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Have you considered Illusion/Cold? Defensive shields, and generally better other powers.
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Have you considered diversifying your builds some? Some powers become far more powerful when stacked, like AM, Choking Cloud, Leadership and most AoE controls. But in some cases, multiple copies of the same power is redundant. Do you really need all three characters to have Hover, Fly, Recall Friend and Mutation?
Frankly, you can get by easily with just Super Speed and Hover -- skip Fly. (Heck, with the Raptor Pack and the temp Jet Pack and the Jet Pack you get from the Positron TF and the Zero G Pack, you really don't need Hover, either. Take Combat Jumping for the immob protection.) Let one of your characters be the 'porter with stealth. The others can then add a little bit of diversity -- Spore Burst, Spirit Tree, EM Pulse, Tactics are all powers that might be useful, even with only one or two. -
Quote:The way I read your previous post, it appeared that you were saying to not put the Stealth IO in Super Speed because it wouldn't work because SS had its own stealth . . . which is obviously not true. I'm sorry if I misunderstood.I'm well aware of how Stealth works in the game. I have an Illusion/* Controller and a */Ninjitsu Stalker, both at 50.
My rationale is that Sprint is always with you, even when you exemp down below 6 / 14 (depending on your Vet status). Also, you can use both Sprint and SS at the same time, and all you need to do is tap the power the +Stealth IO is in to trigger it for the next two minutes.
Also, unless something changed recently, I don't think you can enhance -Recharge Debuffs. You can enhance Slows, but that only does the movement aspect--not the -Recharge. It's unfortunate.
However, putting the stealth IO in Sprint means that you have to run both SS and Sprint to be invisible. Sprint actually uses a noticable amount of endurance. On the other hand, Super Speed uses a noticable amount of endurance, too. I'm not sure which would use more endurance . . . Super Speed with only a Celerity Stealth, or Super Speed with an EndRdx plus Sprint with a Celerity Stealth (or Unbounded Leap Stealth). (I don't have access to Mids or the game right now, may have to check that out.) -
Quote:I agree that too many people become "build happy" and slot too much for bonuses rather than the needed enhancement in the power. Snow Storm uses a fair amount of endurance. I generally slot it with 2 EndRdx and that's it. It is already near the Run Speed cap (which is 90%) and at the -Recharge cap (-75%) Anything less than one EndRdx, and it will use too much endurance to use for very long -- and even that may not be enough. One problem with the Slow sets is that they have very little EndRdx.Sometimes, you have to carefully consider your choices. Mids seems to lead people... well, a bit astray, really.
For example, Snow Storm doesn't need Accuracy at all. It's automatic, so the Acc/* Tempered Readiness is something of a waste. Similarly, it Recharges in a reasonable amount of time (10 seconds), so the */Recharge is also something of a waste. I understand why you put those in there--to get the 1.5% Recovery Set Bonus. But you really have to ask yourself, "Is that worth it?" If you'd put one EndReduction SO somewhere else, you're probably making up that difference and freeing up a slot to put somewhere else, too.
I agree that those extra slots might be better used somewhere else. If using three slots in Stamina, three common vs. the EndMod and the Proc from Performance Shifter plus a common EndMod are pretty much even on Recovery. If you can go with 4, then the Perf Shifter Proc can add some decent amount.Quote:In addition, Tornado is auto-hit as well, and can not actually benefit from Accuracy at all. You want to maximize three things with it: Damage (first), Recharge (it's slow to recharge), and Endurance Reduction (it's expensive), in that order. If you can control it, it's a damage beast. I'm not sure Commanding Presence can do that--eyeballing what you've got slotted suggests another scheme might be better.
Similarly, Stamina doesn't use Accuracy, Recharge, or EndReduction. I understand you're doing that for the global 2.5% Recovery and 2.5% Damage, but you could simply three-slot Stamina and free up three slots to put in other powers, possibly netting yourself much, much more effect. Personally, I'd just do Performance Shifter-EndMod, Efficacy Adaptor-EndMod and one from either of those sets (or even just go common IOs). Maybe add Performance Shifter-Chance for Endurance (judgment call there).
