Granite Agent

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  1. Here's a TW/SR build based on my Claws/SR brute. It should have (I think) enough recharge to run Combat's top TW single-target chain of RA-FT-AOD-CB-FT, which requires ~300% recharge in FT. I haven't looked at AOE chain, but I assume AOD-Whirling-Sweep-(pause)-Whirling or similar. No patron AOE to fill here due to energy/body pool.

    It gets there with either Agility or Spiritual alpha. On its own it has 170% global recharge -- hasten will / should be perma with +5 enhance boost. The alpha puts ~130% recharge into Follow Through. Spiritual is nice for boosting passive regen and Aid Self, but if you need more endo help you could go Agility.

    The nice thing is the taunt aura on Brutes in Evasion. Will keep mobs around. Endo usage seems reasonable -- 3.42 recovery vs. 0.96 toggle drain, should support TW? Endo-weak sets like Scirroco in Whirling (Typhoon) could be endo-boosted to help out.

    Anyone got ways to improve? Build is a bit light on HP, for instance.

    Nimble = Crushing
    Vengeful = FT
    Typhoon = Whirling
    Ablating = Rend Armor
    Sweeping = Titan Sweep
    1000 Cuts = AOD
    Blinding = Build Momentum


    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Sharpened: Level 50 Technology Brute
    Primary Power Set: Dual Blades
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Nimble Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(21), T'Death-Dmg/Rchg(21), T'Death-Dam%(23), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(34)
    Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), Ksmt-ToHit+(27)
    Level 2: Vengeful Slice -- Hectmb-Dam%(A), Hectmb-Dmg/Rchg(5), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(7), Hectmb-Dmg/EndRdx(9), Mako-Acc/Dmg/EndRdx/Rchg(9)
    Level 4: Focused Senses -- RedFtn-Def/EndRdx/Rchg(A), RedFtn-Def/EndRdx(5), RedFtn-EndRdx(11), RedFtn-Def(11), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(39)
    Level 6: Typhoon's Edge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(15), Sciroc-Dmg/Rchg(15), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(17), Empty(19)
    Level 8: Blinding Feint -- RechRdx-I(A), RechRdx-I(19)
    Level 10: Practiced Brawler -- EndRdx-I(A)
    Level 12: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(13), LkGmblr-Def/EndRdx(33)
    Level 14: Combat Jumping -- LkGmblr-Def(A)
    Level 16: Dodge -- LkGmblr-Def(A), LkGmblr-Rchg+(29), LkGmblr-Def/Rchg(36)
    Level 18: Ablating Strike -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Dmg/EndRdx(31), Achilles-ResDeb%(33)
    Level 20: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-Def(34), RedFtn-EndRdx/Rchg(50), RedFtn-Def/EndRdx/Rchg(50)
    Level 22: Boxing -- Amaze-Stun(A), Amaze-Acc/Stun/Rchg(25), Amaze-Stun/Rchg(27), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(36)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), HO:Ribo(25)
    Level 26: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(39), RedFtn-EndRdx/Rchg(45)
    Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(40)
    Level 30: Sweeping Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(40), M'Strk-Acc/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(42), M'Strk-Dmg/EndRdx/Rchg(42)
    Level 32: One Thousand Cuts -- Armgdn-Dmg/Rchg(A), Armgdn-Dam%(34), Armgdn-Dmg(42), Armgdn-Acc/Rchg(43), Armgdn-Dmg/EndRdx(43), FotG-ResDeb%(43)
    Level 35: Quickness -- Run-I(A)
    Level 38: Aid Other -- Empty(A)
    Level 41: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45)
    Level 44: Superior Conditioning -- P'Shift-End%(A)
    Level 47: Physical Perfection -- P'Shift-End%(A)
    Level 49: Hasten -- RechRdx-I(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Marshal
    Level 50: Reactive Radial Flawless Interface
    Level 50: Spiritual Core Paragon
    Level 50: Pyronic Core Judgement -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46), Numna-Heal(46), Numna-Heal/EndRdx(46), RgnTis-Regen+(48)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(48), EndMod-I(48)
    Level 1: Fury
    Level 4: Ninja Run



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  2. Quote:
    Originally Posted by Hopeling View Post
    Musculature doesn't give endurance discount, it gives endurance modification. In your build, that means it's only helping Physical Perfection and Stamina. Ageless will definitely be good to get. Your end use from toggles alone is also quite high, and Arc of Destruction and Whirling Smash are underslotted for endurance considering their cost.

