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Posts
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Joined
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We didn't make it this time. Got all the way down to LR and failed then. We had only 6 members in the end, so that didn't help aswell.
I might do another one next weekend or so, so if you're interested keep an eye on this section of the forum.
It was still good fun, thanks all for joining. -
Update:
Team:
1 - @False Fiction
2 - @Techno
3 - @Sargatanas
4 - @GullyTT
5 - @Kendai
6 - @TheKid
7 - @Juppitermoongirl
8 - @slazenger
Reserve 1: @Panoplia
Reserve 2: ?
Date: Today
Time: 8 pm GMT
1 reserve to go
I'll see you lot by Statesman. Bring purples/breakfrees. -
Right guys, we'll gather tomorrow around 7.45PM GMT and start around 8PM GMT if that's ok with everyone.
We still got two spots to fill, so if you know any stormies interested let me know.
Edit: Bring lucks and break frees - we might need'em. Shivs and nukes are optional but most welcomed. -
It will be sunday for sure. As for time I'll let you know tomorrow.
Update:
Update:
Team:
1 - @False Fiction
2 - @Techno
3 - @Sargatanas
4 - @GullyTT
5 - @Kendai
6 - @TheKid
7 - ?
8 - ?
Reserve 1: ?
Reserve 2: ?
Date: 29th Nov (Sunday)
Time: TBA -
Why should you want the KB removed from WH? It just makes sense that a spawn is KBed after being sucked and tossed by WH. WH is not an AoE TP foe.
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Update:
Team:
1 - @False Fiction
2 - @Techno
3 - *Reserved*
4 - @GullyTT
5 - ?
6 - ?
7 - ?
8 - ?
Reserve 1: ?
Reserve 2: ?
Date:
28th or 29th November
Time:
TBA -
Howdy. I've been in a defender mood lately and when I finish lvling my storm/dark and storm/sonic, I'm considering giving TA another shot.
I like the debuff numbers and I like the concept possibilities but I just never got into it. Anyway, I was hoping you lot could help me decide which secondary to go for. So far I'm leaning towards /AR, mainly because I've never played one (I intended to roll a AR/En blaster, but someone stole the nick I had reserved to it :P).
So, what says you? -
We're still around. Oddly enough, out of all my support toons, people tend to appreciate my Sonic over my Dark, Kin, Rad or Stormies. I guess we are that awesome.
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That's right! Me and a couple buddies have been planning on doing this for a while now. It will happen this weekend, either sat or sunday (most likely sunday) afternoon.
If you got a L50 Stormy (defender or controller, doesn't matter) and want in, please send me a message ingame or reply to this post.
Team:
1 - @False Fiction
2 - @Techno
3 - *Reserved*
4 - ?
5 - ?
6 - ?
7 - ?
8 - ?
Reserve 1: ?
Reserve 2: ?
Date:
28th or 29th November
Time:
TBA
PS: Unleashing chaos is required. -
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I've played loads of Earth trollers, got two of them to 50 and I love the set to bits. The problem with your combo is that Earth alone will provide so much control that you'll feel like your secondary won't be of much use. If things are stunned, held, chocking or on their arses, they won't hurt your team.
Or you could see it the way I like to see all my support toons: as puppet masters, hiding behind the curtain, pulling strings and making everyone awesome. You control, you buff'em and hope for them to realize that you are, in fact, helping the team a LOT and end up thanking you for your awesomeness.
Long story short, you may not boost your team's damage like a Kin, but they'll sure feel safer. Fortitude, AB and Auras + Earth controls = win. -
I wasn't questioning fire/rads ability to farm - it's obviously way faster than Ice. I do like rads, I've played my share and they are useful alright - but so are storms. We lack -regen and heal, but we do compensate with extra damage and slows (not so useful vs AV's, but it's quite handy vs regular spawns). Not to mention that FR > IR and RI imo.
Long story short, I prefer playing storm over rad because it makes me feel more active and it doesn't make me fall asleep.
