Maelwys

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  1. [ QUOTE ]
    (what do people think of 2 tanks?, better than a scrapper and tank?)

    [/ QUOTE ]

    As long as the Ice tank doesn't try and Tank Recluse, you should be fine with them. It might even go a bit easier if in the CoT tree room you can get one Tanker to clear all the vines in line-of-sight of the tree (avoiding any nasty tree one-hit-kills on your squishies) whilst the rest of the team clears the back of the room.

    I found that on my INV tanker I could tank Recluse indefinately with roughly capped -tohit chance on him if I had my Invincibility (+ Weave + CJ + Tough Hide) going full plus a Defender's Fortitude on me. In other words, with a FF Defender's buffs providing both defence and End Drain Protection, Gore should be able to tank him indefinately - INV's resistances should easily survive any "lucky hit" streaks.

    The other time a second Tank can really be handy is if more than one Patron AV comes at once during a pull (my INV can just about handle tanking either BS or Mako in melee range whilst taunting another AV from range- but Ghost Widow linking can cause wipes), or if the flier aggroes your team when you're killing the towers. A second tank can kite the flier away from your tower team until it loses aggro, though lately I've found that the best method is simply to perma-cage it (FF defenders rarely take and/or slot their cage though).
  2. Maelwys

    BILLION

    [ QUOTE ]
    I think (and I'm sure you'll flame me if I'm wrong) but isn't 1,000,000,000 the maximum inf you can have on a particular toon at anyone time....!

    [/ QUOTE ]

    AFAIK the Cap is 2 Billion, not 1.
  3. [ QUOTE ]
    [ QUOTE ]
    Player is more important than AT. A good blaster will reduce the amount of time the AVs are alive, which means less risk of someone else dying. Remember blasters have more HPs than Defenders by a fair bit, so they're not all that squishy. Just bad players bring them a bad reputation

    [/ QUOTE ]

    It's not just bad players. The main reason why blasters die a lot is that the three bosses or LTs who escape the tanks and controllers will invariably be pissed off about the blaster's opening AoEs and proceed to squish it. Controllers and defenders don't have the same problem because their aggro-drawing opening powers are mostly debuffy, so whatever goes after them isn't much of an immediate threat.

    The best way for a blaster to counter this is simply to hold off on their AoEs until the tanks and controllers have got things locked down. With a rezzer around they usually won't care enough to bother; obviously things are different under a 0-death limit.

    [/ QUOTE ]

    Actually, I've found that the main cause of unintended death on MoSTF runs has been pets pulling unwanted aggro. The obvious culprits are the Imps, but even DM's Fluffy isn't entirely blameless here.

    Never had a Blaster die first on a MoSTF run. It's either been a Controller, a Scrapper that got too cocky or a Tanker that got in over their heads without buffs. Or on one memorable instance, my Sonic Defender (when i was asked to pull Patron AVs without insps!!)...

    Looks like you have more than enough interest for these runs, so I'll just say "Good Luck" to all concerned!

    As an aside: if three bosses are escaping your Tank/Controllers to go smack a Blaster, you need to get different Tanks/Controllers. By level, 50 a Blaster should know better than to engage another unaggroed group of mobs. Likewise; by level 50, there is NO EXCUSE for poor aggro control on a group of mobs that your team is aware of, especially on a MoSTF run. If your Tanker just plain sucks, then certainly the Blasters can hold back. But that is merely treating the symptoms of your team's poor aggro control, not the root cause of it.

    Note that the above points about poor aggro control will not apply if Gore is tanking for you guys... he's definately one of the "you aren't getting to the squishies without going through me first" crowd!
  4. To be honest I don't think you *need* Shiver if you make good use of Ice Patch and Rain of Fire. I have Shiver in my Fire/Ice's build, but it only really sees any use when I'm soloing higher level Bosses. Occasionally Ice Patch isn't sufficient mitigation, or a Boss is resistant to knockback. Shiver is great in those situations.

    It's usually superfluous on teams unless your Tanker has paper thin defenses or you're fighting something like an AV. In PvP I've no doubt it's a fantastic recharge/runspeed debuff, but PvE it's usually overkill since normal mobs fall really quickly and AVs resist recharge debuffs something shocking.

    The main good benefit Shiver provides over Ice Patch is that it's ranged whereas Ice Patch is a PBAoE. If you prefer "hoversniping" or fighting from range, or if your toon has poor Supressed Movement speed (and thus tends to get the snot beaten out of them in melee range) you'll get more use out of Shiver than Ice Patch.

