Medic_brietz

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  1. i am kinda long winded, so bear with me

    While those who go pure healer or tanker (wtf is that anyway?) as long as your a good role player and know your role, then i would honestly rather have that. Now, missing that extra damage can possibly be detrimental if your team build isn't tight. It's kinda like when the chicago bulls had jordan, pippen, and rodman. everyone knew jordan and pippen scored the points while rodman got the rebounds. rodman didnt car about or want to score points, and because he was one of the leagues best ever at what he did (while being 6'8"), everyone else could focus on thier game...and it worked well for them. Conversely the Lakers of thier era were more of the type where anyone could have thier night.

    With everyone being more multi facited, you can still accomplish the same and sometimes even more, but i am always a sucker for having a guy who either does one thing and does it well, or has a tool box full of all kinda of useful tricks and powers. (like dark defenders, trick arrow, illusion controllers, or people that have stealth/tp, and the rare occation that someone has tp foe, team tp, or a cage/repel and knows how and when to use it!)

    bottom line is that if you have 8 people who are good and know thier toon inside and out, you should do well reguardless. (that is given that they slot thier guys decently...)
    find you a could of people seem awesome to you and pick their brain, and try to team with them often. I hope you have yourself a very good playing experiance. be sure to pass on your knowledge to anyone who needs it as well!
  2. Quote:
    Originally Posted by MonkeySpirit View Post
    The main issue here is that for a lot of us, it seemed like you were implying that you'd like to make a Defender who doesn't use any of his blasting secondary. This is an attitude that is usually associated with poor players and people who seem not to want to understand that Defender blasts contribute greatly both as a source of damage and impairment of the enemy. At first glance, I and many others probably read your first statement as "can I play a pure healer and still be effective?".
    I read it as "can i make a guy who is a good team player who doesnt actually attack anything?" and yes you can. and yes, you can pick just about any defender or troller and focus more on power pools or just do not use attacking powers and do just fine. On alot of STF's and other TF's, i rarely use my secondary and i tend to focus more on keeping the team buffed, rez'd and powerful and less on blasting..(and he is an Emp/sonic fully sloted)
    now, after i shoot off the regen and recover aura, i can usually do a few here and there.