Shun the storm haters! Shuuuuuuuuuuun
EDIT: I'll try and avoid turning this topic into rad v storm discussion! More Fire/rad/stone builds, says I. -
Quote:I really don't mind - it's your opinion. Anyway, when I mentioned +endrecovery vs endreduction I was just giving Fire Cages as an example as its endcost per activation is quite noticeable. Obviously, rad toggles should also be slotted with endreds as should hotfeet and chocking cloud.I don't agree with that. Fire/Rad relies on some very hungry toggles (HF + CC) so the more you can offset that expensive drain, the better.
I REALLY don't agree with that. The Lockdown and GravAnchor Chance to hold procs are golden. The more of them you can sneak in, the better, imho.
Mag 4 will be a huge help (sorry to keep picking on you, False Fiction!), especially if you're spending a lot of time right in the thick of things. You still might get knocked back once in a long while, but it will be rare enough to be a surprise rather than an inconvenience.
Storm is cute and all, but at the end of the day, it's Rad that gets the job done. When's the last time you were on a team and someone said "Wow, we need to get us a /storm"?
As for Lockdown proc, I was referring to the ones in both PbAoE click holds. Unproc'ed cinders + char on boss(es) works just fine. I understand that chocking cloud might be a different case.
Grav Anchor proc IS awesome - nothing to discuss here.
Regarding mag 4 KB protection, I just really can't agree with you lot. It is not enough in my experience and definitely not for a fire/rad who spends a lot of time in melee. KB/KD will kill you. -
It is doable with a Fire/Rad. I believe I've posted a not-so-expensive build for soloing GM's in some recent topic. You might want to take a look around.
Concerning your build, I have serious trouble believing it would work. Yes, perma AM and Hasten is nice but you have to be able to survive the big hits. The best way I could find out was getting myself nearly soft capped ranged defense while keeping my end recovery at a decent rate (perma AM helps too, of course). -
Off topic: Ice/Storm > Fire/Rad - Slot that one instead!!
Back on topic:
The build looks OK. Even a SO'd fire/rad can handle large spawns. The only problem -imo- is that you're mixing way too many bonuses: +dmg, +hp, +endrecovery, +enhancedhold and +regen.
Try and focus on 2 main bonuses (say, endurance recovery and recharge) and then find the sets that might give you a decent 3rd bonus (eg: +hp). +Dmg and +HoldDuration are useless to a fire/rad. Yes, +dmg is nice but you already ditch a LOT of damage after setting containment. And hold duration is not really an issue since most mobs should be dead in a few seconds.
Also keep in mind that having +endrecovery bonuses is good but slotting you're spammable powers (eg: fire cages) for endurance reduction helps just as much. So you might want to consider dropping that damage proc on Fire Cages and put an Endurance Reduction IO or Immob/End, Acc/End.
I would also get rid of the Lockdown +2 Mag Hold - it really is not worth it. Actually, I don't like that Set at all, but I guess it's a matter of taste.
As for Fissure, slotting Force of Feedback will turn the Knockdown into KnockBACK. It's not much of an issue if the mobs are immobilized since it negates KB - just giving a heads up.
I'm not sure if a mag 4 knockback protection will give you any protection at all so you might want to put a 5th red fortune on Rock Armour instead. I could be wrong tho, but I believe mag 8 is the minimum to get it to work decently.
And that's it... I'm just pointing out those that I consider to be the critical points. Other than that, your build should work fine until you get some more inf going.
PS: Remember, storm > rad any day.
EDIT: Just noticed the name of your toon. If this is a farm build, then I doubt it's viable at all. -
I don't have a high level Cold toon, but here's my thoughts:
Rommy won't last over 15secs per spawn on a decent speed team. Assuming you got 3rech IO's on benumb and no +rech bonuses, hasten or external recharge buffs, Benumb will have a 60 secs recharge. This means you'd be able to use it on Rommy once, maybe twice (the second time would be in his last 'life').
The healing nictus, on the other hand, it doesn't respawn and lasts ~35 secs (it fades after Rommy's 2nd death, iirc). If Linea_Alba is correct and the heal nerf is that significant, then I'd say Benumb healing nictus right at start and then, if you get it up again while rommy is still alive, use it on him.