    My ST "Attack Chain" is really whatever's recharged at the time, but at least one of Blaze/FireBlast/FireBall is usually recharged for Single-Target attacking, and I can fill in with Char in a pinch since it actually does higher damage than Flares plus is a hold. I'll "joust" mobs with Ice Sword when they're floundering on an Ice Patch if I want them to die faster. Chillblain isn't used as an attack, but as a ST immobilise and extra -recharge for the occasional times I want to "Shiver + Hoversnipe" something rather than simply Ice Patch it.

    For AoE, Breath of Fire + Fireball kills most mobs, and dropping Rain of Fire finishes whatever is left. When soloing I usually "Herd" mobs by standing on an Ice Patch around a corner from them and hitting them with Rain of Fire from out of line-of-sight. Dropping Rain of Fire right before I nuke with Inferno gives me a nice bit of breathing space too, as survivors tend to panic whilst in the rain.

    For reference, this is my Fire/Ice's build. Currently the toon is sitting at level 47, and has all the enhancements slotted apart from Membrane HOs (He has oodles of +accuracy in his attacks plus set bonuses, hitting +5s reliably without Aim/BU... so for now common Recharge IOs are fine!).

    Hero Plan by Mids' Hero Designer 1.30
    http://www.honourableunited.org.uk/mhd.php

    Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Ice Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Medicine
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(11), Decim-Acc/Dmg/Rchg:40(17), Dev'n-Acc/Dmg/EndRdx/Rchg:50(29)
    Level 1: Chilblain -- HO:Endo(A), HO:Endo(48)
    Level 2: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(7), Posi-Dmg/Rchg:50(7), Posi-Dmg/Rng:50(13), Posi-Acc/Dmg/EndRdx:50(15), Acc-I:50(15)
    Level 4: Ice Sword -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Acc/Dmg/Rchg:50(5), C'ngImp-Acc/Dmg/EndRdx:50(11), C'ngImp-Dmg/EndRdx/Rchg:50(29), Mako-Acc/EndRdx/Rchg:50(34)
    Level 6: Hurdle -- Jump-I:50(A), Jump-I:50(46)
    Level 8: Fire Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(9), Posi-Dmg/Rchg:50(9), Posi-Dmg/Rng:50(13), Posi-Acc/Dmg/EndRdx:50(17)
    Level 10: Combat Jumping -- Ksmt-ToHit+:30(A), Krma-ResKB:30(34), LkGmblr-Rchg+:50(46)
    Level 12: Hover -- LkGmblr-Rchg+:50(A), Srng-EndRdx/Fly:50(50), Srng-Fly:50(50), Flight-I:50(50)
    Level 14: Super Jump -- HO:Micro(A)
    Level 16: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(43)
    Level 18: Blaze -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(19), Decim-Dmg/Rchg:40(19), Decim-Acc/EndRdx/Rchg:40(23), Decim-Acc/Dmg/Rchg:40(25), Dev'n-Acc/Dmg/EndRdx/Rchg:50(27)
    Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(21), EndMod-I:50(21)
    Level 22: Ice Patch -- RechRdx-I:50(A), RechRdx-I:50(23)
    Level 24: Aim -- HO:Membr(A), HO:Membr(25), HO:Membr(37), Rec'dRet-Pcptn:20(40)
    Level 26: Build Up -- HO:Membr(A), HO:Membr(27), HO:Membr(37)
    Level 28: Stimulant -- EndRdx-I:50(A)
    Level 30: Aid Self -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(31), Dct'dW-Heal/Rchg:50(31), Dct'dW-Heal/EndRdx/Rchg:50(31), Dct'dW-Heal:50(46)
    Level 32: Inferno -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/Rchg:50(33), Sciroc-Acc/Rchg:50(33), Sciroc-Dmg/Rchg:50(33), M'Strk-Dmg/Rchg:50(34)
    Level 35: Shiver -- TmpRdns-Acc/Slow:50(A), TmpRdns-Acc/EndRdx:50(36), TmpRdns-Rng/Slow:50(36), TmpRdns-EndRdx/Rchg/Slow:50(36), TmpRdns-Acc/Dmg/Slow:50(37)
    Level 38: Rain of Fire -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(39), Posi-Dmg/Rchg:50(39), Posi-Dmg/Rng:50(39), Posi-Acc/Dmg/EndRdx:50(40), RechRdx-I:50(40)
    Level 41: Char -- HO:Perox(A), HO:Perox(42), G'Wdw-Acc/Hold/Rchg:50(42), EoCur-Acc/Hold/Rchg:50(42), Dev'n-Acc/Dmg/Rchg:50(43), Dev'n-Acc/Dmg/EndRdx/Rchg:50(43)
    Level 44: Fire Shield -- HO:Ribo(A), Aegis-ResDam/EndRdx:50(45), Aegis-ResDam:50(45), Aegis-Psi/Status:50(45)
    Level 47: Rise of the Phoenix -- Dct'dW-Heal/Rchg:50(A), Numna-Heal/Rchg:50(48), RechRdx-I:50(48)
    Level 49: Resuscitate -- EndRdx-I:50(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Defiance
    ------------
    [u]Set Bonus Totals:[u]
      [*]+1.58% Defense(Fire)[*]+1.58% Defense(Cold)[*]+5.4% Max Endurance[*]+34% Enhancement(Accuracy)[*]+4% Enhancement(Heal)[*]+60% Enhancement(RechargeTime)[*]+1.5% Enhancement(Slow)[*]+54.2 (4.5%) HitPoints[*]+Knockback (Mag -4)[*]+MezResist(Confused) (Mag 20%)[*]+MezResist(Held) (Mag 20%)[*]+MezResist(Immobilize) (Mag 27.7%)[*]+MezResist(Sleep) (Mag 20%)[*]+MezResist(Stun) (Mag 20%)[*]+MezResist(Terrorized) (Mag 22.2%)[*]+11% Recovery[*]+22% Regeneration[*]+5.99% Resistance(Fire)[*]+5.99% Resistance(Cold)[*]+3% Resistance(Psionic)[*]+5% RunSpeed[/list]Code:[/color]
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  5. Oh, I got a plug!

