Granite Agent

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  1. Quote:
    Originally Posted by JuliusSeizure View Post
    Claws/WP is great, but end-game it's best to go with Claws/SR. Shockwave is amazingly powerful from a mitigation standpoint, and CLaws/SR blasting +3 spawns around a map to limit incoming damage is just more fun that a Claws/WP that's limited to Spin and Eviscerate.

    With SR, you can use Spin and Eviscerate as much as you want, and when things go south just ragdoll the entire spawn. WP can pretty much never use this skill because of the detriments of scatter on WP and RttC, which is unfortunate becasue Shockwave is one of the most enjoyable abilities I have used in this game.
    That's a good point, thanks. I could use some help -- just coming back to the game really -- figuring out the best way to soft-cap an end-game Claws/SR using as many "goodie" sets as possible these days. I have the cash to all-out purple if needed.
  2. I actually would also love to see some Claws/Invuln and Claws/SR money-is-no-object builds for comparison, if anyone can help.

    Thx!
  3. Can anyone share a completely high-end money-is-no-object Claws/WP build that is soft-capped to S/L/E/N (or close)?

    Debating my GR toon.

    Claws/SR seems safe but thinking of branching out.

    I have probably 4B+ banked redside and more blueside.

    Thx!
  4. Claws / WP new brute to experience Prateoria in relatively painless, fun way

    Claws / SR new brute to have a much tougher time 1-20 in Prateoria, but ultimately be the kind of toon to take to 50, purple out, soft-cap, etc.

    Suggestions?
  5. Quote:
    Originally Posted by Werner View Post
    I'd suggest that Super Reflexes' niche is soft cap defense plus capped defense debuff resistance. I can assure you from playing a soft-capped Katana/Dark that having no DDR is a noticeable Achilles' heel.

    But with enough influence spent and a probably-unintended Hamio trick, I would suggest that Shield Defense can be made everything Super Reflexes is, and more. So perhaps Super Reflexes is obsolete for multi-billionaire power gamers kitting out an end game toon. Other than that, nah, not really. Super Reflexes is still a good set.
    Except you can't use Claws with Shields?
  6. Quote:
    Originally Posted by Liliaceae View Post
    4.5 Fiery Assault

    Overview

    Fiery Assault is the overall highest damaging of the Dominator secondaries, with high damage ranged and melee attacks. It also has excellent AoE damage potential, with the significant practical barrier or optimizing the use of both its cone and PBAoE attacks. It has good endurance usage due to high damage output, and the very useful secondary effect of more damage. Its damage is all fire damage.
    Essential powers: Blaze
    Disappointing powers: Blazing Bolt, Consume
    Its high damage makes Fiery Assault a very aggressive set, and a good contributor even on an effective team. Many of its powers do additional DoT, lasting up to 7 seconds for Combustion, and with no upfront damage for Incinerate. In order to not waste DoT effects, it's a good idea to use the longest DoT powers first in combat.

    Fiery Assault is the most dangerous of the secondaries for several reasons, the higher damage means it generates more aggro, the damage over time effects interfere with sleep and terrorize effects from the primary, and it provides no extra mitigating secondary effects like the other secondaries. Fire resistant foes can be problematic because no alternative damage type is available.

    Powers
    • Flares is a typical first blast, see the Shared Powers section. It does less damage and has a faster recharge than the other first blasts, which makes it good for building Domination, but slightly less important for damage.
    • Incinerate is a typical first melee attack, see the Shared Powers section. Its damage is better than the other first melee attacks, but is spread over several seconds, so it's best to use as an opening attack, and not a finisher.
    • Fire Breath is a typical cone attack, see the Shared Powers section. It has a longish activation time, an accuracy bonus, and is one of the narrower cones. Its narrow arc can make it difficult to use effectively, particularly from close quarters.
    • Fire Blast is a typical second blast, see the Shared Powers section. It has a nice short activation time, and good damage for its recharge.
    • Embrace of Fire is an excellent self damage buff with a long recharge. It increases the damage of all attacks for 10 seconds, and the damage of all fire attacks by even more for 30 seconds. Suggested slotting is 0 - 2 additional slots with 35 - 95% recharge reduction.

      It makes a dramatic difference when active, although its long recharge time means it's often not available.
    • Combustion is a typical PBAoE attack, see the Shared Powers section. Most of its damage is DoT, which means that it appears less effective than it actually is.
    • Consume is an endurance recovery power with additional minor PBAoE damage. It has a negligible endurance cost, minor damage, long recharge, and recovers a medium amount of endurance for each target hit. Suggested slotting 3 - 5 additional slots with 40 - 80% accuracy, 35 - 95% endurance recovery, and 0 - 80% recharge reduction.