    My mind/FF spends all of his time locking down groups and buffing people without attacking anyone. The most important thing about this game, to me, besides having fun, is finding a concept and costume that fit your toon (in your imagination of what he should be) and rocking that however you want. There are, within the parameters of the game, powers you should want or get, and some you probably will never use or need, but find the pros and cons, the strenghts and weaknesses, and figure out your playstyle...then through trial and error, find what fits!
  3. slots will be tight, but i went for as much defense and as much recharge as you can get. this build assumes inherant fitness. feel free to tweak it to your liking.
  4. Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Ring of Fire
    • (A) Enfeebled Operation - Accuracy/Endurance
    • (3) Enfeebled Operation - Immobilize/Range
    • (5) Enfeebled Operation - Endurance/Immobilize
    • (9) Enfeebled Operation - Accuracy/Recharge
    • (9) Enfeebled Operation - Accuracy/Immobilize
    • (11) Enfeebled Operation - Accuracy/Immobilize/Recharge
    Level 1: Radiant Aura
    • (A) Doctored Wounds - Endurance/Recharge
    • (3) Doctored Wounds - Heal/Recharge
    • (5) Doctored Wounds - Heal/Endurance/Recharge
    • (7) Doctored Wounds - Recharge
    • (7) Doctored Wounds - Heal/Endurance
    Level 2: Radiation Infection
    • (A) HamiO:Enzyme Exposure
    • (11) HamiO:Enzyme Exposure
    • (13) HamiO:Enzyme Exposure
    Level 4: Char
    • (A) Lockdown - Chance for +2 Mag Hold
    • (15) Lockdown - Recharge/Hold
    • (17) Lockdown - Endurance/Recharge/Hold
    • (23) Lockdown - Accuracy/Recharge
    • (23) Lockdown - Accuracy/Hold
    • (25) Lockdown - Accuracy/Endurance/Recharge/Hold
    Level 6: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 8: Fire Cages
    • (A) Enfeebled Operation - Accuracy/Endurance
    • (17) Enfeebled Operation - Immobilize/Range
    • (19) Enfeebled Operation - Endurance/Immobilize
    • (19) Enfeebled Operation - Accuracy/Immobilize
    • (21) Enfeebled Operation - Accuracy/Recharge
    • (21) Enfeebled Operation - Accuracy/Immobilize/Recharge
    Level 10: Boxing
    • (A) Accuracy IO
    Level 12: Accelerate Metabolism
    • (A) Performance Shifter - EndMod/Accuracy
    • (13) Performance Shifter - Chance for +End
    • (15) Performance Shifter - EndMod
    • (25) Performance Shifter - Accuracy/Recharge
    • (27) Performance Shifter - EndMod/Accuracy/Recharge
    • (27) Performance Shifter - EndMod/Recharge
    Level 14: Tough
    • (A) Reactive Armor - Resistance/Recharge
    • (31) Reactive Armor - Endurance/Recharge
    • (31) Reactive Armor - Resistance/Endurance/Recharge
    • (31) Reactive Armor - Resistance/Endurance
    • (33) Steadfast Protection - Resistance/+Def 3%
    Level 16: Hot Feet
    • (A) Obliteration - Damage/Recharge
    • (33) Obliteration - Accuracy/Recharge
    • (33) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Chance for Smashing Damage
    • (34) Obliteration - Damage
    • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 18: Enervating Field
    • (A) Endurance Reduction IO
    • (36) Endurance Reduction IO
    Level 20: Hasten
    • (A) Recharge Reduction IO
    • (29) Recharge Reduction IO
    • (36) Recharge Reduction IO
    Level 22: Flashfire
    • (A) Absolute Amazement - Stun
    • (36) Absolute Amazement - Stun/Recharge
    • (37) Absolute Amazement - Endurance/Stun
    • (37) Absolute Amazement - Accuracy/Stun/Recharge
    • (37) Absolute Amazement - Accuracy/Recharge
    Level 24: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Red Fortune - Defense
    • (39) Red Fortune - Endurance
    • (39) Red Fortune - Defense/Recharge
    • (39) Red Fortune - Defense/Endurance
    • (40) Red Fortune - Defense/Endurance/Recharge
    Level 26: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (40) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 28: Lingering Radiation
    • (A) Accuracy IO
    Level 30: Choking Cloud
    • (A) Endurance Reduction IO
    • (42) Unbreakable Constraint - Endurance/Hold
    • (42) Lockdown - Chance for +2 Mag Hold
    • (42) Lockdown - Endurance/Recharge/Hold