    Strengths of Spines/DA are really -
    (i) Varied Mitigation (Mainly Dark Regen, Shields and Oppressive Gloom)
    (ii) Lots of AoE damage (Death Shroud, Quills, Throw Spines, Ripper, Spine Burst)

    Weaknesses-
    (i) No Knockback protection.
    (ii) Tends to die soloing bosses. Particularly Energy Damage ones.

    Things the combo is really, really good at include Tanking Psionic or End Draining mobs (Sappers, Psi Clockwork, Carnies, etc) and mowing down vast numbers of lower rank enemies. Things it's not so good at are enemies that hit really hard and have lots of HP (Bosses, EBs).

    You'll want to slot up Dark Regen for a LOT of Endurance reduction, and also probably want to pick up Air Superiority whilst you're levelling (helps LOADS with soloing bosses). Beyond that, it's really up to you. Personally, I build mine as a Psionic AV tanker and AoE damage specialist.

    For Easy Reference:
    Current Build
    Previous Builds
  6. About bl**dy time you got that Hamster levelled!

    Big GRATS Mr. Mortimer! Does this mean Gooniedom will be seeing more of you heroside again..?
  7. Depends if you're going strongly into Human Form or not.

    If you're not, you can get away with taking far less power picks. You can in theory use Nova for damage and Dwarf for tanking... Merely using Human as a "buffing" form for Hasten and Essence Boost.

    Basically, Human form is your "Blapper" with RS and IS. Dwarf is your Tanker. Nova is your "Blaster" (though Human isn't too bad with essentially two nukes plus Solar Flare, Glinting Eye + Gleaming Blast).

    Generally, most PBs will be either full Triform or Biform (Human + Dwarf).
    Assuming you're going to invest heavilly into Human form? In my opinion...

    "Must Haves"
    Glinting Eye, Gleaming Blast, Radiant Strike, Build Up, Incandescent Strike, Solar Flare, Dawn Strike, Pulsar. Incandescence, Essence Boost, Reform Essence, Conserve Energy, Quantum Flight, Light Form. Stamina.

    "Good to Haves"
    Photon Seekers (Your second Nuke, do not treat them as proper pets), Shining Shield (good in theory until you are detoggled). Combat Jumping + Hurdle. Acrobatics. Hasten. Stealth. Super Jump or Super Speed.

    "Optionals"
    Glowing Touch, Quantum Shield, Thermal Shield, Gleaming Bolt, Group Energy Flight. Other pool powers.

    "DO NOT TAKE"
    Luminous Detonation (Stupid Knockback, very poor damage).

    Note that if you take Dwarf form you can get away with dropping some situational "survivability" powers like Pulsar and even Quantum Flight (though this is VERY useful in certain situations). Unless you splash out on a load of IOs and are very careful with Endred slotting, you'll not want to ever drop Conserve Energy.
  8. Maelwys

    BILLION

    Congrats I guess.

    I'd have to fall firmly into the camp of "what's the point hoarding it" though. I tend to keep about 100 million on a "banker" toon at any one time and only 1 million on each of the rest of them (for changing rep and insps).

