Happy_Cat

Recruit
  • Posts

    52
  • Joined

  1. plant/storm/earth chimming in regarding capped defense. I've decided to go with high defense on that toon, and I don't regret it one bit. I'm at 47% ranged defense, with 44.5% or so on S/L, 35% to energy and negative, with I believe 20% or so to everything else. I managed to still get Hasten to have only 9 seconds of downtime (I think I have about 60% recharge, more or less). Recovery is at 195%. The only thing that really bothers me is the fact that I wasn't able to slot freezing rain more. But the high defense is very nice. I'd never bothered to do that with a toon before, but I like this one so much I figured what the heck. Anyway, while I certainly agree that it's probably not necessary, high defense does cut down on the return fire from "free" mobs. I tried to build her out to be decent for both missions and farming, and so far, I think she's working out pretty well.

    BUT, my experience so far in Incarnate trials is that the 47% ranged def (plus all the other +def powers emanating from other players) is still getting cut through like butter by all the mobs. I died twice in a row yesterday from ranged attacks by (admitedly, many many) EC 9's (name check?). I honnestly don't remember the to-hit math enough to understand how it works for purple lv 54 mobs.

    As for regular content, it's a huge difference from her previous sucky defense build. I went from faceplanting a Malta tip mish at x4 twice, to zipping through the same tip mission at x8 after my high def respec. For some reason, the only freaking thing that gets through my ranged defense (with an alarming frequency) is Greater Devoured orange and above bosses. And that's without the -def emanator. I swear that freaking boulder of theirs just finds me anyway...

    All this to say: I like high defense, and while certainly not necessary, it does make missions easier and stress-free. Also, mezzes hit me a LOT less than before. Getting mezzed is a pain. Now, even when I do get mezzed, I still don't get hit very much while being held, and I can just ride out the hold if I don't have a purple.
  2. I've essentially shelved (and then deleted) my ice/cold controller because of this reason. Very annoying. I'm using my plant/storm/earth controller now as my main for incarnate content and stuff, and the plant pet works just fine. It's very easy to see the plant cycle through all of his attacks. Huge difference in dps between these 2 pets. I've never had the rock pet, so I can't comment for that one. But yes, my experience with jack is the same. If at range, he'll throw out an ice bolt, then close in to melee, pick one of the sword attacks, then will wait until that same attack refreshes, without cycling the other sword or the hold.
  3. It's interesting that Salty mentions endurance issues on plant/storm, as I've just got my cardiac tier 1 alpha "installed" yesterday on my plant/storm. I took a little break from CoH shortly after i19, and just got back into it. Anyway, I ran a little test last night, running weave, tough, rock armor, steamy mist, combat jumping, sprint, super speed, and hurricane, all at the same time. Endurance comsumption was at about 1.8 per second. End recovery for that toon is at 3 per second. I ran from group to group in front of Portal Corp, and believe it or not, I didn't run out of end that quickly. My normal attack routine is seeds, rain, then spam roots, and against lv 50 minions and lt's, I must've ran like 10 groups back to back before having to take a breather. Recharge is about 140% with hasten up, with 15 seconds or so between hasten, so my abilities come back up fairly quick. Of course, these are short easy fights, and it's not like this was a rigorous sort of test, but still. On a normal setup of weave, mist, rock armor and combat jumping, I run missions and never have to stop. All this to say that while playstyle and toon builds will affect endurance issues, it's certainly not that bad once you have cardiac (at least it's fine for me). I suppose that if you have enough recharge to spam tornadoes, rain and lightning storms very quickly that would of course make endurance more of a problem,*but you normally don't need to go all out like that for every fight, since seeds, roots and rain, along with the pet tend to make short work of normal minion/lt's spawns. Anyway, just a little addendum on endurance for plant/storm. I do agree though that it definetly is an endurance hungry combo.
  4. I reworked my plant/storm build to give the toon 40% ranged defense, along with 40% to smash and lethal, with about 35% defense to energy and negative, and 19% to the rest. I ran the last mission from the Tina arc where you have to save Statesman. I got to the last room, and Manticore got promptly killed. I was running at +0 x4 (my usual favorite diff. level, pretty laid back, but still fun) and things were starting to look bleak. I had badly "planned" the attack, and essentially aggroed a bunch of groups, through sheer carelessness. But boy, having that 40% ranged defense really made a huge difference. I still had to rely on a few inspirations, mostly due to endurance problems. But all this to say that this combo, while really good at large group killing, is actually pretty solid for just about any type of fights. The damage output from 2 lightning storms and a tornado, plus pet attacks, and the creepers is more than sufficient for elite boss killing. And boy do I love that hurricane! Just mentionning this because the fight itself was just so damn fun, it felt epic. I'll have to try an AV at some point, but the one thing plant/storm lacks is -regen, something that worries me a bit for AV's killing. Anyway, felt like sharing (and the typing makes it sound as if I'm working very hard in my cubicle). Very much enjoying my plant/storm, more so I think than any other of the 100+ toons I've made and played during my CoH years of play.
  5. I'll throw in another vote for either ill/rad or plant/storm, depeding and personnal taste and playstyle. I have both at 50, with a perma phantom army build for the ill/rad, and an almost perma hasten build for the plant/storm. Both have very different playstyle, as well as different strengths and weaknesses.