    I'm far from an expert on Dark Armor, so take this with a grain of salt, but it was my impression that one of the mez auras and the self rez are generally very desirable.
    Ah ok on Musc. Makes sense.

    Whirling Smash has the +5 boosted Oblit Quad which makes its endo useage better than it looks.

    People said if you softcap DA to S/L you didn't really need the OG stun aura or COF ... and hey a self rez is only good if you're dying, which I'm trying to avoid.

    To be fair, I ran my soft-cap S/L/E/N FM/INV brute on some +3 carnies and again the MI bosses are a problem especially groups of 2. Same for my DM/SD scrap, though he fares better with the +to hit from Soul Drain and the heal in SL. Arachnos also.
  3. Quote:
    Originally Posted by MikeRobe View Post
    I'd suggest you post your build in the appropriate forum and ask for input.... a DA should be laughing at carnies esp after getting incarnate powers.
    I think it's the groups with 1-2 MI bosses, and their summons. The DS makes it impossible to hit anything, and the damage (psi damage) the MIs put out is crazy.
  4. So I got my TW/DA scrap up to 50 and kitted out.

    Build is below. Soft-cap S/L.

    Power Slice = Crushing Blow
    Vengeful = Follow Through
    Ablating = Rend Armor
    Typhoon = Whirling Smash
    Sweeping = Titan Sweep
    1000 Cuts = Arc of Destruction

    What build doesn't show is +5 boosted enhances in Conserve Power, Hasten, and the Oblit Quads in Whirling / Sweep.

    Endurance is a problem -- CP helps but doesn't recharge quite fast enough. Got up to Musculature T3 (20% endo discount) which is helping a bit. Plan if I go forward would be to take Ageless to solve the endo problem and add some recharge.

    The bigger problem is this: running +3/+8 (which is really +2 due to level shift), I am getting PWNED by Carnies and Arachnos. The Carnie groups with 1-2 MIs are eating me up. And the Arachnos with Bane bosses and/or those tarantula queen lts/bosses -- that nerf your defense and regen and do major psi dmg -- are also eating me up. Even the trash Mu mobs are hurting my endo.

    I'm used to playing SD and SR toons -- Claws/SR brute, DM/SD, WM/SD scraps -- and maybe I'm just not used to getting hit as much. But DA here is feeling paper thin. Where is the uber?

    I'm wondering if a different secondary -- SR or ELA -- would make a big difference.

    By the way, I also do notice the lack of a taunt aura. Very frustrating.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Runeslayer: Level 50 Magic Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(11)
    Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(13), S'fstPrt-ResKB(15), S'fstPrt-ResDam/Def+(37)
    Level 2: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36)
    Level 4: Death Shroud -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(5), Erad-Dmg(7), Erad-%Dam(21), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dmg/EndRdx(45)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(15), Krma-ResKB(21)
    Level 8: Blinding Feint -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(9), RechRdx-I(9)
    Level 10: Obsidian Shield -- GA-3defTpProc(A)
    Level 12: Super Jump -- Zephyr-ResKB(A)
    Level 14: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 16: Dark Regeneration -- Theft-+End%(A), Nictus-Acc/EndRdx/Rchg(17), Nictus-Acc/Heal(17), Numna-EndRdx/Rchg(37), Numna-Heal/Rchg(37), Numna-Heal/EndRdx/Rchg(45)
    Level 18: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43), Achilles-ResDeb%(43)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(39)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
    Level 24: Typhoon's Edge -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(25), Erad-Acc/Dmg/Rchg(25), Erad-Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(39), FotG-ResDeb%(40)
    Level 26: Sweeping Strike -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Acc/Dmg/Rchg(27), Erad-Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), M'Strk-Dmg/EndRdx(33)
    Level 28: Cloak of Darkness -- LkGmblr-Rchg+(A), HO:Enzym(31)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(34)
    Level 32: One Thousand Cuts -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(46), Armgdn-Acc/Rchg(48), Armgdn-Dmg/EndRdx(50), FrcFbk-Rechg%(50)
    Level 35: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam/Rchg(46)
    Level 38: Tactics -- HO:Cyto(A)
    Level 41: Weave -- LkGmblr-Rchg+(A), HO:Enzym(48)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Physical Perfection -- Mrcl-Rcvry+(A), P'Shift-End%(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 50: Musculature Total Radial Revamp
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(13), P'Shift-EndMod(40)