    Yesterday afternoon I had about 200 million on the aforementioned banker toon (Nightdagger), which was all spent on my new Fire/Ice Blaster who had just dinged level 47. There's about another 150-200 million left to go before that Blaster is IO'ed up (mainly Membrane HOs for Aim/Build Up, ST ranged attack sets and LOTGs), which I expect to have done by next week, along with getting my "Bank" toon back up to 100 million.

    I really don't see the point in amassing inf "just to have inf amassed" given that it's so easy to come by the stuff when you actually need it for something. Also, I tend to get rather bored just farming mobs...

    Actually USING the inf to fund stuff like good IO builds is another story though. Since i9 hit I've fully IO'ed a Spines/DA Scrapper, a Sonic/Elec Defender, a INV/SS Tanker and a Human/Dwarfie PB... along with partially IO'ing out two MMs (Bot/Dark and Bot/Traps) and a Stalker (EM/Regen).
  9. Erm... Footstomp is a fairly wide, high-damage PBAoE knockDOWN attack and is one of the best means for a Superstrength toon to hold aggo. I could easily tank for an 8-man team just by spamming Footstomp. That said, I'd drop taunt before I dropped either Footstomp or Invincibility. Invincibility is simply too good a defence buff to pass up, and Footstomp is only available to a Tanker after level 38.

    Also, @ Phobos, AFAIK, "Heroside" means FF, Ice and SR. Although technically only FF is "pure" defence since Ice has Hoarfrost and SR has scaling resistances. In CoV, there are Ninjitsu and EA too.
  10. With Unyielding/Weave/Combat Jumping running, at level 50 -

    "Womble" without Invincibility: 17.7% Defence
    "Womble" with Invincibility (1 mob in range): 28.1% Defence
    "Womble" with Invincibility (8 mobs in range): 44.9% Defence
    "Womble" with Invincibility (10 mobs in range): 49.6% Defence

    Womble is my INV/SS. Yes, he probably could hold aggro with just Footstomp (never mind Taunt). Invincibility makes it much easier though, and I'd never ever give up the +Defence buff. Capped S/L resists, +Regen Bonuses and Perma Dull Pain are nice, but more often than not it's the +Defence that keeps me upright at high levels.
  11. Maelwys

    DA guides

    No probs!

    It's a slightly tweaked version of the one from here BTW.

    My own Spines/DA hasn't really been touched lately. The only addition since my last post in that thread has been two purple IOs in Death Shroud. Still soloing Carnie maps with all toggles and Focussed Accuracy on...

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  12. Maelwys

    DA guides

    --- DARK REGEN ---
    Sciroccos D: Acc/Dam/End (+21.2% to all)
    Sciroccos D: Acc/Rech (+26.5% to all)
    Multi Strike: Acc/End (+26.5% to all)
    Numina's Conva.: End/Heal (+26.5% to all)
    Numina's Conva.: End/Rech (+26.5% to all)
    Numina's Conva.: End/Heal/Rech (+21.2% to all)
    = 74.2% Acc, 21.2% Damage, 121.9% End, 47.7% Heal, 74.2% Rech

    Substitute "Doctored Wounds" for Numinas if short on inf.
  13. Maelwys

    DA guides

    [ QUOTE ]
    From DA you need 5 powers, the rest is optional.

    Must haves:
    Dark embrace
    Murky cloud
    Obsidian shield
    Dark regen
    Oppressive gloom

    Rest is all up to you, I personally wouldnt get cloak of fear (end hog) or the self rez (just carry a wakie..) but death shroud could be good for AoE damage and the stealth for stealthing

    [/ QUOTE ]

    I'd agree with those 5.

    Gloom is probably the biggest single source of mitigation that DA gets and is certainly one of the more welcome additions on a team. The Fear aura however, is completely negated by damage (including DA's own aura) and is definately an endurance hog. I'd consider the fear to be not worth even considering for a /DA that's built for AoE damage such as a Spines/DA... Gloom is simply far superior.

    If you go via the leaping pool for KB/Immob Protection you can drop Cloak of Darkness. I'd be hard pressed to see a DA user going without any Knockback protection for 50 levels. IOs can be used to fill-in for Acro.

    Personally I quite like the rez. Unlike the Regen or Peacebringer rez you become invunerable for a short period (though you DO need a nearby mob), and the stun will mez everything up to and including AVs/GMs.
  14. Maelwys

    PvP

    That implies that "American English" is actually counted as a genuine language and not just something that randomly occurred when we sent a bunch of spelling-impaired morons to colonise a new continent...