    Ill/rad is great for single hard targets, and is able to solo AV's or GM's once properly built. It does lack a bit however for big group lockdown. In fact, ill/rad, once properly slotted (and after a good amount of inf spent) is almost TOO good. I'm bored with him now, and I find he ruined a lot of other combos (and even archtypes) for me, since ill/rad can really do anything, and a lot of my other toons just feel weak compared to him, even when I start factoring expensive builds. Ill/rad truly is one of the most amazing combos out there, all AT's mixed in.

    The plant/storm is great at taking out big groups. Seeds of confusion is simply amazing. At 50, I just open up with seeds, freezing rain and roots as needed. That combined with the pet is enough to melt large groups in almost total safety. With hurricane, lightning storm and tornado, I can kill elite bosses no problem (haven't tried AV's, but I think I might faceplant on those). All in all, for my playstyle, I prefer the plant/storm. And the plant pet is actually pretty good.

    I also had a lv 50 fire/kin, and a lv 32 ice/cold. I never really enjoyed the fire/kin that much (it felt bland to me), and the ice/cold was pure boredom (but mind you, I mainly played him solo, something I find that combo to not be well suited for). Also, I found jack frost lacking as the ice pet.

    Anyway, more personnal opinion than empirical data, and as always, YMMV.
  6. I love plant. I have a lv 50 plant/storm/earth, Goddess of Nature on Liberty. I think of all the controller primaries, I enjoy plant the most. My illusion/rad feels more epic and powerful (plus the build was WAY more expensive), but I love Goddess more just for pure playing fun. I've tried Earth, Ice, Fire, and plant comes out as my favorite. Keep posting!
  7. Good question, I'm wondering the same thing. I'm levelling up a BS/WP myself. I "think" that the best way to go is to 3 (or 4) slot Numina in HPT as well as the + regen and + recovery uniques. Put 3 lv 50 Health IO's in Fast Healing and Health. I plan on taking Physical Perfection and 6 slotting for End mod and Health. I believe that nets the best regen, as opposed to "wasting" a possible health IO or SO placement in FH or Health or RTTC for the 3 uniques. BUT, this is not taking into consideration HP bonuses from heal sets (or other sets). However, I've made quite a few dummy builds in mids, and to max out the actual regen, this method seemed the way to go, while only losing out on very small resistance stats (since HPT will not be slotted for resistance). I could of course be completely wrong.

    Edit: when I say "max out regen" I'm only considering HPT, FH, Health and Physical Perf. I'm not talking about all the +regen set bonuses available for other powers.