    • (43) Unbreakable Constraint - Chance for Smashing Damage
    Level 32: Fire Imps
    • (A) HamiO:Nucleolus Exposure
    • (43) HamiO:Nucleolus Exposure
    • (43) HamiO:Nucleolus Exposure
    Level 35: Cinders
    • (A) Accuracy IO
    Level 38: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    Level 41: Fissure
    • (A) Stupefy - Stun/Range
    • (45) Stupefy - Accuracy/Endurance
    • (45) Stupefy - Endurance/Stun
    • (46) Stupefy - Accuracy/Recharge
    • (50) Stupefy - Accuracy/Stun/Recharge
    Level 44: Rock Armor
    • (A) Red Fortune - Defense
    • (45) Red Fortune - Defense/Recharge
    • (46) Red Fortune - Defense/Endurance
    • (46) Red Fortune - Endurance/Recharge
    • (50) Red Fortune - Endurance
    Level 47: Earth's Embrace
    • (A) Doctored Wounds - Heal/Endurance
    • (48) Doctored Wounds - Endurance/Recharge
    • (48) Doctored Wounds - Recharge
    • (48) Doctored Wounds - Heal/Endurance/Recharge
    • (50) Doctored Wounds - Heal/Recharge
    Level 49: Seismic Smash
    • (A) Accuracy IO
    ------------
    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:
    • 15.5% DamageBuff(Smashing)
    • 15.5% DamageBuff(Lethal)
    • 15.5% DamageBuff(Fire)
    • 15.5% DamageBuff(Cold)
    • 15.5% DamageBuff(Energy)
    • 15.5% DamageBuff(Negative)
    • 15.5% DamageBuff(Toxic)
    • 15.5% DamageBuff(Psionic)
    • 14.3% Defense(Smashing)
    • 14.3% Defense(Lethal)
    • 6.75% Defense(Fire)
    • 6.75% Defense(Cold)
    • 6.75% Defense(Energy)
    • 6.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 16.1% Defense(Melee)
    • 8.63% Defense(Ranged)
    • 10.5% Defense(AoE)
    • 24% Enhancement(Accuracy)
    • 2.5% Enhancement(Held)
    • 3% Enhancement(Stun)
    • 6% Enhancement(Immobilize)
    • 8% Enhancement(Heal)
    • 71.3% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 38.2 HP (3.75%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 2.2%
    • MezResist(Immobilize) 5.5%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 4.4%
    • 13% (0.22 End/sec) Recovery
    • 7.56% Resistance(Fire)
    • 7.56% Resistance(Cold)
    • 3.75% Resistance(Negative)
    • 5% RunSpeed
    ------------
    Set Bonuses:
    Enfeebled Operation
    (Ring of Fire)
    • 3% Enhancement(Immobilize)
    • 1.88% Resistance(Negative)
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.75% Enhancement(RechargeTime)
    • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
    Doctored Wounds
    (Radiant Aura)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Lockdown
    (Char)
    • 3% DamageBuff(All)
    • 2.5% Enhancement(Held)
    • MezResist(Held) 2.2%
    • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Enfeebled Operation
    (Fire Cages)
    • 3% Enhancement(Immobilize)
    • 1.88% Resistance(Negative)
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.75% Enhancement(RechargeTime)
    • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
    Performance Shifter
    (Accelerate Metabolism)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 19.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Reactive Armor
    (Tough)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Steadfast Protection
    (Tough)
    • 3% Defense(All)
    Obliteration
    (Hot Feet)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Absolute Amazement
    (Flashfire)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Weave)
    • 7.5% Enhancement(RechargeTime)
    Red Fortune
    (Weave)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Blessing of the Zephyr
    (Super Jump)
    • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    • Knockback Protection (Mag -4)
    Unbreakable Constraint
    (Choking Cloud)
    • 4% (0.07 End/sec) Recovery
    Lockdown
    (Choking Cloud)
    • 3% DamageBuff(All)
    Luck of the Gambler
    (Maneuvers)
    • 7.5% Enhancement(RechargeTime)
    Stupefy
    (Fissure)
    • 2.5% (0.04 End/sec) Recovery
    • 19.1 HP (1.88%) HitPoints
    • 3% Enhancement(Stun)
    • 6.25% Enhancement(RechargeTime)
    Red Fortune
    (Rock Armor)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Doctored Wounds
    (Earth's Embrace)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)