    (Note I wrote "coloni[u]s[u]e"... )
  15. Crazy bikkies money-is-no-object build what I found on some USA SG's forum and tweaked a bit for capped HP.

    Built around the phase-and-regen idea rather than Aid Self, but pretty darn good at it. Force rather than Ice but could switch Epic pools for Hibernoob/Snowstorm, gaining a tad more +rech at the cost of some +HP.

    Hero Plan by Mids' Hero Designer 1.30
    http://www.honourableunited.org.uk/mhd.php

    Level 50 Mutation Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Speed
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(7), Decim-Acc/EndRdx/Rchg:40(9), Decim-Acc/Dmg/Rchg:40(15), Dev'n-Acc/Dmg/EndRdx/Rchg:50(25)
    Level 1: Power Thrust -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(36), C'ngImp-Acc/Dmg/Rchg:50(37), C'ngImp-Acc/Dmg/EndRdx:50(37), C'ngImp-Dmg/EndRdx/Rchg:50(37)
    Level 2: Fire Ball -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(3), Ragnrk-Acc/Rchg:50(7), Ragnrk-Dmg/EndRdx:50(9), Ragnrk-Knock%:50(15), Posi-Acc/Dmg/EndRdx:50(34)
    Level 4: Build Up -- HO:Membr(A), HO:Membr(5), HO:Membr(5)
    Level 6: Hurdle -- Jump-I:50(A), Jump-I:50(43), Jump-I:50(46)
    Level 8: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(39)
    Level 10: Bone Smasher -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(11), Hectmb-Acc/Rchg:50(11), Hectmb-Dmg/EndRdx:50(17), Hectmb-Dam%:50(17), Mako-Acc/Dmg/EndRdx/Rchg:50(31)
    Level 12: Aim -- HO:Membr(A), HO:Membr(13), HO:Membr(13), Rec'dRet-Pcptn:20(46)
    Level 14: Super Jump -- HO:Micro(A), HO:Micro(31)
    Level 16: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(39), Numna-Regen/Rcvry+:50(39), Mrcl-Heal:40(40), Mrcl-Rcvry+:40(40), RgnTis-Regen+:30(40)
    Level 18: Blaze -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(19), Apoc-Acc/Rchg:50(19), Apoc-Dmg/EndRdx:50(23), Apoc-Dam%:50(23), Dev'n-Acc/Dmg/EndRdx/Rchg:50(25)
    Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(21), EndMod-I:50(21)
    Level 22: Acrobatics -- EndRdx-I:50(A)
    Level 24: Stealth -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(43), LkGmblr-Def/EndRdx/Rchg:50(43)
    Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(27)
    Level 28: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)
    Level 30: Super Speed -- HO:Micro(A), HO:Micro(31)
    Level 32: Inferno -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(33), Armgdn-Acc/Rchg:50(33), Armgdn-Dmg/EndRdx:50(33), Armgdn-Dam%:50(34), M'Strk-Dmg/EndRdx/Rchg:50(34)
    Level 35: Boost Range -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
    Level 38: Invisibility -- LkGmblr-Rchg+:50(A)
    Level 41: Personal Force Field -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/Rchg:50(42)
    Level 44: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam:50(45), TtmC'tng-ResDam/EndRdx/Rchg:50(45), Aegis-ResDam/EndRdx:50(45), Aegis-Psi/Status:50(46)
    Level 47: Force of Nature -- TtmC'tng-ResDam/Rchg:50(A), TtmC'tng-ResDam/EndRdx/Rchg:50(48), TtmC'tng-ResDam:50(48), Aegis-ResDam/Rchg:50(48), RechRdx-I:50(50)
    Level 49: Phase Shift -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Defiance
    ------------
    [u]Set Bonus Totals:[u]
      [*]+4% DamageBuff[*]+2.25% Max Endurance[*]+61% Enhancement(Accuracy)[*]+81.3% Enhancement(RechargeTime)[*]+162.7 (13.5%) HitPoints[*]+MezResist(Confused) (Mag 20%)[*]+MezResist(Held) (Mag 20%)[*]+MezResist(Immobilize) (Mag 25%)[*]+MezResist(Sleep) (Mag 24.4%)[*]+MezResist(Stun) (Mag 20%)[*]+MezResist(Terrorized) (Mag 20%)[*]+14.5% Recovery[*]+48% Regeneration[*]+7.56% Resistance(Fire)[*]+7.56% Resistance(Cold)[*]+3% Resistance(Psionic)[*]+5% RunSpeed[/list]Code:[/color]
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  16. Taunt is a huge aggro multiplier, you won't lose anything by spamming it unless you do nothing BUT spam it and there is a Scrapper with a taunt aura hitting the same foe you are.