    Re-Edit: Also, maybe I should point out that my usual build strategy is to start off from an SO perspective, meaning I will only 4 slot things like RTTC and Mind Over Body, 6 slot all my attacks, etc. Once that is done, I work in what sets I can, with the bonuses that go with them. It gets really complicated with all the heal powers if you start looking at their + HP bonuses or + heal bonuses. I've noticed that if I start going after HP and set bonuses for heal type powers, I tend to lose out on the actual regen of the power, since lv 30 or 40 sets yield less than having straight lv 50 heal IO's or SO's. But since HP affects regen rate, it gets messed up. Meaning a lot of fudging around in mids trying to get the best build, and then realizing that slotting gets weird and sub-optimal until you get everything IO'ed just right. Of course, there's also the option of doing 2 different builds, or to simply respec later on, but whatever. Anyway, all this to say that I'm also interested in what the number crunching scrapper experts have to say on this topic.
  8. If you can afford to be mezzed for a second or 2, maybe going with the Leaping pool and acrobatics will be enough for you. That's what I did with my ill/rad. And I could be wrong, but even though acro is hold resistance (as opposed to defense/protection), I haven't noticed getting held at all running acro. Also, acro has kb protection which IW lacks. Of course, with -kb IO's this is rendered academic, but still. With inherent Fitness, it's easier to fit acro in, if you don't mind SJ as your travel power. I like CJ for the small defense and immob protection, so nothing in these 3 powers is really wasted. Food for thought...
  9. My 50 ill/rad is my main and favorite toon, fully IO'ed. I also have a lv 50 fire/rad and lv 50 plant/storm, but these 2 are not IO'ed out and only have basic SO's in them, and were mostly levelled up as concept alts. Another one I like is an earth/storm currently at lv 28. I started an elec/TA controller who's now lv 16 (not sure I'm really liking that particular one yet). I'm currently leveling up a BS/WP scrapper. That's been a very smooth ride so far to lv 20.
  10. Like Local said, using Confuse on a whole room is not necessarely always recommended or quick, but it can and will save a team from faceplanting when dealing with a troublesome spawn. I've done it many times, but one that comes to mind is the dopplegangers in the Positron TF. Confuse one of them, and suddenly the fight becomes much easier (depending on your team make up, you might decide to take out the healer, or debuffer, etc.).

    Also, for high-end builds, the whole AoE vs single target debate for illusion is irrelevant. You have enough recharge that Flash is up for every group, STerror is pretty good at keeping stuff quiet, and PA deals so much damage that, along with you and Phanty, full groups go down really fast. And I don't mean to just preach for illusion (I also have a lv 50 plant/storm that I absolutely love), but try and do the crazy stuff you can with an illusion (even more so paired with Rad) with a plant/whatever, and the faceplant is imminent. In fact, ill/rad has spoiled me for other combinations or even AT's. I don't think that, even IO'ed to the gills, a plant comes near the level of awesome of illusion. And yes, of course PA is the big trick, but Plant without Seeds would also be seriously hobbled.

    But to get back on topic, I'm also very much interested in electric. I've just started an electric/TA, and the endurance drain schtick seems to be working very well (and that's just with DO enh's.). It's not fast solo, but with the near endless endurance, and the good control, I find it much smoother to run through missions then I did with my ice/cold at the same level. Anybody got any special advice for electric/TA? The stacked ST hold is obvious, then a possible stacked sleep (not sure that's really useful), than the -def, -res, -dam, Any other hidden synergies in there?
  11. I actually logged in yesterday on my ice/cold (which I've pretty much shelved at lv 32) to run a few missions just for fun, and also to see if my rant about Jack was justified (I know we're talking about Imps but humour me). And yes, is he ever useless. Jack sees a villain. Throws an ice bolt. Runs up to villain. Waits. Waits. Waits. Finally uses Ice Sword. Waits. Waits. Uses G.I.S. Again, just waits and stares, until GIS recycles and then he uses that again! bah! Also, he has the annoying habbit to go from one mob to another... Ice Bolt one guy, maybe freeze him, go to the next guy, etc. I can freeze stuff darnit! I need you to KILL THEM! Whatever. Imps on the other hand works fine and do nice damage.
  12. I have a fire/rad, plant/storm and ill/rad at 50. I also have a ice/cold at 33. The imps work well, given that their simplicity works well with the borked pet AI. They do good damage, but can die quickly. The fly trap is actually pretty good, and seems to be cycling her attacks much, MUCH better that Jack Frost, for instance. Despite what some people say, it is not super squishy either. Of the 4 pets I have experience with, I think Fly Trap is my favorite. Phantasm is ok, but nothing special. His decoy helps out, but I find that he has a tendency to get stuck in places. Jack Frost I found disapointing. He's very bad at cycling his attacks. For instance, he'll decide to start using Greater Ice Sword, and then that's all he'll be using until his target is dead (meaning he'll just be staring blankly at his target while the darn sword recharges, while you just KNOW he's got 3 other attacks ready to go). Then he'll move on to the next, and get stuck on using just the regular ice sword... he's just odd. But I really like the Fly Trap, for what it's worth (also, really cool looking pet). I believe that the imps do more damage than FT however. You can't really go wrong with either. Question is, do you want to play with fire, or do you want to grow some plants?
  13. My apologies, I assumed the OP was familiar with the invention system. That was issue 9. doesn't that make it older than 2 years ago? No matter...