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  5. I made my pacifist as a Mind/FF/primal troller. His Roleplay theme as a "chi master" is that he never lays a hand or uses a weapon on anyone or anything. I can justify his concept my confusing the enemy (they beat thier own selves up while buffing my pals), sleeping them (cause bad guys need rest too!), or giving them massive headaches. Also, not taking any attacks from FF, I can soft cap all my team mates and with power build up, make a few nigh unhittable (with leaderships manuvers to help out). with PFF, i can snag alpha aggro in crappy situations. It works well, and with the inherant fitness, you can double tap terrorizing with the terror pool. I cant help it if people take massive cone damage when i say "boo!" (or grab the medicine pool)

    One thing, it is a very team oriented guy and slow to solo, but with the cages and mezzes, he is very useful, especially on TF's. I have been a lvl 50 for a while and yet to lay a hand or weapon on anyone. works just fine.
  6. I also failed to take in account slotting..ill post what I have managed to find out so far doing my own research, they all attack for the same. For that reason, I would think that either dark, energy, or electrical because of the multiple damage types.
  7. what stalker secondary and primary makes for the most powerful assassins strike?
    I will assume that you slotted for damage as a global bonus every chance you got and that you always use buildup or whatever you had availble to you and that you disreguarded secondary affects. I want to make a single target stalker who can pound out the most damage possible and still be durable. I do not really care about AoE's and stuff. This is my firsts stalker and I basicly want to be able to do a crit "for massive damage" "for "over 9000!!!"
    My first thought was dark or ninja blade, but I am not sure. I do not care what secondary is used cause they are all good in thier own way pretty much. I just want to sneak in, kill, sneak out, and repeat. I am sure all types do that, but i dont need damage auras or cool combos or awesome animations. I just want a cold hearted killer of men. thoughts?
  8. My first thoughts were that moving the perception slot out of build up and move it to flares. that way you can use thunderstrike to gain more ranged def. there is a build up set that gives 2 percent damage for 2 slots. use that one. or use 2 recharge IO's. using all those purples are nice, but the only powers that i would put them in are targeted AoE's and stuns if you want more survivability. The purples however usually give great recharge and damage globaly for 5 slots. check out some of the global uniques to help your def, regen, and recovery. The best way is to list what you want the most from top to bottom and cut the focus to 2-3. (usually like such: defense, recharge, and recovery. you may also want regen, extra global damage, or a specific type of def..) You can be a jack of all trades but since a blasters claim to fame is damage and more damage, you will want plenty of recharge, a bit of recovery to aid in lost endurance, and whatever kind of defense you feel you will need which depends on your playstyle. you can be well rounded and be ok in this aspect.
  9. before you focus on a build, try out all the powers and see what you like and what you do not. see what they do and what is enhanceable. also think about what fits the characters theme and concept. you will have more fun if you do.
  10. I think about the most slots I would bless of on is 3, one extra for each form you take.
    Heck, even 1 bonus slot for all Epic AT's would probably be fair and ok. Or maybe if you pick dwarf you get one and if you pick nova you get one for a max of 2. Something along those lines is a decent balance. If you go beyond that, you risk imbalance and pissing off the rest of the other players.

    I think the population as a whole would probably be happy is peacebringers were brought up to par with warshades. At least you have more flexibility than any of the other AT's. Heck, with the coming of fitness, maybe thats a present enough?
  11. Medic_brietz

    Time bomb

    i am still here, please make me fun!
    your's truely
    time bomb
  12. Now that you have (i would think) your dream build, will you share sloting secrets with us, or just how you slotted it? Which sets you used and for what reasons, and any frankensloting you did?

    How has the new purple sets affected your build? Maybe talk about the dream build versus a great functional build and whats different.

    Now that I have a grasp on your playstyle, how does the different set bonus's effect your toons play? Could you play the same way with SO's or generic IO's only? How will inherant fitness (if it carries over) effect everything?

    I got lots of questions and I hope you have lots of answers!
  13. I dont use crushing impact because I have enough recharge for base. If i do that, i lose not only the damage from mako's, but the negative energy/energy def. The goal with my build is to get as close to soft cap in all 6 types as possible (minus psi/toxic...just the basics) WHILE maintaining base recharge and run speed.

    Yes, you can get more recharge, but you slightly lose survivability at the games toughest levels. Why get a knockdown proc when you can maximize damage? Anyhow my guy has a fully slotted soul mastery and i like it better than pyre. not everyone wants to go redside to get it, though. fireball is just an aditional aggro grabber. i threw in 2 slots in hurl boulder for the run bonus. Also note that once fitness becomes inherant you can get the stealth pool and grab alot of extra recharge, OR get the fighting pool for even more def.

    I personally think the fighting pool on a stone tank is pointless, but weave allows you to slot for even more recharge through IO's. Crushing impact is ok, but for every one purple set you slot, you can replace one CI set with either MAKO's for one type of def, or touch of death for another. I personally hate kinetic combat, but it has that one good bonus, plus run speed. with 2 obliterations and a doctored wounds, you only have 2 more CI sets worth of 5 percent recharge anyway. If you want recharge that bad use mocking beratement lol.

    and yes, my s/l def is softcapped on my build with manuvers running. you can get a crap ton of s/l and melee defence if you wanna, but why neglect the other types? I want this guy to be a complete tanker. however, he can do whatever he wants now that he has a metric ton of info. hell, run a graniteless build and softcap psionic def. Stone tanks can do SO many things....and you do not have to have hasten or 3 slotted swift.