    The problem with a Dwarf's Taunt is that it lasts for a much shorter time than a tanker taunt, and against higher-level AVs and the like, you won't be able to keep them Taunted all the time unless you have it slotted for duration and a considerable recharge buff (either from set bonuses, buffs or slotting).

    That, and unlike Tanker taunt, Dwarf taunt requires a ToHit check... so it's not autohit...
  17. Maelwys

    change to rage

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Negative Power Boost suffers similar problem as -DEF: resist based sets are hit more often, therefore mezzes land more often. Reduced mezz protection = toggles gone = game over.

    [/ QUOTE ]Mez protection powers can't be buffed or debuffed.

    [/ QUOTE ]
    Yes they can, otherwise "Weaken" or "Power Boost" wouldn't make it less or more difficult to mez a toon. Any Buff/Debuff that affects the Mag or Duration of a mez effect also affects mez protection strength.

    [/ QUOTE ]But mez protection is technically negative mez effect. If Weaken worked that way, it'd apply all mez effects if used on a target with no mez protection. Which I'm pretty sure it doesn't.

    [/ QUOTE ]

    I'm pretty sure 'Weaken' reduces ANY value towards zero, positive or negative.
    Thus weakening the target's mez protection and mez effects at the same time.
    "Power Boost" would work the same way but in reverse.

    (and this appears to be the case: is coded as "-XX% Enhancement" according to nofuture)
  18. Maelwys

    change to rage

    [ QUOTE ]
    [ QUOTE ]
    Negative Power Boost suffers similar problem as -DEF: resist based sets are hit more often, therefore mezzes land more often. Reduced mezz protection = toggles gone = game over.

    [/ QUOTE ]Mez protection powers can't be buffed or debuffed.

    [/ QUOTE ]
    Yes they can, otherwise "Weaken" or "Power Boost" wouldn't make it less or more difficult to mez a toon. Any Buff/Debuff that affects the Mag or Duration of a mez effect also affects mez protection strength.

    That's not to say that certain powers can't be flagged as "unresistable" or "unbuffable" though...
  19. Maelwys

    TANKS

    You'd ALWAYS pick EM, even for Sirens-based PvP Dark? Seems a bit odd to me. EM and Stone only get their decent-damage attacks after level 30 so they'd be trying to score kills with just Bonesmasher or the Mallets.
    Perma-Rage also gives a large +ToHit buff that EM and Stone don't get, so Taunts are more likely to land.

    Anyway, you mentioned that you'd always go /nrg for a "PvP toon" - but we're not looking at building a min-maxxed PvP toon, but a Hybrid that can perform adequately in most forms of PvP.

    For instance, on the speed issue: unless you're trying to completely min-max a toon specifically for PvP, you don't need maxxed-out unsuppressed movement, merely GOOD unsuppressed movement and maxxed-out suppressable movement. I've always found two-slotted Hurdle + CJ + Sprint more than ample for unsuppressed movement, and SJ and SS are capped with just the base slot + hurdle/sprint. Likewise for Phase: with Hibern00b you won't NEED Phase unless you're specifically building for "untouchability" in certain arena duels.

    That's the whole point of a Hybrid. I'd guess that if you're coming from the POV of an arena-build Min-Max'er; you will automatically pick holes in any build you see because you can visualise certain scenarios where that toon would be at a disadvantage (like SJ'ing toons versus /Dev, /Traps or the Mace Patron webnades). But 'Hybrids' are not intended to perform extremely well in all situations, merely adequately well for most.

    It could mean someone goes into a PvP zone playing on a Fire/Empath instead of an Illusion/Empath, or a Ice/Fire instead of an Ice/EM. But I wouldn't deny a player the chance of participating in PvP and enjoying the experience simply because they didn't design their toon specifically for it.

    Case in point: I have a Sonic/Elec Defender that has the Medicine Pool and Sonic Cage properly slotted, with Clarity and the Resistance buffs slotted up for range, and good (Leaping) movement, but doesn't have the Speed Pool. Would that toon not still be a benefit to a zonal team that didn't have Perception or Resistance buffs, despite not having Superspeed, (completely) Perma-Cage or the /Sonic secondary set?
  20. It's been my experience that you need to slot slightly more than one SO's worth of Accuracy in Antagonise, plus about one Taunt SO and one Recharge SO in it in order to properly hold aggro on an AV.

    I "team tank" in Dwarf form regularly, and wouldn't feel comfortable tanking with any less than 3 slots. However if you just use Dwarf as a heal and/or mez protection toggle, then you won't need to slot Antagonise at all.
  21. Lookies fine. Some attacks aren't quite at the ED damage cap, but nothing looks out of place really.