    But yes, this build has more than enough global recharge bonuses from invention sets for perma GI, without any recharge reduc. in the actual power. And yes, I took both SI and GI, and one is a mule for a LoTG invention enhancement (actually, both powers have the LoTG, but I guess only one would qualify as a mule, if you want to get technical), which provides 7.5% of global recharge bonus. I wind up using both SI and GI, depending on the situation...

    To go back to the main question: it might be best to plan out a normal build with normal SO enhancements, in which case you would slot Hasten with the usual 3 rech. reductions, and one additionnal slot in the invisibility power of your choosing. Then later on (at lv 50, or whenever you feel like it, or have the influence) redo the buid with IO sets, and respec your toon to the new build. There's a ton of builds out there for ill/rad controllers, so you won't run out of information on everything and anything ill/rad.

    If needed, it might be good to get a refresher on the invention system through one of the many guides floating around, or from coh wiki, or elsewhere. You might also want to go through the information on the new game updates since the time you left... there is indeed a lot of things that have changed. You're coming back at a great time, next update will make the Fitness pool inherent at lv 2. ;-)
  14. Also, there's the doppelganger of you from the arc you can do at lv 20, and the doppelganger from the positron TF... so the game (at least in these instances) seems to be able to take your look and apply it "on the fly" to some other mob. Would be indeed cool if they eventually offered some sort of customization of PA and Phanty at some point down the road.
  15. Welcome back!
    Depending on the build and the budget, you can get away with 2 slots in hasten, assuming you have enough recharge from IO sets. I'd recommend playing around in Mid's to see what kind of build you can come up with. Look at my build below for ideas if you want... As for GI vs SI slotting, it depends on playstyle and personnal preference I think. I took both, and just left the basic slot with a LoTG in them. I have enough recharge that GI is perma. I tend to use GI more because of the lower end cost over time. SI is mostly to use as a LoTG mule. Sorry my build is not in mids format. I'm at work now and just fished this out from another post. You can also look in the guide section for Local Man's ill/rad guide. It's very good and worth reading. I'm willing to bet he'll be along this thread shortly as well... :-)

    Now the build (mind you, I think I tweaked it a bit since then, but it's still very very close to what I have right now).

    SW: 5 slots => 5 decimation,
    Blind: 5 slots => 4 basilisk, 1 ACC IO
    Confuse: 5 slots => 5 of Coercive, including the proc.
    Flash: 6 slots => 4 Basilist, 2 Acc\Recharge IO's from Ghost Widow and Essence of
    SI: 1 slot => LoTG
    GI: 1 slot => LoTG
    PA: 6 slots => 2 Call to Arms, 4 Expedient
    Spectral T.: 5 slots => 5 unspeakable terror
    Phantasm: 5 slots => 4 Expedient, 1 Acc/Dam Sovereign

    Radiant Aura: 5 slots => 5 Doctored Wounds
    Rad Infect: 4 slots => 4 DW's Despair
    AM: 6 slots => 6 efficacy adaptor
    Enervating F.: 2 slots => 2 End. Red. IO's
    Lingering R.: 5 slots => 5 Tempered Readiness
    EM Pulse: 4 slots => 4 Basilist

    Ice blast: 5 slots => 5 decimation
    Ice armor: 6 slots => 1 LoTG, 5 Red Fortune
    Frost Breath: 6 slots => 5 Positron's Blast

    Combat J.: 1 slot => LoTG
    SJ: 1 slot => Jump IO
    Accro: 1 slot => End. Red. IO

    Hover: 1 slot => LoTG

    Assault: 1 slot => End. Red. IO.

    Hasten: 2 slots => 2 Rec. Red. IO's.

    Health: 2 slots => Numina Unique, Miracle Unique

    Stamina: 3 slots => 3 End. Mod. IO's.

    Adds up to 130% recharge before Hasten and AM. Very good recovery. Roughly 30% S/L defense even with suppressed SI and GI. Immob, Hold, KB resistance/protection. 15% damage from Assault, more than 20% from IO sets. Perma-PA, AM and Hasten of course. Only caveat is that SW and Ice blast are topped at 89% damage.
  16. A lot of folks don't have access to Mid's when reading the forums. Posting the full export might help get a few more responses... Just saying :-)
  17. Yeah, you're right Ben, PPP pet would be perma on my build (confirmed in Mids last night). Erin, (or anybody) what is your experience with this pet? (don't mean to hijack the thread, but since we're on the subject).
  18. Hmmm interesting about the spider pet. Hadn't realized Controllers had the pet in that Patron... Might be fun to play around with a 3rd pet. Might make up for the slowness of poison ray. Truth be told, concept-wise the mace would be better on my toon anyway.
    Wonder what kind of downtime on the pet I'm looking at with 230% recharge... 2 minutes or so?
  19. I also use Ice on my Ill/Rad. Ice blast, Ice Armor, Frost Breath.