      Its negligible endurance cost makes it very useful in situations where endurance has been fully drained. When surrounded by many targets it can easily refill the endurance bar completely.

      It is only recommended to characters suffering from endurance problems who have already explored other avenues for endurance management because it is rather difficult to use, and requires the investment of slots to ensure it works even when there are only a few available targets.
    • Blazing Bolt is a typical sniper attack, see the Shared Powers section. It deals the most damage of all the sniper attacks, making it more attractive.
    • Blaze is a typical final blast, see the Shared Powers section. It has a short activation, high damage, and a fast recharge, making it the best of the final blasts, and the most important power of the set.
    At permadom recharge levels, bosses absolutely melt with Incinerate, Blaze, Fireblast, repeat (throw in Dominate to keep em held) -- boosted by Embrace of Fire.
  7. Quote:
    • Fly Trap is a typical pet power, see the Shared Powers section. Her attacks are a small area targeted AoE immobilize, a cone attack with defence debuff, a single target ranged attack with defence debuff and a high damage melee bite attack. She has good damage resistance making her quite survivable.

      Venus brings additional benefit to her caster by taking some aggro and some additional damage. Sometimes she will choose to go into melee range, which significantly increases her damage output.

      On occasion Venus will just stand back from combat not doing anything. While her AoE attacks are useful, they also mean she has a tendency to wake sleeping, and her immobilize AoE has all the drawbacks of other immobilizes, most importantly preventing the knockdown of Carrion Creepers.
    used to be able to slot the Achille's Heel proc into Fly Trap and pretty much she would get it on everything you were fighting (-Res debuff) -- can you still?
  8. Quote:
    Originally Posted by Liliaceae View Post
    5.8 Mu Mastery

    Overview

    Mu Mastery is a defensive patron pool, with a healing pet, two personal shields, an endurance management power and a single attack. It has a secondary effect of endurance reduction which is useful when mixed with endurance drain from other Dominator sets like Electric Control.
    • Power Sink is a PBAoE endurance drain and recovery power on a medium recharge. It is auto-hit, has a long activation time, a small radius, but a high endurance cost. It is a decent, if unwieldy, power. Suggested slotting is 0 - 5 additional slots with 0 - 95% endurance modification, 35 - 80% endurance reduction, 0 - 80% recharge.

      Since it's auto-hit, it is very dependable for refilling endurance in combat, but its high endurance cost reduces its utility against endurance draining enemies who tend to fully drain endurance.
    • Charged Armor is a typical epic shield, see the Shared Powers section. In addition to good smashing and lethal resistance, it provides good energy resistance.
    • Ball Lightning is a typical targeted AoE epic attack, see the Shared Powers section. It has a small endurance drain.
    • Surge of Power is a self-preservation power which grants the user high resistance to all damage types except psionic, and greatly increases their recovery rate. It has a medium activation time, very low endurance cost, a very long recharge, and an endurance crash when it ends. It has an electricity visual effect which suppresses the caster's normal costume. Suggested slotting is 2 - 5 extra slots with 35 - 95% recharge reduction and 40 - 60% resistance.

      Surge of power is a dramatic increase to survivability, allowing a Dominator to survive a nasty situation and attack at the same time.

      Since it doesn't grant status protection, it is best combined with Domination or some other form of status protection. The weakness to psionic damage means that it's worthless against psionic enemies.
    • Summon Guardian summons a typical patron pet, see the Shared Powers section. The summoned Mu Guardian has a single target heal and ranged attacks.
    Mu Guardian summons a pet -- the ball lighting thingie.
  9. Quote:
    Originally Posted by Carnifax_NA View Post
    On the plus side Domis can get Fireball and Rain of Fire to make FE even more awesome now via the new Fire APP.


    Because Fire Assault Domis always have a load of attacks to benefit from FE it makes sense for them to keep the old version.


