Jumpman

Cohort
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  1. Claws--thanks a bunch, yes that makes perfect sense.
  2. For leveling purposes, would Targeting Drone slotted with three To-Hit Buffs be sufficient? I don't play blasters but a buddy of mine just dusted off his old Fire/Devices and was asking about that and I really wasn't sure.
  3. Yep! I remember Smiting Dragon now I will take note of that update, thanks!
  4. Here's another build for variety. Not hugely different from Infini's, though. It's possible even that it was his I originally based mine off of, but I don't recall now.

    I went with Soul Mastery as it fit with my concept (for this character, all the darkness stuff equates to ink -- Ink Blast, Ink Beam, Disappearing Ink...). Plus the Soul version of Dark Blast is a great attack, and Shadow Meld is a nice little mini-elude with no crash. Oh, and Moonbeam hits like a truck.

    Edit -- just wanted to add for anyone who might take a look that I'm totally open to suggestions on this build if you have any. Thanks!

    -JM

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  5. Way to be a jerk. You aren't even the O.P., so why does what you prefer matter?
  6. Whatever his answer is, I for one would like to know what the single target PVE version is.
  7. Jumpman

    Musings on SR

    DM's to-hit debuff also compliments SR's defense.
  8. Thanks for your advice. That must be why I couldn't find any Kinetic Combats for sale... Okay, based on that, here is a v2 attempt:

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  9. Okay, here is yet another "returning after a long hiatus, need help" build

    Conditions:
    * Don't have much money, needs to be pretty affordable.
    * Super Jump required.
    * Midnight Grasp and Touch of Fear are excluded for concept reasons.

    Here is my first crack, sure to be loaded with problems. Any suggestions on ways to make this better and/or cheaper are most welcome. Thanks in advance!


    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Jumpman: Level 50 Natural Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), B'ngBlow-Dmg/EndRdx(5), B'ngBlow-Dmg/Rchg(11)
    Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def/Rchg(7), LkGmblr-Def/EndRdx/Rchg(9), EndRdx-I(9)
    Level 2: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13), B'ngBlow-Dmg/EndRdx(15), B'ngBlow-Dmg/Rchg(15)
    Level 4: Focused Senses -- S'dpty-Def(A), S'dpty-Def/EndRdx(17), S'dpty-Def/Rchg(17), S'dpty-Def/EndRdx/Rchg(19), S'dpty-EndRdx(19)
    Level 6: Shadow Maul -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(21), C'ngBlow-Dmg/Rchg(21), C'ngBlow-Acc/Rchg(23), Dmg-I(23)
    Level 8: Combat Jumping -- Jump-I(A)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Siphon Life -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(27), P'ngS'Fest-Dmg/Rchg(27), P'ngS'Fest-Acc/Dmg(29), P'ngS'Fest-Dmg/EndRdx(29), P'ngS'Fest-Stun%(31)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(25), S'dpty-Def/Rchg(43), S'dpty-Def/EndRdx/Rchg(45), S'dpty-EndRdx/Rchg(46)
    Level 18: Dodge -- Ksmt-Def/Rchg(A), Ksmt-Def/EndRdx(25), Ksmt-Def/EndRdx/Rchg(31), Ksmt-ToHit+(31), Ksmt-EndRdx/Rchg(33)
    Level 20: Dark Consumption -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc/Rchg(34), Efficacy-Acc/Rchg(34), Efficacy-EndMod/EndRdx(34), Efficacy-EndMod(36)
    Level 22: Quickness -- Run-I(A)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Soul Drain -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(37)
    Level 28: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-EndRdx(40)
    Level 30: Weave -- S'dpty-Def(A), S'dpty-Def/EndRdx(33), S'dpty-Def/EndRdx/Rchg(40), S'dpty-Def/Rchg(40), S'dpty-EndRdx(46)
    Level 32: Air Superiority -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Dmg/EndRdx(43), C'ngImp-Acc/Dmg(43)
    Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(37), RedFtn-Def(42), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-EndRdx/Rchg(46)
    Level 38: Lucky -- DefBuff-I(A)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc(50)
    Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Def/Rchg(50)
    Level 49: Elude -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc(48)



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    Just realized after pasting that in that I forgot to slot the other inherents -- doh! Thanks again for any help!

    JM
  10. Quote:
    Originally Posted by Amy_Amp View Post
    See statement about not needing it once you are soft capped. My guess is an IOed /sr is likely running 5 toggles. The 3 main ones with Tough and Weave. There will be obvious end issues if you are looking at a pure SO build running all five at the same time. IOs make the end issue rather small. I went Cardiac for my alpha slot and even at t1 I feel like I have to find a way to have end be an issue.
    It's not a question of need so much as want. I just found it to be a lot more fun to play.
  11. Quote:
    Originally Posted by Amy_Amp View Post
    You can skip Elude in a PvE build once you are softcapped(def at 45%). You'll want everything else though. 4 slot any of the /sr toggles with 1 end and 3 def. 3 slot any of the passive powers with 3 def. Your click mez protect gets 2 recharge. Quickness gets a run. The fighting pool is worth looking at for Tough and Weave. You need to take Kick, or Boxing, but I never use them. For epic, I would go Body for Conserve Power and Physical Perfection. While leveling up, I would focus on looking for IO sets that help end recovery due to the 5 possible toggles and adding def until you are softcapped.

    EDIT: The Medicine pool is worth looking into if you want a self heal.
    I'm a just-recently-returning player from years ago. There was a time, pre-ED, when SR could manage perma-elude. Of course that went away with ED. But is it now possible to achieve it again with IO's and such? And, is it worth it? I loved playing with few/no toggles back then...
  12. Posi's origin is pretty accurate, and I'm fairly certain that this term pre-dates UO/EQ, etc., and stems from the text-only "MUD"s.
  13. I'm enjoying this as well.

    By the way, regarding your desire for a Sell All Button: there is a trick you may not be aware of: right click on the top enhancement you want to sell, then type "s". Instantly sells that enhancement without you having to move your mouse! You can spam this very quickly to sell a lot of enhancements in a short time rclick-s-rclick-s-rclick-s... Works with buying too ("b"), but be careful not to buy too many!

    JM
  14. Jumpman

    WonderCon

    [ QUOTE ]
    Dragon Con - no.

    [/ QUOTE ]

    What exactly do you have against the Southeastern U.S.? You skipped D*C last year after hitting practically every Con in America and now you're skipping it AGAIN?
  15. Official supergroup web pages hosted on the CoH site with rosters and hero information like level, powers, badges, etc. and the picture from the I.D. view.
  16. Jumpman

    Ta da!

    [ QUOTE ]
    c:\Documents and Settings\Jack Emmert\Desktop\statesman_ava02[1].gif

    [/ QUOTE ]

    Oops...
  17. Most buffs in this game are way too short, IMO. Most things are 2 min or less. Ugh. Can we please have the average buff time upped to 10 or 20 min?

    I can understand keeping powerful self buffs with negative ending effects short (e.g. - unstoppable, elude, etc). But for just your standard run of the mill variety buff (clear mind, fortitude, practiced brawler, etc), a longer lasting buff would be a real nice thing.

    I'm not asking for the 1-2 hour long game breaking buffs of EQ (KEI anyone?). But a 10-20 min timer would be so much better than a 2 min timer and not overpowering at all. Heck, increase the endurance to compensate even.

    JM
  18. Well, I guess that answers that.

    JM
  19. Never heard of this. Where do you get these numbers from?

    JM
  20. CJ protects against immobilization, not hold.
  21. /e afk is the same as /e newspaper.

    JM