    As Local Man mentionned, you want a fast ST blast to go with SW and Blind, or if you have enough recharge, just SW... I like Ice Armor to put in a LoTG and Red Fortune, for 12.5% extra recharge. Frost Breath is meh, but in my case is slotted with a Posi for 6.25% recharge, and will possibly be slotted with a Ragnarok purple in the future. It's also ok damage on contained targets. I'd actually rather have Hibernate, but can't bring myself to losing on the recharge. Fire would also be a good choice, but I wanted a DEF armor for the possible sets. YMMV.
  20. lv 32 pets on controllers are permanent (I think it's the same for dom's), so you might want to cut on recharge. If going with ordinary SO's, I'd go 3 acc and 3 damage, or 2 acc, 3 damage and 1 recharge (to bring it up a bit faster if the pet dies). There's also the IO sets you can looks into, which usually max out damage and acc, with a bit in the way of endurance reduction. As for speed boost on pets, I believe it only affects run speed now, but not the recharge on the pet's attack. Hope this helps!
  21. Happy_Cat

    ill/rad build

    Yeah, Local Man's guide is (or should be :-) ) mandatory reading for all Ill/Rad's. I benefited from that from 1-50. Here's my build below. This comes from playing around and using all my vets respecs. I actually did my last respec last week, planning to jump the gun on i19. The toon was fine, but after much deliberation, I decided I'd do another one after i19 hits to add slots to stamina. I was planning on one slot only on stamina, but after experimentation, I'd rather lose a slot on SW and one on Blind, and have crazy recovery.
    Anyway, that's not the point of the post, my planned i19 build is. I'm at work, so it's by hand, my apologies. Obviously, you can't see the power pick order, but you want SW, Confuse and Blind really early. Do not skip SW.

    SW: 5 slots => 5 decimation,
    Blind: 5 slots => 4 basilisk, 1 ACC IO
    Confuse: 5 slots => 5 of Coercive, including the proc.
    Flash: 6 slots => 4 Basilist, 2 Acc\Recharge IO's from Ghost Widow and Essence of
    SI: 1 slot => LoTG
    GI: 1 slot => LoTG
    PA: 6 slots => 2 Call to Arms, 4 Expedient
    Spectral T.: 5 slots => 5 unspeakable terror
    Phantasm: 5 slots => 4 Expedient, 1 Acc/Dam Sovereign

    Radiant Aura: 5 slots => 5 Doctored Wounds
    Rad Infect: 4 slots => 4 DW's Despair
    AM: 6 slots => 6 efficacy adaptor
    Enervating F.: 2 slots => 2 End. Red. IO's
    Lingering R.: 5 slots => 5 Tempered Readiness
    EM Pulse: 4 slots => 4 Basilist

    Ice blast: 5 slots => 5 decimation
    Ice armor: 6 slots => 1 LoTG, 5 Red Fortune
    Frost Breath: 6 slots => 5 Positron's Blast

    Combat J.: 1 slot => LoTG
    SJ: 1 slot => Jump IO
    Accro: 1 slot => End. Red. IO

    Hover: 1 slot => LoTG

    Assault: 1 slot => End. Red. IO.

    Hasten: 2 slots => 2 Rec. Red. IO's.

    Health: 2 slots => Numina Unique, Miracle Unique

    Stamina: 3 slots => 3 End. Mod. IO's.