As for the other debuffs, I'd throw them all on Rom. Heat Loss should be used on summoning nictus or when first ambush comes.
Again, I don't have a decent cold toon so I could be completely mistaken -
Howdy. I've decided to finally roll a dominator and it shall be my first and only L50 villain. The thing is, I'm no too fond of FoTMs. I'd rather play a combo maybe not so shiny but more unique. I'm considering the following combos:
Ice/Thorn
Ice/Ice
Earth/Earth
Earth/Ice
I'm leaning towards Ice/Thorn or Earth/Earth. Hopefully you'll help me decide or even suggest something else. It will be a PvE toon and focused on late level TFs.
Thanks in advance. -
Nothing stops you from using ranged attacks while in melee. I'd take BiB at least. It's a big hitter that one and it shouldn't be skipped.
Edit: Just noticed this is quite an old topic. Oh well.. -
Howdy all. I've been wanting to try out the latest version of Ubuntu on my laptop and I wonder if CoX would run well through WINE? I think I've tried it about 3-4 years ago and it was a bit crappy. Thanks.
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I like the sight of a stormy farming but I think kinetics win any day: +End +Heal +Rech +Dmg. I'd be happy if I could farm with Fire/Storm but I just can't see my blue bar lasting long. Fire/Cold on the other hand...
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Here you go:
Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: O2 Boost -- EndRdx-I(A)
Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7)
Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(13)
Level 6: Swift -- Run-I(A)
Level 8: Freezing Rain -- ShldBrk-DefDeb/EndRdx/Rchg(A), ShldBrk-DefDeb(13), LdyGrey-Rchg/EndRdx(15), LdyGrey-DefDeb/Rchg(15), LdyGrey-DefDeb/EndRdx(17)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(19), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(21)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel(23)
Level 16: Tenebrous Tentacles -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(23), TotHntr-Acc/EndRdx(25), TotHntr-Immob/Acc(25), TotHntr-Acc/Immob/Rchg(27), TotHntr-Dam%(27)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(29)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Rchg(31)
Level 22: Steamy Mist -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), GftotA-Def/EndRdx(33), GftotA-Def(34)
Level 24: Night Fall -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(34), Cloud-Acc/Rchg(34), Cloud-ToHitDeb/EndRdx/Rchg(36), Cloud-Acc/EndRdx/Rchg(36), Cloud-%Dam(36)
Level 26: Tornado -- C'Arms-Dmg/EndRdx(A), C'Arms-EndRdx/Dmg/Rchg(37), C'Arms-Acc/Dmg/Rchg(37), S'bndAl-Dmg/Rchg(37), S'bndAl-Dmg/EndRdx(39), C'Arms-Acc/Rchg(39)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39), Zephyr-Travel(40), Zephyr-ResKB(40)
Level 30: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(40)
Level 32: Lightning Storm -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Acc/Dmg(46), Thundr-Acc/Dmg/Rchg(48)
Level 35: Maneuvers -- LkGmblr-Rchg+(A)
Level 38: Tactics -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(43), GSFC-ToHit/Rchg(43), GSFC-ToHit(43), GSFC-Build%(45), GSFC-ToHit/EndRdx(45)
Level 41: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(46)
Level 44: Charged Armor -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(50)
Level 47: Thunder Clap -- Amaze-Stun(A), Amaze-Stun/Rchg(48), Amaze-Acc/Stun/Rchg(48), Amaze-Acc/Rchg(50), Amaze-EndRdx/Stun(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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Set Bonus Totals:- 2,5% DamageBuff(Smashing)
- 2,5% DamageBuff(Lethal)
- 2,5% DamageBuff(Fire)
- 2,5% DamageBuff(Cold)
- 2,5% DamageBuff(Energy)
- 2,5% DamageBuff(Negative)
- 2,5% DamageBuff(Toxic)
- 2,5% DamageBuff(Psionic)
- 5,5% Defense(Smashing)
- 5,5% Defense(Lethal)