    to answer the other guy, on only have end problems on my guy when i fight arachnos or malta sappers. my main arch enemys are fortunatas, dark ring mistresses, and mu guardians/sappers. other than that, i can stand toe to toe with anything minus rooted.
  14. Notice the big differences on mine and his build.
    Mine almost soft caps you to 6 types of damage, and his is good also.
    You have many end game directions to go with a stone/stone
  15. Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Stone Melee
    Power Pool: Fitness
    Power Pool: Teleportation
    Power Pool: Leadership
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Rock Armor
    • (A) Luck of the Gambler - Recharge Speed
    Level 1: Stone Fist
    • (A) Mako's Bite - Chance of Damage(Lethal)
    • (3) Mako's Bite - Damage/Endurance
    • (3) Mako's Bite - Damage/Recharge
    • (5) Mako's Bite - Accuracy/Endurance/Recharge
    • (5) Mako's Bite - Accuracy/Damage
    • (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 2: Stone Skin
    • (A) Aegis - Psionic/Status Resistance
    • (7) Aegis - Resistance
    • (7) Steadfast Protection - Resistance/+Def 3%
    Level 4: Stone Mallet
    • (A) Mako's Bite - Chance of Damage(Lethal)
    • (9) Mako's Bite - Damage/Endurance
    • (9) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (11) Mako's Bite - Damage/Recharge
    • (11) Mako's Bite - Accuracy/Damage
    • (13) Mako's Bite - Accuracy/Endurance/Recharge
    Level 6: Earth's Embrace
    • (A) Doctored Wounds - Heal/Endurance/Recharge
    • (15) Doctored Wounds - Recharge
    • (15) Doctored Wounds - Heal
    • (17) Doctored Wounds - Heal/Recharge
    • (17) Doctored Wounds - Endurance/Recharge
    Level 8: Swift
    • (A) Run Speed IO
    Level 10: Heavy Mallet
    • (A) Mako's Bite - Chance of Damage(Lethal)
    • (19) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (19) Mako's Bite - Damage/Endurance
    • (21) Mako's Bite - Damage/Recharge
    • (21) Mako's Bite - Accuracy/Endurance/Recharge
    • (23) Mako's Bite - Accuracy/Damage
    Level 12: Taunt
    • (A) Mocking Beratement - Taunt/Recharge/Range
    • (23) Mocking Beratement - Accuracy/Recharge
    • (25) Mocking Beratement - Taunt/Recharge
    • (25) Mocking Beratement - Taunt
    • (27) Mocking Beratement - Taunt/Range
    • (27) Mocking Beratement - Recharge
    Level 14: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (29) Regenerative Tissue - +Regeneration
    • (29) Regenerative Tissue - Heal/Endurance
    Level 16: Rooted
    • (A) HamiO:Golgi Exposure
    • (31) HamiO:Golgi Exposure
    • (31) HamiO:Golgi Exposure
    Level 18: Build Up
    • (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (33) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (33) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    • (34) Performance Shifter - Chance for +End
    Level 22: Mud Pots
    • (A) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (34) Obliteration - Accuracy/Recharge
    • (36) Obliteration - Damage/Recharge
    • (36) Obliteration - Chance for Smashing Damage
    • (36) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Damage
    Level 24: Fault
    • (A) Absolute Amazement - Stun
    • (37) Absolute Amazement - Endurance/Stun
    • (37) Absolute Amazement - Stun/Recharge
    • (39) Absolute Amazement - Accuracy/Stun/Recharge
    • (39) Absolute Amazement - Accuracy/Recharge
    Level 26: Recall Friend
    • (A) Range IO
    Level 28: Teleport
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (39) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (40) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 30: Hurl Boulder
    • (A) Force Feedback - Chance for +Recharge
    • (40) Force Feedback - Accuracy/Knockback
    Level 32: Granite Armor
    • (A) Defense Buff IO
    • (40) Luck of the Gambler - Defense
    • (42) Luck of the Gambler - Recharge Speed
    • (42) Aegis - Resistance
    • (42) Aegis - Resistance/Endurance
    • (43) Resist Damage IO
    Level 35: Tremor
    • (A) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (43) Obliteration - Damage/Recharge
    • (43) Obliteration - Accuracy/Damage/Recharge
    • (45) Obliteration - Accuracy/Recharge
    • (45) Obliteration - Damage
    • (45) Obliteration - Chance for Smashing Damage
    Level 38: Seismic Smash