    Adds up to 130% recharge before Hasten and AM. Very good recovery. Roughly 30% S/L defense even with suppressed SI and GI. Immob, Hold, KB resistance/protection. 15% damage from Assault, more than 20% from IO sets. Perma-PA, AM and Hasten of course. Only caveat is that SW and Ice blast are topped at 89% damage. If you want, I can post the real Mid's build when I get at home.
  22. I have yet to solo a GM, but I did duo (maybe trio, was a scrapper there as well for part of that fight) one on Sunday, with no (lasting) end problems. And remember, I don't even have Stamina on my build. I did have to take a medium Blue or 2 during the fight, but that was mostly due to me forgetting to turn off SI, and running both Rad. Infection and Enervating. Once I turned off SI and Rad. Infection, no more problems (mind you, the other guy was Ill/Rad as well, and most likely had his toggles on, so without him, it's quite possible that I would've had to have my Rad. Infect. on, which could've caused endurance issues. But right now, without Stamina on that toon until i19, I can't really run a full fledged "endurance" test).
    During the fight, Phanty and PA did their thing, and I blasted from range with SW and Ice Blast, with Enervating toggled. When I do get Stamina with i19, I figure I should be fine to solo GM's. Incidentally, that was also my reason for originally wanting to pick up Hybernate. :-) Which I might still do, if I can't do those kinds of fights without bottoming out. I'm not sure how high the Halloween Eochai rates in terms of toughness for a GM. And if soloing those big fights is the goal, I'd drop Mutation for something else as well.
    Local_Man, you have any experience with GM's and how necessary Rad. Infection is during those fights? Just curious...
  23. I also have an ill/rad/ice. Just hit 50 on it Sat.

    Just a thought:

    I was thinking on taking hybernate as well, and dropped that idea. You might get more mileage by taking Acrobatics instead for the hold and knockback protection, and droping that -knockback IO and putting that slot somewhere else. I wanted to take hybernate as an "oh #$%^" button, but you can use EM Pulse for that. With PA and Phanty, you don't get much aggro to start off with. Anyway, just a thought.