The Celerity Stealth in Super Speed combines with the inherent stealth in Super Speed to turn SS into full invisibility as well as a travel power. Most forms of stealth in the game can be thought of as "half invisibility." Storm's Steamy Mist, Cold's Arctic Mist, Dark Miasma's Shadowfall, and Shadow Cloak in Dark armor and for Warshades are all "half invisibility." Same with Stealth from the power pool and the stealth in Super Speed and the stealth from a Stealth IO. To get full invisibility, you have to combine two of them, but some won't combine to stack. The stealth in Super Speed combines with all of them.Quote:The Celerity-Stealth in Superspeed may be misplaced. SS already has its own -Threat and +Stealth Radius. I'd probably put that in Sprint, though that's a matter of taste, really. You don't need EndReduction in Sprint, though. It's just not that costly.
The only reason to put the Stealth IO in Sprint would be if you have the Unbounded Leap rather than Celerity. Sprint will take jump IOs, so it can take that one. (This is why the Celerity is more expensive on the market.) -
I have a lot of experience with Controllers, and I have taken every primary into the 40's. My experience with the Gravity primary was pretty negative at first. Gravity only has three particularly interesting powers: Propel, Wormhole and Singularity -- all the other powers are pretty run-of-the-mill (with one small exception, and one really crappy skippable power, Dimension Shift). Gravity has good single target ranged damage for a controller. Crush, Lift and Propel are all best used as single target damage powers (but Lift is unimpressive). Gravity has the standard single target hold, AoE Immobilize (with a variation) and AoE hold. It trades off strong (but slow) single target damage with weak AoE control. I had trouble finding a combo I liked -- I tried Grav/Rad, Grav/Kin, Grav/TA and Grav/FF.
I finally worked on a Grav/Storm. That variation in the AoE Immob is one of the things that makes Grav/Storm work. Unlike other AoE Immobs, Crushing Field allows the foes to be knocked down while they are immobilized. Combine Crushing Field with Freezing Rain, and you get an AoE Immob+Knockdown+massive debuff. Add in Hurricane to debuff their toHit, and you get AoE control that is available most of the time. This allowed me be surrounded by foes and not get hit while taking them out one by one. Then you add in the Stun and positioning from Wormhole to stack with the stun in Thunderclap, added control and tanking from Singularity and added damage from Tornado and Lightning Storm, and you have a Grav controller who can solo very well -- and is visually pretty cool. I find that my Grav/Storm is probably my second favorite controller to solo-- not the fastest, but a lot of fun. (My favorite is my Ill/Rad).
Kinetics works best with sets that lend themselves to a melee playstyle. While Fire/Kins seem to be the Farmer's choice, there's a good reason for it -- that combo is pretty darn good. Ice/Kin with Arctic Air makes a great melee support character. Kinetics is a strong offensive melee set, but weak on defense and less effective from range. To me, Grav/Kin wasn't an ideal match, as Grav didn't have enough AoE control to make spending a lot of time in melee safe enough.
Now, I'm sure there are plenty of folks out there who have played a Grav/Kin to 50 and love it. That's why I talk about it as my own impressions. I would recommend that if you want to play a Grav, pair it with Storm. If you want to play a Kin and solo, pair it with Fire (although the lower levels are very slow) or Plant (where the lower levels are easier).
If you want to try a first time controller, I suggest you try an Illusion/Radiation. (See the guide in my sig.) It is easy to play moderately well, but can become one of the best builds in the game. It works great solo, small team or large team -- with the same build. -
Quote:The problem I have with the procs that add defense to pets is that it has a limited range. With a single, normal speed pet, it is usually no problem to keep it in range. But the Imps are three annoying ADD kids on crack. They run all over the place and often (usually) run out of range of the proc. Add to that the fact that a small amount of Defense has limited benefit -- for Defense to be really effective, you need a lot of it.Lately I have found hurricane to be more useful. I can't imagine not having it ATM.