    Like your build too Praf, was thinking of fitting one of those "chance for -resist" defdebuff IOs into Dwarf Flare (can free one up from Seekers if I use a few Purple Pet IOs in place of commons). Not sure if I'd sacrifice slotted damage for +damage set bonuses that much though. I exemp too much...
  22. Maelwys

    TANKS

    Perma Hoarfrost, 62.5% Global Recharge, 41.5% Defence to S/L/E/N without Energy Absorption, Capped RunSpeed, Capped Jumpspeed, +Perception, Footstomp recharges in 6.5 seconds, KO Blow in 7.8 Secs.
    Constant +68.4% ToHit. Hibern00b is slotted for Healing. About all that's missing for PvP is Permafrost, and you can swap that in for the Fighting pool if you decide it's worth it for the extra 20% slow resistance.

    Swap out the fighting pool for anything you fancy, Leadership, Concealment, etc. It makes little difference to the toon's survivability. A Hybrid build that I'd be quite happy to play in PvE or most PvP situations.

    Hero Plan by Mids' Hero Designer 1.30
    http://www.honourableunited.org.uk/mhd.php

    Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Frozen Armor -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(11), RedFtn-EndRdx/Rchg:50(11), RedFtn-Def/EndRdx/Rchg:50(13), RedFtn-Def:50(43), RedFtn-EndRdx:50(43)
    Level 1: Jab -- Acc-I:50(A)
    Level 2: Hoarfrost -- Numna-Heal/Rchg:50(A), Dct'dW-Heal/Rchg:50(3), Mrcl-Heal/Rchg:40(3), H'zdH-Heal/Rchg:40(9), Aegis-Psi/Status:50(9), S'fstPrt-ResDam/Def+:30(13)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(5), C'ngImp-Acc/Dmg/Rchg:50(5), C'ngImp-Acc/Dmg/EndRdx:50(7), C'ngImp-Dmg/EndRdx/Rchg:50(7), Mako-Acc/EndRdx/Rchg:50(15)
    Level 6: Wet Ice -- EndRdx-I:50(A), EndRdx-I:50(15)
    Level 8: Hurdle -- Jump-I:50(A), Jump-I:50(46)
    Level 10: Chilling Embrace -- EndRdx-I:50(A), EndRdx-I:50(19)
    Level 12: Combat Jumping -- Ksmt-ToHit+:30(A), LkGmblr-Rchg+:50(45)
    Level 14: Super Jump -- HO:Micro(A), HO:Micro(46)
    Level 16: Taunt -- Mocking-Acc/Rchg:50(A), Zinger-Acc/Rchg:50(17), Mocking-Taunt/Rchg/Rng:50(17), Mocking-Taunt/Rng:50(40)
    Level 18: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(19), Numna-Regen/Rcvry+:50(34), Mrcl-Heal:40(34), Mrcl-Rcvry+:40(34), RgnTis-Regen+:30(37)
    Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), EndMod-I:50(21)
    Level 22: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/EndRdx:50(25), C'ngImp-Dmg/EndRdx/Rchg:50(25), Mako-Acc/EndRdx/Rchg:50(33)
    Level 24: Glacial Armor -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(31), RedFtn-EndRdx/Rchg:50(31), RedFtn-Def/EndRdx/Rchg:50(31), RedFtn-Def:50(42), RedFtn-EndRdx:50(43)
    Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(27)
    Level 28: Rage -- HO:Membr(A), HO:Membr(29), HO:Membr(29)
    Level 30: Super Speed -- HO:Micro(A), HO:Micro(46)
    Level 32: Hibernate -- Dct'dW-EndRdx/Rchg:50(A), Dct'dW-Heal/Rchg:50(33), Dct'dW-Heal/EndRdx/Rchg:50(33), Dct'dW-Heal:50(45), Dct'dW-Rchg:50(45)
    Level 35: Energy Absorption -- LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(36), Efficacy-EndMod/Rchg:50(36), P'Shift-EndMod:50(36), P'Shift-EndMod/Rchg:50(37), P'Shift-EndMod/Acc/Rchg:50(37)
    Level 38: Foot Stomp -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/Rchg:50(39), Sciroc-Acc/Rchg:50(39), Sciroc-Acc/Dmg/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(40)
    Level 41: Focused Accuracy -- HO:Cyto(A), HO:Cyto(42), HO:Cyto(42)
    Level 44: Boxing -- Acc-I:50(A)
    Level 47: Tough -- Aegis-ResDam/EndRdx/Rchg:50(A), Aegis-ResDam/EndRdx:50(48), ImpArm-ResDam:40(48), ImpArm-ResDam/EndRdx:40(48)
    Level 49: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(50), RedFtn-Def/EndRdx:50(50), RedFtn-Def/EndRdx/Rchg:50(50)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]+4% DamageBuff[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+3% Defense(Energy)[*]+3% Defense(Negative)[*]+3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+3% Defense(AoE)[*]+1.8% Max Endurance[*]+23% Enhancement(Accuracy)[*]+4% Enhancement(Heal)[*]+62.5% Enhancement(RechargeTime)[*]+10% FlySpeed[*]+112.4 (6%) HitPoints[*]+10% JumpSpeed[*]+MezResist(Confused) (Mag 20%)[*]+MezResist(Held) (Mag 22.8%)[*]+MezResist(Immobilize) (Mag 31%)[*]+MezResist(Sleep) (Mag 21.7%)[*]+MezResist(Stun) (Mag 20%)[*]+MezResist(Terrorized) (Mag 22.2%)[*]+5% Recovery[*]+42% Regeneration[*]+3.78% Resistance(Fire)[*]+3.78% Resistance(Cold)[*]+3.13% Resistance(Negative)[*]+3% Resistance(Psionic)[*]+15% RunSpeed[/list]<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
    |-----------------------------------------------------------------------------|
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    |-----------------------------------------------------------------------------|
    </pre><hr />
  23. Maelwys