    For other ATs, who might only be benefiting their Fire Aura and Burn, the new version makes a lot more sense than the old one did.
    Has the new Fire APP been pushed to Live? I'd have to lose my trusty Mu healing pet, but it could be worth it for Fireball.
  10. Mind/Fire -- great single target damage and control (really exceptional) with really great AOE control and AOE dmg when needed.
  11. /SR (and maybe tricked-out Shields) is about the only thing that can stand up to hordes of Romans debuffing the crap out of your defense.
  12. Quote:
    Originally Posted by HelinCarnate View Post
    Good ------ Great ------ Awesome, ----------------------------------------------------------> way over there is SS/WP.
    Except hordes of ITF Romans will **** you, and so will hordes of the Nictus in the cave (even on my E/N capped WP brute) with a few lucky shots. SS/WP is not an "I Win" button ... for that, think /SR
  13. Granite Agent

    Electric Control

    The lack of information on electric control is disturbing.

    My lack of patience is disturbing.

    http://www.youtube.com/watch?v=VgGc9kruiLQ
  14. I pre-ordered GR but I don't know where Elec Control fits into the mix of things being tested / timing for closed / open beta or release. Anyone?
  15. Granite Agent

    Mind/Fire

    Quote:
    Originally Posted by CB_GB View Post
    I love mine. Strong solo, and clearly a huge help to groups.

    But I'm new to them, and have just hit 40. Is Mu Mastery the preferred option for Mind/Fire?

    And will other Mind/Fire doms smack me for skipping Total Domination? It's not a bad power - it just hogs so many slots to make it viable that I'd love to put them elsewhere.
    The Mu pet is awesome -- heals and does good damage, esp when it brings out its Ball Lightning. With perma dom, it's up close to 100% of the time.
  16. Granite Agent

    Mind/Fire

    This is my Mind/Fire permadom build on live. I haven't tweaked it for a long time, so there are probably better slottings to be had. But I like it fine for now.

    Villain Plan by Mids' Villain Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Fiery Assault
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Mesmerize -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(11), CSndmn-Acc/EndRdx(13), CSndmn-Sleep/Rng(13), CSndmn-Acc/Sleep/Rchg(15)
    Level 1: Flares -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg(46), Thundr-Dmg/Rchg(46)
    Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(5), NrncSD-Dam%(17), G'Wdw-Dam%(45)
    Level 4: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(21)
    Level 6: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Conf/EndRdx(9), CoPers-Conf%(9), CoPers-Acc/Rchg(11)
    Level 8: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(15), FtnHyp-Acc/Sleep/Rchg(43), FtnHyp-Acc/Rchg(43), FtnHyp-Sleep/EndRdx(43)
    Level 10: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(27), Apoc-Dam%(40)
    Level 12: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(21), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(34)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A)
    Level 18: Total Domination -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(29)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Rchg(37), P'Shift-End%(40), P'Shift-EndMod/Acc/Rchg(42)
    Level 22: Fiery Embrace -- RechRdx-I(A), RechRdx-I(31)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(34)
    Level 26: Super Speed -- Clrty-Stlth(A)
    Level 28: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37), Abys-Dam%(37)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Acc/Conf/Rchg(33), Mlais-Conf/Rng(34)
    Level 35: Combat Jumping -- LkGmblr-Rchg+(A), Winter-ResSlow(45)
    Level 38: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40)
    Level 41: Power Sink -- EndMod-I(A), RechRdx-I(42)
    Level 44: Surge of Power -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45)
    Level 47: Summon Guardian -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Dmg/EndRdx(48), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Acc/Dmg(48), Heal-I(50), RechRdx-I(50)
    Level 49: Charged Armor -- ResDam-I(A), ResDam-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 0: Ninja Run



    Code:
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  17. That's pretty awesome. If you are taking down a pylon in 18 mins what is the DPS?

    I had a capped Kat/WP build that got hit a bit by the BOTZ nerf. I'll check your build when I get a chance -- maybe pick up some tips!
  18. With IOs you can soft-cap Kat/WP to Melee and most elemental with 2 stacks of Parry. This build needs to be re-tweaked a little since the BOTZ nerf but you get the idea.