My imps being durable is more useful to me, as they do no damage dead. Yes, I can re-summon them.. but endurance seems to be a real issue and time!
In any event this thread has been very helpful. I am very thankful for the tips and advice. Still playing with mids and will post it again later for more thoughts.
If you have a secondary like Cold or FF, then by all means, get the Defense proc. If your secondary is Therm or Sonic, go for the +Resist procs. I love the +Resist procs on my Earth Controller's Animate Stone or Grav's Singularity, both of whom have high resistance already. But a small amount of Defense that only works when the Imps are close to me? I can probably find a better use for that slot. -
As you can see, there are a variety of playstyles for this build. "Take Smoke -- skip Smoke" "Take Hurricane -- Skip Hurricane" "Fire Imps for damage -- Fire Imps as meatshields"
I would suggest that Mental Maden and I are suggesting a pretty standard build, while the others are suggesting somewhat unstandard builds. Try the standard first, and then see what you use and don't use.
Hurricane is a situational power for me. I only pull it out when needed. I keep it set up with a bind for a button on my mouse for easy on and off. I most often use it when foes can be pinned into corners and cul-de-sacs, but also use it when getting overrun or to protect teammates. So, while it is not essential, it is a nice tool to have for the right situation. -
Quote:I'm with you. I spent the first 15 minutes of the film thinking . . . "This SUCKS!" . . . and then I got it. It was an extreme campy over-the-top film in the same vein as the old Flash Gordon movie and the 60's TV version of Batman. In other words, it was INTENTIONALLY stupid. At that point, I laughed my way through the rest of the movie. I thought it was hilarious, too.Could somebody please itemize their grievances against The Spirit, because I thought it was hilarious. Sure, it didn't really have all that much to do with Will Eisner's version, but it seemed to poke fun at the very style of writing that Frank Miller helped pioneer.
I mean, how can you not laugh at Samuel L. Jackson in a Nazi outfit for no particular reason? Other than to show that he is the worst of the worst? Ever seen "The Producers"? The play produced, "Springtime for Hitler" was making fun of Nazis through the campiness. Same kind of thing.
My favorite line? Early in the film, during the first big fight . . . the Octopus hits Spirit with a toilet and says, "Toilets are ALWAYS funny!" -
Because farmers want to move faster than Flashfire recharges. They use Fire Cages to set up Containment, and don't worry much about the stun from Flashfire if they have good enough defenses. With Fulcrum Shift, Transfusion and Transference, an optimally slotted Fire/Kin will plow through low level foes too fast for Flashfire's recharge time.
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Quote:Last time the e-mails went wonky, I lost a Numina's Heal recipe. I petitioned. It took a few days but I finally got a response and I got an in-game e-mail . . . but no recipe attached. I followed up on the petition and the recipe showed up within a few hours.All I can say is we have had different experiences. I didn't get a response on the petition I sent, but since it wasn't much to begin with I admit I didn't bother following up on it. I know they reimbursed people when they nailed us with the 30 day rule they never announced, but this is the first I heard anyone say they got stuff back from that original global crash.
So, that was a thumbs-up on customer service from me. -
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Jason Statham wants to play Daredevil, and Frank Miller agrees!
Can the guy do an American accent? We know he could handle the action, but how about the scenes as Matt Murdock, the lawyer? -
Quote:Some of that may be because while it was in English, the South African aspects of it made it further unique for an American audience. It had a strong anti-racism message in a science fiction package from a place infamous for racism. I was willing the overlook the many faults because it was different than most of the films we see today.That said, I consider District 9 a deeply flawed movie that I absolutely loved. It was unlike any other movie I had ever seen. Sure, it was somewhat reminiscent of Alien Nation, but if you watch the two of them back to back, you see clearly how different they are.