    Here's my build. It's an i19 build with no Fitness pool. Once i19 hits I'm putting the Numina unique in Health and an End Mod IO in Stamina, and that's it. With perma AM, I get all the recovery I need. I'm running with that build right now, and it works really well.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    My Ill/Rad/Ice - Final: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Spectral Wounds
    • (A) Decimation - Accuracy/Damage
    • (3) Decimation - Damage/Endurance
    • (3) Decimation - Damage/Recharge
    • (5) Decimation - Accuracy/Endurance/Recharge
    • (5) Decimation - Accuracy/Damage/Recharge
    • (39) Damage Increase IO
    Level 1: Radiant Aura
    • (A) Doctored Wounds - Heal/Endurance
    • (7) Doctored Wounds - Recharge
    • (17) Doctored Wounds - Heal/Recharge
    • (19) Doctored Wounds - Heal/Endurance/Recharge
    • (19) Doctored Wounds - Heal
    • (43) Miracle - +Recovery
    Level 2: Blind
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (7) Basilisk's Gaze - Accuracy/Recharge
    • (9) Basilisk's Gaze - Recharge/Hold
    • (9) Basilisk's Gaze - Endurance/Recharge/Hold
    • (37) Devastation - Accuracy/Damage
    • (45) Thunderstrike - Accuracy/Damage
    Level 4: Deceive
    • (A) Malaise's Illusions - Accuracy/Recharge
    • (11) Malaise's Illusions - Endurance/Confused
    • (11) Malaise's Illusions - Accuracy/Endurance
    • (13) Malaise's Illusions - Confused/Range
    • (13) Malaise's Illusions - Accuracy/Confused/Recharge
    Level 6: Radiation Infection
    • (A) Dark Watcher's Despair - To Hit Debuff
    • (15) Dark Watcher's Despair - To Hit Debuff/Recharge
    • (15) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (17) Dark Watcher's Despair - To Hit Debuff/Endurance
    Level 8: Superior Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    Level 10: Hover
    • (A) Luck of the Gambler - Recharge Speed
    Level 12: Accelerate Metabolism
    • (A) Efficacy Adaptor - EndMod
    • (27) Efficacy Adaptor - EndMod/Recharge
    • (27) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (29) Efficacy Adaptor - Accuracy/Recharge
    • (31) Efficacy Adaptor - EndMod/Accuracy
    • (34) Efficacy Adaptor - EndMod/Endurance
    Level 14: Flash
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (31) Basilisk's Gaze - Accuracy/Recharge
    • (33) Basilisk's Gaze - Recharge/Hold
    • (33) Basilisk's Gaze - Endurance/Recharge/Hold
    • (36) Ghost Widow's Embrace - Accuracy/Recharge
    • (36) Essence of Curare - Accuracy/Recharge
    Level 16: Enervating Field
    • (A) Endurance Reduction IO
    • (31) Endurance Reduction IO
    Level 18: Phantom Army
    • (A) Call to Arms - Accuracy/Damage/Recharge
    • (21) Expedient Reinforcement - Accuracy/Recharge
    • (23) Expedient Reinforcement - Accuracy/Damage
    • (23) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (25) Expedient Reinforcement - Endurance/Damage/Recharge
    • (25) Call to Arms - Endurance/Damage/Recharge
    Level 20: Lingering Radiation
    • (A) Accuracy IO
    • (21) Accuracy IO
    Level 22: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 24: Hasten
    • (A) Recharge Reduction IO
    • (29) Recharge Reduction IO
    Level 26: Spectral Terror
    • (A) Unspeakable Terror - Accuracy/Recharge
    • (37) Unspeakable Terror - Endurance/Fear
    • (37) Unspeakable Terror - Accuracy/Endurance
    • (39) Unspeakable Terror - Fear/Range
    • (39) Unspeakable Terror - Accuracy/Fear/Recharge
    Level 28: Super Jump
    • (A) Jumping IO
    Level 30: Acrobatics
    • (A) Endurance Reduction IO
    Level 32: Phantasm
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (33) Expedient Reinforcement - Accuracy/Damage
    • (34) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (34) Expedient Reinforcement - Damage/Endurance
    • (36) Sovereign Right - Accuracy/Damage
    Level 35: Assault
    • (A) Endurance Reduction IO
    Level 38: EM Pulse
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (40) Basilisk's Gaze - Accuracy/Recharge
    • (40) Basilisk's Gaze - Recharge/Hold
    • (40) Basilisk's Gaze - Endurance/Recharge/Hold
    • (42) Ghost Widow's Embrace - Accuracy/Recharge
    • (45) Essence of Curare - Accuracy/Recharge
    Level 41: Ice Blast
    • (A) Decimation - Accuracy/Damage
    • (42) Decimation - Damage/Endurance
    • (42) Decimation - Damage/Recharge
    • (43) Decimation - Accuracy/Endurance/Recharge
    • (43) Decimation - Accuracy/Damage/Recharge
    Level 44: Frozen Armor
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Red Fortune - Defense/Endurance
    • (46) Red Fortune - Defense/Recharge
    • (46) Red Fortune - Defense/Endurance/Recharge
    • (46) Red Fortune - Endurance
    • (50) Red Fortune - Defense
    Level 47: Frost Breath
    • (A) Detonation - Accuracy/Damage
    • (48) Detonation - Damage/Endurance
    • (48) Detonation - Damage/Recharge
    • (48) Detonation - Damage/Range
    • (50) Detonation - Accuracy/Damage/Endurance
    • (50) Detonation - Damage/Endurance/Range
    Level 49: Group Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Containment
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 13% DamageBuff(Smashing)
    • 13% DamageBuff(Lethal)
    • 13% DamageBuff(Fire)
    • 13% DamageBuff(Cold)
    • 13% DamageBuff(Energy)
    • 13% DamageBuff(Negative)
    • 13% DamageBuff(Toxic)
    • 13% DamageBuff(Psionic)
    • 0.938% Defense(Fire)
    • 0.938% Defense(Cold)
    • 7.5% Defense(Energy)
    • 7.5% Defense(Negative)
    • 3.75% Defense(Ranged)
    • 1.875% Defense(AoE)
    • 4.5% Max End
    • 2.5% Enhancement(Confused)
    • 116.25% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 2.2% Enhancement(Terrorized)
    • 49.6 HP (4.877%) HitPoints
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 12.7%
    • MezResist(Sleep) 6.65%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 7.2%
    • 15% (0.251 End/sec) Recovery
    • 10% (0.425 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 1.875% Resistance(Energy)
    • 2.5% Resistance(Negative)
    • 1.875% Resistance(Toxic)
    • 2.5% XPDebtProtection