- 4,25% Defense(Fire)
- 4,25% Defense(Cold)
- 27,4% Defense(Energy)
- 27,4% Defense(Negative)
- 3% Defense(Psionic)
- 6,13% Defense(Melee)
- 34,9% Defense(Ranged)
- 5,5% Defense(AoE)
- 2,25% Max End
- 5% Enhancement(Immobilize)
- 52% Enhancement(Accuracy)
- 50% Enhancement(RechargeTime)
- 27% FlySpeed
- 103 HP (10,1%) HitPoints
- 27% JumpHeight
- 27% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Confused) 2,5%
- MezResist(Held) 5,25%
- MezResist(Immobilize) 3,6%
- MezResist(Sleep) 2,5%
- MezResist(Stun) 2,5%
- MezResist(Terrorized) 2,5%
- 28% (0,47 End/sec) Recovery
- 26% (1,1 HP/sec) Regeneration
- 2,52% Resistance(Fire)
- 2,52% Resistance(Cold)
- 27% RunSpeed
I've ditched the 2nd option for now - needs a lot of tweaking that one. -
Hello. I'm currently working on a storm/dark for late TF purposes. I'm trying to get ~40% ranged defense, while keeping a nice recovery rate and decent recharge. I've came up with these two quick builds that I'd like you to criticize and improve if possible:
1st build:
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This is my build for Fire/Rad AV and GM soloin (including lusca):
Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Ring of Fire -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(3), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(5), Apoc-Dam%(7)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(9), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11)
Level 2: Char -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(15)
Level 4: Radiation Infection -- Achilles-ResDeb%(A), LdyGrey-DefDeb/EndRdx(17), LdyGrey-DefDeb/Rchg/EndRdx(17), LdyGrey-DefDeb(33)
Level 6: Accelerate Metabolism -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), Efficacy-EndMod/Rchg(19), Efficacy-EndMod/Acc/Rchg(21), Efficacy-Acc/Rchg(21), RechRdx-I(23)
Level 8: Swift -- Flight-I(A)
Level 10: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(23), Zephyr-Travel/EndRdx(25)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(27)
Level 18: Fire Cages -- GravAnch-Immob/EndRdx(A), GravAnch-Immob/Rchg(33), GravAnch-Acc/Immob/Rchg(34), GravAnch-Acc/Rchg(34), GravAnch-Hold%(34)
Level 20: Stamina -- P'Shift-End%(A), EndMod-I(29), EndMod-I(29)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(31)
Level 24: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(42), RechRdx-I(42)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(31)
Level 28: Boxing -- Stpfy-Stun/Rng(A), Stpfy-Acc/EndRdx(33), Stpfy-EndRdx/Stun(42), Stpfy-Acc/Rchg(45), Stpfy-Acc/Stun/Rchg(48), Stpfy-KB%(48)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(31)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(37), BldM'dt-Acc(37), BldM'dt-Dmg(39), BldM'dt-Acc/EndRdx(39), BldM'dt-Acc/Dmg/EndRdx(39)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), RedFtn-Def/EndRdx(40)
Level 38: EM Pulse -- Lock-%Hold(A), Lock-Acc/Rchg(40), Lock-Acc/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-Rchg/Hold(43), Lock-EndRdx/Rchg/Hold(45)
Level 41: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Dmg/EndRdx/Rchg(48)
Level 44: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 47: Bonfire -- ExStrk-Acc/KB(A), ExStrk-Dmg/KB(50), ExStrk-Dam%(50)
Level 49: Smoke -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
I think it's relatively cheap and you can probably improve it further if you put some thought and inf into it. -
I know this has been done before, but I wanted to give it a go myself. I dusted off my Fire/Rad and attempted to solo the big octopus. I succeeded even tho it took longer than I thought. No temps (well I had that regen thingie, I couldn't get rid off it) and no inps (those in the tray were drops from zombies and tentacles).
You can see some screenies here: http://s932.photobucket.com/albums/a...20of%20Heroes/
It had to be said: