, as well as a bit more defense.
    If you swap SS for SJ and drop the snipe, you could grab acrobatics for a bit of mez protection; the tradeoff is you no longer have full stealth.
    Either of these choices will cost you a bit more endurance, but should still be playable.


    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Natural Blaster
    Primary Power Set: Psychic Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Soul Mastery
    Hero Profile:
    Level 1: Psionic Dart -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(15), Decim-Dmg/Rchg(34), Thundr-Dmg/EndRdx(46)
    Level 1: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Immob/Rng(9), Enf'dOp-EndRdx/Immob(23), Dmg-I(31), Dmg-I(48)
    Level 2: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(15), Decim-Build%(33), Thundr-Dmg/EndRdx(46)
    Level 4: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(31)
    Level 6: Psychic Focus -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(13)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43), Ksmt-ToHit+(50)
    Level 10: Fire Sword Circle -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(11), Erad-Acc/Dmg/Rchg(11), C'ngBlow-Dmg/Rchg(17), C'ngBlow-Dmg/EndRdx(31)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(17)
    Level 18: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(29), KinCrsh-Rechg/EndRdx(46)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(23), ImpArm-ResDam/EndRdx(43)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(48)
    Level 26: Telekinetic Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(27), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34), Thundr-Dmg/EndRdx/Rchg(43)
    Level 28: Consume -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(29)
    Level 30: Stimulant -- Empty(A)
    Level 32: Aid Self -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(33), Mrcl-Heal/EndRdx/Rchg(33)
    Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(45)
    Level 38: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 41: Dark Embrace -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(42), ImpArm-ResDam/Rchg(42), ImpArm-ResDam/EndRdx/Rchg(42)
    Level 44: Oppressive Gloom -- Stpfy-Acc/EndRdx(A), Stpfy-EndRdx/Stun(45), Stpfy-Acc/Stun/Rchg(45)
    Level 47: Soul Storm -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(50), BasGaze-EndRdx/Rchg/Hold(50)
    Level 49: Psionic Lance -- Acc-I(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37), EndMod-I(37)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1533;724;1448;HEX;|
    |78DA65944B4F135114C7E7B6530BA59522AF026DA13C6C2930D0E8DE4405C55053A|
    |8AF8D69C676029394E9D8878A112371EF0317881A4D74EF468D2E8D9FC1C7C64FE0|
    |7BAF389ECEFF148A9D74FABB73EE79FCE7DC3B3779E5A8F7F9B1B54392F01DC9ABA|
    |552E630FD97B5A2FBA45AAE14D5BC54BDDC74077922B3A01A8B5A4E499556B24B7A|
    |16FE91DA64BA629A85625999D18B5A26A91ABA59C9AB65BD60B4CD1A4B5A5133CA4|
    |A6DE04D150A79654E534DDD58F4D80F6953D3723E7B38A32F2E9569024F492DA767|
    |75430B4E9B7A5649DAB59675239749172AF90C9E5702A4324EF78254BB2C97B4418|
    |8CA92E33EB8E721B8F70118D904271E1313B274A93EF68EB06DF23AD8740FECBA0B|
    |8643889964A6098263C5FF753777D71D78B4BBEE658213B1B2334518A4BAF360D30|
    |2D89106C339C49C26B810235CCF1CB6CDFB04ECA22573DB622C87BB137AE31D6062|
    |8BCC21595A213473CDE62F0EDBE6F9CAFC06FA0DD40A2F838394B7057945CB186C5|
    |EE610CDF9904FF27D868EABF4D4CA1A5B59A39F359E236B1BF7ABED0572EC7BC97C|
    |0576BC06836FC08955C40AAAD5CEB5DA2DBA2427593AF98D3BBB85ADBE2B26EC2EC|
    |78741997CBAE1E3ECAE3A076429C05D09F8C1C976F01479F5B0BA1E5ECD5E5ECD5E|
    |5ECD486D17F1AE8A3F85CA6B843E7B2F58A2EF3614076F8161D21062E5215B793F5|
    |9FA6171F4CF42E9C034F338B85A5D7A5633F81B9986FE30B7987FC1610B1CAFEE28|
    |E2758A1AC15BBB464C28DC7F91596496C068995901DF528A18EA3A63DCCD51EEE6E|
    |808330AFEF24AD218AFC0D81ABA387E8379137C47F914CEA7BCC71E9BFC00263E32|
    |3F8167C96B8A3B35D50B3DDF3DF48DA186242660FBB96313E20CEA444F40D38F7AF|
    |F18FC7FEDD81C62837BB6CE1CE0FD266F9F03F4ABAE5244AE7DDE96156F989D6AB0|
    |241A2C071A2C071B2C733B55E84080A694BC7DAE48C2F66AF66F9F1656CA537D6F8|
    |CCFD78DD5BAF185BAF13C7D36098EFD07036AFD37|
    |-------------------------------------------------------------------|
  21. Quote:
    Originally Posted by Zwillinger View Post
    Let's make the deadline Friday, 2/24/12 at 5 PM Pacific. I'll announce on Monday which build I've chosen and we'll go from there. Post your builds below, along with a brief explanation as to why your build is the best and I'll weigh each option carefully!
    Next Monday?
  22. EJI

    Farming

    Harvey Maylor gives the mish people are using as a demon farm.

    Beam Rifle has one cone, and an aoe on a 3 minute base recharge. Farmer? I guess it depends on your definition. I can't see it.
  23. Quote:
    Originally Posted by BlackDecember View Post
    You're the second person to recommend MM to me as a secondary.

    Do you think it trumps NRG? If so, why? There wasn't an MM secondary back when I last played.

    Drain Psyche.