    Hero Plan by Mids' Hero Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Bladeslinger: Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership

    Hero Profile:
    Level 1: Gambler's Cut -- Achilles-ResDeb%(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(7)
    Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal(17), S'fstPrt-ResDam/Def+(17), Aegis-ResDam(19), Aegis-ResDam/EndRdx(27), Aegis-Psi/Status(34)
    Level 2: Flashing Steel -- Erad-Dmg(A), Erad-Acc/Rchg(7), Erad-Acc/Dmg/Rchg(9), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(11), Erad-%Dam(11)
    Level 4: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(13), Numna-Heal(13)
    Level 6: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(15)
    Level 8: Divine Avalanche -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(23)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), Ksmt-ToHit+(43)
    Level 12: Combat Jumping -- Winter-ResSlow(A), LkGmblr-Rchg+(37), Zephyr-Travel(42), Zephyr-Travel/EndRdx(45)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
    Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(25), Numna-Regen/Rcvry+(25), RgnTis-Regen+(31), Heal-I(37), Heal-I(48)
    Level 18: The Lotus Drops -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Erad-%Dam(31), Erad-Acc/Dmg/EndRdx/Rchg(39)
    Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(33), P'Shift-End%(46)
    Level 22: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(31), Aegis-ResDam/Rchg(33)
    Level 24: Swift -- Run-I(A)
    Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dmg/Rchg(36), Mako-Dam%(36)
    Level 28: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(37)
    Level 30: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(33), P'Shift-EndMod(39)
    Level 32: Golden Dragonfly -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(40), Sciroc-Dmg/EndRdx(40), Sciroc-Dmg/Rchg(42)
    Level 35: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46)
    Level 38: Strength of Will -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-ResDam/Rchg(43)
    Level 41: Boxing -- Acc-I(A)
    Level 44: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(45), Aegis-ResDam/Rchg(45)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48), LkGmblr-Def/EndRdx/Rchg(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 0: Ninja Run
  19. I was thinking about coming back for GR and resubbing some of my accounts, but honestly the nerfherding in this thread has bummed me out
  20. Quote:
    Originally Posted by Cyber_naut View Post
    there are plenty of enemies that will make wp weep.
    Packs of Romans (ITF) eat WP. Even if you cap to smash/lethal, as they debuff defense.
  21. Here's how I was planning to respec post BOTZ nerf.

    It may not be what you want but hopefully will give you some ideas. The respec was mainly intended to push me back to the softcap without having to move much around. I'm OK with AOE at 44.4 %

    Hero Plan by Mids' Hero Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Dark Shield: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(34)
    Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(31), RedFtn-EndRdx/Rchg(34), RedFtn-Def(37), RedFtn-EndRdx(45)
    Level 2: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(17)
    Level 4: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Rchg+(31)
    Level 6: True Grit -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(11), Mrcl-Rcvry+(21), S'fstPrt-ResDam/Def+(43)
    Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(9), Mako-Dmg/EndRdx(9), Mrcl-Heal/EndRdx/Rchg(11), Mrcl-Heal(13), Mrcl-Heal/EndRdx(13)
    Level 10: Active Defense -- RechRdx-I(A)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Swift -- Run-I(A)
    Level 18: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(19), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(39), Numna-Regen/Rcvry+(40), Numna-Heal(50)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-Acc/Rchg(40), P'Shift-End%(43), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc/Rchg(46)
    Level 22: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(39), Oblit-%Dam(40), Oblit-Acc/Dmg/EndRdx/Rchg(42)
    Level 24: Against All Odds -- EndRdx-I(A)
    Level 26: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(29), GSFC-Build%(31)
    Level 28: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(33), Hectmb-Dmg(34), Mako-Acc/Dmg/EndRdx/Rchg(39)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Boxing -- Empty(A)
    Level 41: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(43), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam/Rchg(50), Aegis-EndRdx/Rchg(50)
    Level 44: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Rchg+(46)
    Level 47: Conserve Power -- RechRdx-I(A)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 0: Ninja Run
  22. Can you post a build that's close to soft-cap ranged / AOE after the BOTZ nerf?
  23. While you stand there waving your hands, the rest of your team finishes the mish and kills the AV ....
  24. Quote:
    Originally Posted by Castle View Post
    Sunstorm worked on Electric Control as a training exercise when he first started working for us. The set is currently sitting in the spreadsheet I have set aside for such things. It was a good effort, but by no means ready for release, and there hasn't been any announcement of us working on the set at all.

    I'm not ruling out Electrical Control as a set, but it is only one of several sets that are in the wings waiting for the thumbs up to proceed with.
    Hm, was this disinformation? Or post this post, did it get greenlit for GR?
  25. Re the above alternative -

    Should point out that my build was made before Physical Perfection was added to the power pools. And that I made my tank more for teaming -- hence he took a lot of AOEs (fireball, SC, FSC) and things to grab aggro like Combustion.

    My attack chain is the relatively fast chain of incin-scorch-fs-scorch which does pretty decent single target dps w/o requiring a ton of recharge.

    And I was determined to soft-cap w/o having to take Weave.

    Didn't really try AV soloing.