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1436;728;1456;HEX;|
    |78DA9D944953134114C77B202166236109094B208B100261849BCBC12A11AA50821|
    |12C4E2A35090399AA314925A1D49B1F00B7935B512EB89C14F1E0FA21DCF5AA77AB|
    |4450AFF12D9D609537A792FF6FE6E5BDD7FDEFEE49F2CC419710E7F60BC53B6A6AA|
    |5D2DC683E572EE64D532F5A93DAA291694D16D5D0A476BAA8E7327A6828346EE434|
    |D32684886E67568BD409D35C2A19F95C3510F92BE7C0D2C2823AADCD1B5A1933C64|
    |E19254C6D9AC86575685E56AB37CE541E5A8D9BC662B6ECA2FB495D2B18B945073D|
    |CC14747DDE538DCFEBC552D62878C70A46469DC8E87349AD54D68B670330C3387C6|
    |F2A425E15ABB8028889BAAB8C6B04CB75C60D425F903085558AAC3A0C3723A22145|
    |F02609CD538C238481430A56DD52641154291FEA84088A868F841D9F189F093B570|
    |556255608B7A1A49EAB2CF59BF010108E2DC64F82EB17E3370147B4727ABDF5691D|
    |76687CC6784EF0BE24AC429E8D2D089B8F4AEDB06D7619B273084D39A551E732157|
    |69C675C20745D24745F22842F13EE40855B1A75B3D16E361A62A321361ACDD2F244|
    |D384A3A01EAE523C61F2DECDB807BF34C97E4D5FA8B4F53B8DD4B6C1D82404B6185|
    |F296506AA5A64BF960E6AD4CA6803A33E69D4C7462310F27348F10F525617E33E44|
    |DBE5FAB7BF566883DE30DE12FADE31DE13FCD0A893D345673F7508402828870BB2A|
    |307F0D8239BF6B095105B09B395F00F427483D29BA14344768870875978EC956BD2|
    |CB6B1CE3358EF11AC7788DE3BCC68934CD6E0D4E52BF1CB79F8F7B9C8F7B9C8FFB0|
    |01FF7013EEEEB903E28B77FD0478738E1A07E434E869BE1218C3412BEC13F862AA7|
    |A63EA4D9EE7AC458633C268CAC339E10EE42EDB0F438CC9BD265A9BD9CF0814B4CF|
    |E1349596A2F95502812DCCEA9D8BDB597E77FAF17AE6A3BFBB403F4184A0A6516E5|
    |38CA099493281A4A1A2583527955ABF6ECC679ED41D98BB20FC507F313CB9869738|
    |238515C286E9446140F8A17A505A5036505A5F207CFA9132A|
    |-------------------------------------------------------------------|
  24. My original plan was to respec as per my planned build, then hold off on training at lv 50 (until i19 hits) to get to place 2 slots in Stamina and one in Health. Then I started thinking, and playing around in mids, and decided to use those 3 slots in Frost Breath and EM Pulse. So I hit 50 and did just that. I figured, worse comes to worse, I can shelf the toon until i19, and respec again. No big deal. I've been playing now with this new build, and it's just fine without stamina. A bit of +recovery from some sets and AM cater to my recovery needs. So one IO in Stamina, and the numina regen/recovery in health will be fine.

    Right now, I'm at 216.5% recharge. If/when I can get the 4 Purple sets I want, I'll be at 237.5%. If that happens, the 5% set in Spectral Terror will be swapped for the 6.25%. As it stands now, I'm maxed out on 6.25, 5, and LoTG. I have 3 x 7.5% (in Blind, EM Pulse, and Flash), but cannot use/fit any more of those basilisk gaze.

    I'm at work, so I can only post a by-hand build (keep in mind, doing this from memory).

    SW: 6 slots => 5 decimation, 1 damage IO
    Blind: 6 slots => 4 basilisk, 2 Acc\Damage IO's from Thunderstrike and Devastation (I think)
    Confuse: 5 slots => 5 Malaise's Illusion
    Flash: 6 slots => 4 Basilist, 2 Acc\Recharge IO's from Ghost Widow and Essence of
    SI: 1 slot => LoTG
    GI: 1 slot => LoTG
    PA: 6 slots => 4 Call to Arms, 2 Expedient
    Spectral T.: 5 slots => 5 unspeakable terror
    Phantasm: 5 slots => I forget here... but I do get a 6.25% bonus that is not counted right now, but will be once I replace a 6.25 with a purple. Also, 95% acc and Damage for phanty.

    Radiant Aura: 6 slots => 5 Doctored W. 1 + recovery from Miracle
    Rad Infect: 4 slots => 4 DW's Despair
    AM: 6 slots => 6 efficacy adaptor
    Enervating F.: 2 slots => 2 End. Red. IO's
    Lingering R.: 2 slots => 2 Acc. IO's
    EM Pulse: 6 slots => 4 Basilist, 2 Acc\Recharge IO's from Ghost Widow and Essence of

    Ice blast: 5 slots => 5 decimation
    Ice armor: 6 slots => 1 LoTG, 5 Red Fortune
    Frost Breath: 6 slots => 6 Detonation

    Combat J.: 1 slot => LoTG
    SJ: 1 slot => Jump IO
    Accro: 1 slot => End. Red. IO

    Hover: 1 slot => LoTG

    Assault: 1 slot => End. Red. IO.

    Hasten: 2 slots => 2 Rec. Red. IO's.