It was a different style of film, starting with the documentary style gave it a different perspective. It kind of reminds me of another quirky film that started with a documentary style and then abandoned that style, The Gods Must Be Crazy (which was also in Africa). (It also kind of reminds me of the original radio production of War of the Worlds . . . first half was a series of news reports, while the second half was mostly narration by Orson Wells.) -
I don't have access to Mid's at the moment, but I can see a few things:
Hot Feet is one of your main sources of damage. But it uses a LOT of Endurance in a build that already has endurance problems. Your slotting doesn't have near enough EndRdx. You need to max slot for EndRdx first, then go for as much damage as you can fit in and some accuracy. I think I have Dam/EndRdx and Acc/Dam/EndRdx from Scirocco, Dam/Slow and EndRdx/Rech/Slow from Tempered Readiness, 1 Acc/Dam Hami-O and a common EndRdx. Those last two can be adjusted for leveling up. I prefer taking it at 8, but it is not unreasonable to delay it (but you'll miss the damage leveling up).
Flashfire at level 12, not 24. 6-slot it. The Stupify set is good, but add a Recharge in the 6th slot. This power needs to recharge as fast as possible. Personally, I'd dump Smoke, or at least move it later. Flashfire is far more important.
Speaking of Smoke, the ToHit Debuff isn't all that much. You have Super Speed with a Celerity Stealth plus Steamy Mist . . . why do you need Smoke? Its primary benefit is the perception debuff.
Freezing Rain at 16, not 18. Yeah, it is that important. It needs to be slotted mainly for Recharge. The Defense Debuff isn't really all that important, as the default amount in the power is enough. Procs are nice.
I'm not a fan of 5 or 6-slotting Stamina. You need those slots other places. 3 Commons or up to 4 Performance Shifters with the Proc.
Char: I prefer 4 from the Baz Gaze set, and some damage in the last two slots. If you are going to solo, you need as much damage as you can get.
Hurricane can get by on 4 Dark Watcher.
Fire Imps: I like the same slotting as Phantom Army -- 4 Expediant Reinforcement, plus the Call to Arms triples until 50, then replace those with Dam/Rech and Chance for Build Up from the purple Soulbound set. Imps run around a lot, so those +5% Defense procs are mostly worthless. Same with the Resistance procs. It is far better to have lots of recharge, so you can call up more Imps when they die. I would take O2 Boost over Smoke, because you can heal your imps and unmez them.
Tornado has very high accuracy -- all it really needs is Recharge, Damage and EndRdx.
Lightning Storm also has high accuracy, so it mainly needs Damage, Recharge and EndRdx too. If you have room, the Devastation Chance for Hold is very nice in this power. I use the Chance for Hold proc in Lightning Storm on most of my Stormies. It has a chance to hit with each lightning strike, and Tesla Cages pop up frequently. Leveling up, I usually frankenslot Lightning Storm with 2 each from Entropic Chaos, Thunderstrike and Devastation, with Dam/Rech and Dam/EndRdx/Rech from each set (except the Chance for Hold proc in Devastation). It gives some decent Regen and Recovery. -
Earth/Trick Arrow is the best ranged AoE controller. Period. But it does low damage. Better plan to team your way up.
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Each travel power has a IO set with a Stealth IO. For Run Speed, it is Celerity. For Leaping, there is one in the Unbounded Leap set. Flying gets Freebird and Teleport gets Time & Space. It is important to note that both the Run and Jump ones can be slotted into Sprint -- this is a great place to put a Stealth IO. Most of the time, the Jump ones are a lot cheaper than the Run ones, so even if you have Fly or Teleport or Super Speed, you can put that Unbounded Leap Stealth IO in Sprint.
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If you use IO sets to slot for Recovery and +Endurance bonuses, you may be able to have enough endurance to not worry about needing Conserve Power. But Fire/Storm is one of the most endurance hungry builds there is.
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As you work on your build, here are a few things to consider:
Char (1), Fire Cages(2), Flashfire (12), Freezing Rain (16), Fire Imps (32), Tornado (35) and Lightning Storm (38) should all be taken as soon as they are available.
Most people would skip Gale if they could, and most put an Accuracy in the default slot and rarely use it.