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  5. in-game:

    @granite agent
    @granite agent2

    WTB a glad armor 3% def IO, ~2.2B
  6. Quote:
    Originally Posted by Dechs Kaison View Post
    I'm playing TW/DA. It is spectacular. Very burst-y, extremely strong.
    Gor my TW/DA up to 50 and kitted out -- softcap S/L, theft proc, purples, the good stuff plus T3 Musculature. Getting my butt kicked pretty soundly by +3/+8 carnies and arachnos. The carnies are getting enough mez stacked on me to mez me, and the arachnos chew through me like paper (tarantula bosses stuff my recharge and def into the john).

    Not really seeing the strength of the combo. Maybe I'm used to defensive sets like Shield and SR (and even Invuln) where I don't get hit.
  7. Combat, what do you think the best single-target chain is for a Scrapper w/o access to Gloom? Using (a) reasonable and (b) unreasonable levels of recharge?

    Thx

    GA
  8. Granite Agent

    Tw/ela

    Had a stab at a TW/ELA build as a counterpoint to TW/DA (builds posted in other thread on 1st page of Scrapper forum).

    Best I could come up with for capping S/L def and trying to avoid Oblit sets. Honestly don't like the Oblit in Lightning Field but I was trying to keep Oblits out of the attacks so the 6th slot could be procs (FF +rchg, Fury of Glad).

    Open to suggestions. Imagine that the 1-slot items like hasten are going to be enhance boosted, as will the endo mgt IO in Oblit set and maybe the recharge IOs in Energize.

    Grappling with ELA's endo-management tools and really high energy res (75% capped on here) for end-game, vs what DA offers (sadly light on energy res and not capped energy def).

    Brutes have an easier time building soft-capped S/L ELA builds due to taunt sets in Power Sink.

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  9. Granite Agent

    Going TW/DA

    Here are some builds for TW/DA scraps that I have been messing with.

    They are all based on Iggy's DB/DA build so credit where it is due -- I even left his toon's name in the mids file.

    Note these are using DB as a TW proxy where:
    Power Slice = Crushing Blow
    Ablating Strike = Follow Through (I think)
    Blinding Feint = Build Momentum
    Vengeful Slice = whatever takes -RES (Rend Armor?), hence open slot for Achilles proc

    First build is basic and overslotted in Oppressive Gloom.

    Second build tries moving the OG slots elswhere -- I left end/stun, immob change, and neg dmg chance in OG -- is that worth it? Does the ng dmg affect the user or the enemies?

    In the second build you could skip the PVP +3 def IO and still have 45.9% S/L -- or keep it for 48.9% (buffer).

    Third build loses OG in favr of vengeance to slot 7.5% LoTG, and mve other slots around (including fully slotting Typhoon Edge as proxy for Whirling Smash).

    Definitely could use some help optimizing these builds.


    BUILD 1:
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  10. Granite Agent

    Going TW/DA

    Quote:
    Originally Posted by Deus_Otiosus View Post
    While DA compares favorably in terms of endurance consumption compared to Ela & FA, unlike either of those two sets it gets no tool to deal with the increased consumption.
    If you slot Theft of Essence into DA's heal (which is up like every 9 seconds), how many mobs does it need to net you a meaningful amount of endurance?
  11. Granite Agent

    Going TW/DA

    Quote:
    Originally Posted by Dechs Kaison View Post

    Go into power customization and set it to "no fade or pulse." Poof, weapon's back.
    Yeah, i just wanted a shadowy puff-ball with glowing eyes who was holding a BIG FREAKING SWORD Seems that I have to settle for slightly obscured puff ball lol.
  12. Granite Agent

    Going TW/DA

    With a soft-capped to smash/lethal TW/DA scrap, I am seriously considering not taking Cloak of Fear or Oppressive Gloom ... since at the S/L soft-cap it's really not clear how much more mitigation these would provide, and the end costs of COF are crazy (though OG is easier).

    Can anyone provide some insight into whether skipping these sort of misses what DA is about?