    change to rage

    [ QUOTE ]
    Didn't shatter get its activation time reduced?

    [/ QUOTE ]
    <font class="small">Code:[/color]<hr /><pre>
    Old New Old New %
    Dmg Cast Cast Change Dps Dps Gain
    Bash 1.00 1.37 1.33 -0.04 0.730 0.752 3.01%
    Pulverize 1.64 1.83 1.60 -0.23 0.896 1.025 14.38%
    Jawbreaker 1.96 2.87 1.80 -1.07 0.683 1.089 59.44%
    Clobber 0.25 1.83 1.23 -0.60 0.137 0.203 48.78%
    Whirling mace 1.12 2.87 2.87 0 0.390 0.390 0.00%
    Shatter 2.28 2.87 2.33 -0.54 0.794 0.979 23.18%
    Crowd control 1.61 2.27 2.00 -0.27 0.709 0.805 13.50%
    </pre><hr />
  24. Maelwys

    TANKS

    [ QUOTE ]
    Getting aoes gimp your build tho, there is not such thing as 'hybrid' builds for pve and pvp in this game. A good build for the first means a gimped build for the latter

    [/ QUOTE ]

    I'd disagree here. It's quite possible to build a toon that is good in PvE and perfectly acceptable in the majority of PvP. The build is often likely to be VERY tight though, and doesn't leave much room for "concept".

    For instance, most damage-dealer toons with the Speed, Leaping, Medicine and Fitness pools can fare reasonably well in both PvE and PvP. Similarly, a Fire/ or Ice/ Tanker with Speed, Leaping and Fitness could fare perfectly well assuming that they take one of the better PvP secondaries and *focus* on single target attacks for PvP, taking only one or two AoEs for PvE aggro-control.

    And slot taunt with accuracies as well as the standard-PvE Duration/Recharge, obviously...

    Good PvE tanking ability really doesn't need that much extra work beyond a standard PvP build. You'll already have high defenses and a well-slotted taunt... so one AoE will easilly suffice.

    If we're talking about completely min-maxxed PvP builds, then obviously there are plenty of PvP toon builds that won't fair well at soloing in PvE. Like the "Pure Empath" Ill/Emp controller. For more casual PVP or Teamed PvE though, there's no reason that most "hybrid" builds wouldn't work fine.
  25. The seekers are basically a Mini Nuke. Jump into a tightly-clumped mob and release them --&gt; BOOM!
    I've never had much use for them as actual pets. Their AI is too dumb to work effectively after summoning.

    Dwarfie attacks only seem underslotted until you realise that I only play dwarf when I need to tank something for my teammates. I've no real use for any damage output in Dwarf form, since Dwarf attacks are weak and I have light form for fighting mezzing enemies. What I do find helpful in dwarf form is an accurate + long lasting antagonise, a regular + accurate knockdown footstomp (Flare) and a powerful + regular self-heal (Sublimation).

    The build was a bit pricey, but I'd been planning it for a while and had some spare inf on-hand. Came to about 250-300 mill altogether, and I'd consider it worth it. It's the first time my PB hasn't felt "short on slots"!