O2 Boost and Snow Storm are optional -- both have good uses depending on playstyle. Snow Storm has some significant -Recharge, so Fire Cages + Snow Storm means that they can't move and they can't shoot at you very often. O2 Boost is a weak single target ally-only heal with some other nice benefits like undoing Stun and resistance to endurance drain. Either can be taken later in the build, if at all.
Smoke? Easily skippable, although some people like it. Assuming you take Steamy Mist, you don't have a strong need for Smoke. If you want invisibility, consider using Hasten/Super Speed for travel, as Super Speed has a Stealth component that combines with Steamy Mist to equal full invisibility. Or, you can get one of those nice Stealth IOs to put in your travel power or Sprint. Or you can take the Stealth power from the power pool, but I don't recommend that options. Note that you can slot either the Steadfast Protection -knockback proc or the Karma -Knockback proc in Steamy Mist. I prefer to slot Steamy Mist for EndRdx and Resist over Defense. Whether you take it early or after level 20 is up to you.
I like taking Hot Feet early (at 8 or soon after), but some people delay it until after Stamina due to the endurance cost. I like the damage early, even if I have to turn it off some to recover endurance.
Plan on taking at least one of the Fitness powers before level 16, so you can fit in Freezing Rain at 16 and still take Stamina by 20.
I consider Cinders to be pretty close to required. Hasten too. Fit them in sometime.
Hurricane has its uses. It has a large -ToHit Debuff in addition to the ability to push foes around (even if they are immobilized). If you Fire Cage some foes, then touch them or push them around with Hurricane, then the foes can't move and can't hit you very often. You can trap foes in a corner with Hurricane, then use Hot Feet and Lighting Storm and Tornado to destroy them (for as long as your endurance holds out).
There is a huge benefit to being able to stack the stun of Flashfire and Thunderclap. The two together will stun bosses. With the right slotting, Thunderclap recharges quickly and can keep minions in perma-stun. Plus, a PB AoE stun is great since you will be in melee anyway to use Hot Feet. Because of this, Thunderclap is close to being in the "essential" category for a Fire/Storm, while it is skippable on other */Storm builds. I suggest you plan to take Thunderclap as soon as you can at 28.
Like MM, I am not a fan of Leadership on most controllers. Endurance is too tough on this character.
Personally, I would go for the Psi APP Pool. One of your biggest problems will be getting mezzed, and Indomidible Will can stop that most of the time. But I can see where Conserve Power and Power Boost might be attractive. -
Quote:Smallville has been a mixed bag. If you don't get all caught up in the "if it ain't exactly according to the comic, it is WRONG!" frame of mind and accept it as its own variation, then it definitely has some good stuff. Some of the best? John Schnieder and Annette O'Toole as the Kents. Michael Rosenbaum as Lex Luthor, and Jon Glover as his father. It was great to see appearances by Christopher Reeve and Margot Kidder. I have always liked Allison Mack's Chloe Sullivan, a character created only for the show. Many of the DC characters have shown up, and Green Arrow has been a long-time regular. Michael McKean has had a good few guest spots as Perry White, but there were some significant changes to the character (like a romance with Martha Kent). (McKean and O'Toole are married in real life.)I watched the first 4 or 5 episodes of the first season of this show and gave up on it. I always figured it was marginal enough to get cancelled after its first or second season. Who knew it'd hang on this long?

Maybe in a few decades I'll download this entire show into my brain using some kind of "instant-brain-downloader" machine just so that I can have the "experience" of it without having to waste the time watching 10 whole seasons worth the old-fashioned way.
Erica Durrance is, in my opinion, the best portrayal of Lois Lane in any movie or TV version of Superman. Laura Vandervoot made a great Supergirl. Zoltana was excellent. They had appearances by a young Flash, Aquaman, Black Canary and the League of Super Heroes from the future.