    Also, in case anyone is wondering, Cloak of Shadows (the stealth) makes the Titan Weapon disappear though weapon effects like glow are still visible.
  13. Quote:
    Originally Posted by Barbie_Ink View Post
    Mace/SD all the way. You are not being misled, it is awesome on an epic scale. Put a Chance for +Recharge IO in Crowd Control for extra lulz. >.>
    QFT. Crowd Control and Shatter Crits make me pee my pants.
  14. Having said all that, the possibility of crits on the many AOEs should not be ignored -- or rather, if you ignore crits in favor of higher-health / resistance on Brutes, you are making a decision in favor of survivability vs. wet-your-pants-zomg-arc-of-destruction-just-wiped-like-8-dudes crits
  15. I am toying with INV or ELA and leaning more towards INV. I posted a build a while back softcapped to S/L/E/N with 1 foe in Invinc.

    I think it is potentially less clicky than ELA as well. I see the benefits of ELA esp on the endurance front, but I keep thinking INV may actually be tougher end-game (assuming Aid Self / Rebirth).

    My sense is with Cardiac the endurance issues won't be as bad, and can support INV. But I think we need MIDS updated to really figure it all out. I'm still open to being convinced on ELA.
  16. Quote:
    Originally Posted by evilgeko View Post
    fire/mental/mace

    kill everybody!
    qft
  17. Finally got around to playing my Thugs/Dark after a long hiatus. Have a build that is soft-capped to S/L (46%), and that also gives ~ 30% def to all pets plus ~ 46% RES. Coupled with the -ToHit debuffs from Fearsome Stare (opener) and DN, it should effectively soft-cap the pets. Interesting side-note -- powerboosting FS only bumped the -ToHit from -17% to -26% or so. I think it also boosts the -REGEN of HT, but not sure.

    Incarnated him out so far only to Alpha T3 Musculature (33% dmg, endurance), Reactive T3 (75% fire), and T3 Lore (Shadows, for something different -- first time I didn't take Cimmies).

    In Pylon fights of 2-3 minutes, the pets run out of endurance -- primarily the punks and enforcers. I was hoping Musc with endo woudl fix this, but it hasn't. I know why, and in shorter fights, group to group, it never matters. And on teams it rarely matters with endo-buffs flying around.

    Anyway, open to suggestions / tweaks.

    Build is below:

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  18. Quote:
    Originally Posted by Black_Plague View Post
    I thought about removing the slot from fire shield, but I didn't know what I would do with it. It took me a second to figure out what I wanted to do with my remaining 2 slots :P, which I put into stealth for a slight regen/health bonus. So I guess, again, any last advice!?!?
    Well, again, I really would suggest slotting Roots for damage and spamming the heck out of it for AOE goodness. You're up to 66% dmg but should be 90%+.

    Also I like a cone/range enhancement IO in Seeds in place of a six-slot set but maybe you slotted Seeds that way for a 6th-slot set bonus. Wait, you're not close to ranged softcapped so the 6th Coercive is really doing nothing for you. Replace it with IO range. I'd pull either the Confuse or Confuse/End.

    You'd get more defense moving the LOTG slots from Stealth into Manuevers. But it is such a piddly amount that honestly I would move those 2 slots somewhere else (like Roots).

    You should proc blaze and/or another attack. You're fire shield is way overslotted (and with an odd set for bonuses).

    You could slot some damage (2 slots) into strangler, consider 2 IOs.

    Consider a health IO instead of recharge in Rise of the Phoenix -- unless you plan to die a lot

    Good luck.
  19. Quote:
    Originally Posted by Talen Lee View Post
    You uh, you want to unpack this thought a little more?
    I was saying the "Dark Affinity" controllers get sounds slightly more interesting with Fade and Soul Absorption.

    Quote:
    Fade is a short duration, long recharge, high defense boost to your entire team. It's intended to prevent team mates from being defeated when they're low on health. This will hopefully give you enough time to fire off a Twilight Grasp to heal them. Internally, I've heard it compared to "a weaker Moment of Glory for your team". I think that's fairly accurate.

    Soul Absorption is a handy power that grants nearby team mates regeneration and recovery for each nearby defeated foe. This can spell a massive boost to regeneration and recovery with enough valid targets. Think Stygian Circle for your whole team, but instead of +hp/+end you get +regen/+recovery.
  20. I'm sadly underwhelmed by Dark Control .... even the controller version sounds a bit better. I mean, compare it to Plant which has full awesomeness in Seeds and Creepers ... where is the wow factor in Dark Control? Haunt seems very single-target / killable (unlike creepers). The set seems to pair a CONE Fear and CONE Immob with a PBAOE stun?? That makes no sense. And the problem with Fear for locking things down is that things get at least 1-shot off at the first fear and any subsequent damage. I'm just not convinced the set has anything awesome to offer.

    Maybe the "ZOMG!" T9 will turn things around.

    As far as dark assault, I see it being a sucktastic mish-mash of what Blasters got plus mabe 1-2 other things. No way it will compete with Fire for ST/AOE damage.

    /meh
  21. Drop Resuscitate and take Provoke. You should be soft-capped with bubbles from the pets. Taunt aggro off them.
  22. Granite Agent

    Dark control!

    Quote:
    Originally Posted by EmperorSteele View Post
    I was watching the Ustream of the Player summit, and the Devs have OFFICIALLY announced Dark Control... and it'll be FREE for VIPs!

    No other details than that, so far.
    Only Dark CONTROL? Or also an assault set to go with it (for Doms)?
  23. Your original build looks a lot like my build. I love this guy. Capped HP (1606) with perma Earth's Embrace, 2-proc'd creepers that get fulcrum shifted and benefit from Reactive (and recharge fast enough to have 2 out), and capped S/L defense (up to 50% now with the alpha slot bonus - Nerve, I believe). I added T4 Reactive, T3 Clarion, and other incarnatey goodness (T3 pyronic). Fly Trap is slotted for utility -- buff the little bugger up and let him go. Even strangler has reasonable damage.

    Generally I am running in big groups and chaining Roots, Fissure with Seismic thrown in. Things die fast. Lots of sb and FS and siphon speed.

    FYI on male HUGE models, if you crank up the sliders, you hardly see the Rock Armor at all -- just little pieces of it.

    Like Local Man said, with stealth in Super Speed, you run in, throw Seeds, and then profit.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Rock Garden: Level 50 Mutation Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), Dmg-I(5), Dmg-I(27)
    Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Acc/EndRdx/Rchg(9)
    Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dam%(13), Posi-Acc/Dmg/EndRdx(13), GravAnch-Hold%(15)
    Level 4: Siphon Power -- Acc-I(A)
    Level 6: Super Speed -- Clrty-Stlth(A), Winter-ResSlow(50)
    Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(19), CoPers-Acc/Rchg(19), CoPers-Conf/EndRdx(21)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
    Level 12: Siphon Speed -- Acc-I(A), Acc-I(21), RechRdx-I(36), RechRdx-I(40)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(27)
    Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(25), EoCur-Acc/Hold/Rchg(25)
    Level 20: Speed Boost -- EndMod-I(A)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 26: Carrion Creepers -- Posi-Dam%(A), ImpSwft-Dam%(33), HO:Nucle(33), HO:Nucle(33), RechRdx-I(34), RechRdx-I(34)
    Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(36)
    Level 30: Increase Density -- S'fstPrt-ResKB(A)
    Level 32: Fly Trap -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(39), Achilles-ResDeb%(39), LdyGrey-%Dam(43)
    Level 35: Transference -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc/Rchg(40), Efficacy-EndMod/Acc/Rchg(42)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(42), RechRdx-I(43)
    Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(45), Posi-Dam%(46), FrcFbk-Rechg%(46)
    Level 44: Seismic Smash -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(45), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), HO:Nucle(48)
    Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Earth's Embrace -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(50), RechRdx-I(50)
    Level 50: Nerve Radial Paragon
    Level 50: Pyronic Partial Core Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Clarion Core Epiphany
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(31)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(29)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
  24. Am still being tempted to think that TW/INV soft-capped to S/L/E/N (and with Aid Self and Rebirth) is likely to outdo TW/WP late game.

    I wish mids would update so we could see some real TW/ builds already. I am nearly convinced on TW/ELA but want to see some MIDS!
  25. The all-MM TFs were awesome. My favorite was the all-MM LRSF where we /teabag'd Ms. Liberty's corpse. Fun times!

    @granite agent
    @granite agent2