Kristin Kreuk's Lana Lang is generally hated by most folks who have watched the show. The show made her far too important and she became the focus of a lot of dumb storylines and a whole lot of emo crap. A lot of the writing got pretty dumb for a while in the middle seasons, but then got better in the last two or three seasons. The two hour "Justice Society" episode was really quite good. James Marsters as Brainiac has been good. I haven't especially liked the actor playing Zod. Doomsday was a lot of build up with a disappointing conclusion -- mainly due to budget limits, I suspect. I think the last season will have mostly good stuff, with the budget limiting the special effects. -
Quote:I think your question has mostly been addressed, but maybe I can clarify things.Checking it now!
One other thing. I believe that I have the basic city of heroes version that came out on release. Am I better to re-sub or purchase the going Rogue complete expansion on the 17th of August. I also understand the architect edition is another expansion pack. Will I want to have all of these in order to get the fullest gameplay out of the game?
If you purchased the basic game, then you should also have access to both City of Heroes and City of Villains -- the two were "merged" a while ago, even though many things are kept separate. You may need to test that you have full access to the Villains (a/k/a "Red") side. There are several versions of the original game that gave out some bonuses -- none of them are essential but a few of them have nice bonus powers or costumes. In particular, the "Good vs. Evil" edition included a couple of handy powers -- a "jump jet" that can shoot you really high, useful for getting over things if you don't have a travel power with verticle travel; and a instant "Teleport to the Tiki Room" in Pocket D, which is sometimes nice when you are somewhere far away from where you want to go.
There was also an "Architect Edition" that gave you a choice of booster pack. The Booster Packs can be purchased separately for about $10. Each one has some costumes and emotes, and most of them have a power of some kind. By far the most useful is Ninja Run from the Martial Arts pack -- many players use Ninja Run instead of a travel power.
The new Going Rogue Expansion will provide access to a new area, Praetoria, and allow Villains to become Heroes or vice versa. It also has 4 new powersets only available to people who purchase the expansion. Somewhere around the same time, Issue 18 will come out with some additional changes to the Game, but you do not need to purchase Going Rogue to receive the benefits of Issue 18. -
Let me join my voice with the chorus . . . Welcome!
Personally, I'm partial to Controllers as my favorite arctype, so I can give you a few things from the Controller perspective. If you want to try a Controller, but you are unsure where to start, I suggest you take a look at my Illusion/Radiation guide. Ill/Rad makes a great starter character, fairly easy to play moderately well either solo or on teams, and yet it can become one of the most powerful builds in the game with a lot of effort and understanding.
My guide gives a lot of basics about Controllers in general as well as Illusion and Radiation in particular. It is very detailed and provides not only information about the powers, but also gives advice on leveling up the character and strategies that will be effective. If you want details, you won't be disappointed.
It is interesting that you are interested in both Controllers and Tankers . . . in some ways, they are two sides of the same coin. Both are responsible for trying to protect the team by drawing the attention of the foes.
Don't feel you are locked in to one character or another. Try lots. Try any powerset that looks like fun. Any combo can be effective, even if some are more effective than others for some purposes. I started with a Scrapper, then tried a Blaster, then a Tank, then a Defender. I thought I had found my favorite in the Defender . . . until I rolled up a Controller to be the Defender's sidekick. That Controller turned out to be my favorite. He was my first 50 and continues to be my favorite character in the game -- my Illusion/Radiation Controller. -
My Illusion/Radiation Controller, for all the reasons in my Ill/Rad guide (in my sig). I just pulled him out recently (finished last night) to solo the Maria Jenkins Arc, just for fun. He is simply my favorite because he is not only very powerful, but very flexible. Great solo, on small teams and on large teams. He is always the first one I pull out whenever something new comes along, and I generally offer to use him on most TFs if I'm not looking for a badge on a particular character.
However, I have to say that a Warshade -- on teams and with a bunch of binds to make all the form switching easy -- is a heck of a lot of fun. I have also had a lot of fun with my softcapped Broadsword/Shield scrapper and my MA/SR scrapper. And my Ice/Ice Blaster. -
Quote:Add a letter and we have a classic folk song. I remember the Smothers Brothers singing it.Hah... Glad I am not the only one that sings it. Sung in the tune of The Simpsons New Orleans:
Long before the collosseum,
Where the gladiators play,
Lived a city that the damned called home.
Hear their hellish roundelay...
Praetorians!
Home of pirates, drunks, and whores!
Praetorians!
Tacky, overpriced, souvenier stores!
If you want to go to hell, with the essence of your fiber,
To the Sodom and Gomorrah on the tiber!
Praetorians!
Stinking, rotten, vomiting, vile!
Praetorians!
Putrid, brackish, maggoty, foul!
Praetorians!
Crummy, lousy, rancid, and rank!
Prae-tor-i-ans.....!
MARCHIN TO PRAETORIA
I'm with you and you're with me
And so we're all together.
So we're all together
So we're all together
Sing with me, I'll sing with you
And so we will sing together
As we march along.
Chorus: We are marching to Praetoria, Praetoria, Praetoria
We are marching to Praetoria, Praetoria today.
We have food, the food is good,
And so we will eat together.
So we will eat together
So we will eat together.
When we eat, 'twill be a treat,
So let us sing together
As we march along . . . -
Putting Kinetic Crash into Earthquake is a mistake unless you never want to use it. Adding knockback enhancement to Earthquake changes the knockdown into knockback, making it far less useful.
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There are quite a few options on how to slot a Fire/Rad. You could slot for Recharge or for Defense, or you could slot mostly to enhance the powers themselves. My slotting is more the last one. I know that it could be improved in some ways, but here it is:
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire/Rad : Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char -- HO:Endo(A), HO:Nucle(3), HO:Perox(15), HO:Perox(36), RechRdx-I(37), RechRdx-I(37)
Level 1: Radiant Aura -- Numna-Heal(A), Numna-Heal/Rchg(15), Numna-EndRdx/Rchg(43), Numna-Heal/EndRdx/Rchg(43)
Level 2: Fire Cages -- Enf'dOp-Acc/EndRdx(A), GravAnch-Acc/Immob/Rchg(3), TotHntr-Acc/EndRdx(11), Posi-Dam%(23), TotHntr-Dam%(34), GravAnch-Hold%(34)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(37), Efficacy-EndMod/EndRdx(40), RechRdx-I(46)
Level 6: Radiation Infection -- HO:Enzym(A), HO:Enzym(7), HO:Enzym(7)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(9), HO:Nucle(9), TmpRdns-Dmg/Slow(27), TmpRdns-EndRdx/Rchg/Slow(27), EndRdx-I(40)
Level 10: Air Superiority -- Acc-I(A), Acc-I(11)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(17), Stpfy-Acc/Stun/Rchg(17), RechRdx-I(19)
Level 14: Fly -- Frbd-EndRdx(A), Frbd-Fly(42)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(19), Mrcl-Rcvry+(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(39)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 24: Cinders -- HO:Endo(A), HO:Endo(25), RechRdx-I(25), RechRdx-I(40)
Level 26: Super Speed -- Clrty-Stlth(A)
Level 28: Choking Cloud -- UbrkCons-EndRdx/Hold(A), UbrkCons-Dam%(29), Lock-%Hold(29), EndRdx-I(31), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Hold(31)
Level 30: Lingering Radiation -- Acc-I(A), RechRdx-I(46), TmpRdns-Acc/Slow(50), TmpRdns-EndRdx/Rchg/Slow(50)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(34), S'bndAl-Build%(43)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: EM Pulse -- HO:Endo(A), HO:Endo(39), RechRdx-I(39)
Level 41: Indomitable Will -- RechRdx-I(A), HO:Membr(42), HO:Membr(42)
Level 44: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), ImpArm-ResDam/Rchg(45), S'fstPrt-ResKB(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Bonfire -- RechRdx-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run
Notice that I used the Psi APP because Indomidible Will helps me reduce the times that I get mezzed. Getting mezzed knocks off my Choking Cloud and Hot Feet toggles. Also, I have both Fly and Super Speed. I'm tempted to drop Fly, but I like having both.