    • (A) Touch of Death - Accuracy/Damage
    • (46) Touch of Death - Damage/Endurance
    • (46) Touch of Death - Damage/Recharge
    • (46) Touch of Death - Accuracy/Damage/Endurance
    • (48) Touch of Death - Damage/Endurance/Recharge
    • (50) Touch of Death - Chance of Damage(Negative)
    Level 41: Char
    • (A) Accuracy IO
    Level 44: Fire Blast
    • (A) Accuracy IO
    Level 47: Fire Ball
    • (A) Ragnarok - Accuracy/Damage/Recharge
    • (48) Ragnarok - Accuracy/Recharge
    • (48) Ragnarok - Damage/Recharge
    • (50) Ragnarok - Damage/Endurance
    • (50) Ragnarok - Damage
    Level 49: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 20% DamageBuff(Smashing)
    • 20% DamageBuff(Lethal)
    • 20% DamageBuff(Fire)
    • 20% DamageBuff(Cold)
    • 20% DamageBuff(Energy)
    • 20% DamageBuff(Negative)
    • 20% DamageBuff(Toxic)
    • 20% DamageBuff(Psionic)
    • 12.4% Defense(Smashing)
    • 12.4% Defense(Lethal)
    • 8.31% Defense(Fire)
    • 8.31% Defense(Cold)
    • 10.5% Defense(Energy)
    • 10.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 18% Defense(Melee)
    • 18% Defense(Ranged)
    • 8.94% Defense(AoE)
    • 1.8% Max End
    • 4% Enhancement(Heal)
    • 48% Enhancement(Accuracy)
    • 65% Enhancement(RechargeTime)
    • 15% FlySpeed
    • 147.6 HP (7.88%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 15.4%
    • MezResist(Immobilize) 12.7%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 2.2%
    • 10.5% (0.18 End/sec) Recovery
    • 10% (0.78 HP/sec) Regeneration
    • 6.3% Resistance(Fire)
    • 6.3% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 29% RunSpeed
    ------------
    Set Bonuses:
    Luck of the Gambler
    (Rock Armor)
    • 7.5% Enhancement(RechargeTime)
    Mako's Bite
    (Stone Fist)
    • MezResist(Immobilize) 3.3%
    • 28.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Aegis
    (Stone Skin)
    • 5% RunSpeed
    • 3% Resistance(Psionic)
    Steadfast Protection
    (Stone Skin)
    • 3% Defense(All)
    Mako's Bite
    (Stone Mallet)
    • MezResist(Immobilize) 3.3%
    • 28.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Doctored Wounds
    (Earth's Embrace)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Mako's Bite
    (Heavy Mallet)
    • MezResist(Immobilize) 3.3%
    • 28.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Mocking Beratement
    (Taunt)
    • 1.8% Max End
    • MezResist(Held) 2.75%
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 7.5% Enhancement(RechargeTime)
    Regenerative Tissue
    (Health)
    • 4% RunSpeed
    Gaussian's Synchronized Fire-Control
    (Build Up)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 35.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Obliteration
    (Mud Pots)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Absolute Amazement
    (Fault)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Blessing of the Zephyr
    (Teleport)
    • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    • Knockback Protection (Mag -4)
    Force Feedback
    (Hurl Boulder)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Luck of the Gambler
    (Granite Armor)
    • 10% (0.78 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Aegis
    (Granite Armor)
    • 5% RunSpeed
    Obliteration
    (Tremor)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Touch of Death
    (Seismic Smash)
    • MezResist(Immobilize) 2.75%
    • 28.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Ragnarok
    (Fire Ball)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Maneuvers)
    • 7.5% Enhancement(RechargeTime)



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  16. I give you all that info and you respond with that?
    Listen, just about every power in a stone stone build is takeable. you have to learn in what situations to use them.
    If you like a power alot and use it alot, always 6 slot it if possible..(there are exceptions...you dont 6 slot hasten. use common sence.)
    To be simple, most def/resist toggles will have 3 def/resis enhancements and maybe 1-2 endurance reductions. most attacks have 3 damage, one accuracy, and either a end redux or recharge or both.

    the only armor other than rock i have found worth taking is minerals.
    make sure and 6 slot granite to maximize the def and resist.
    max out the recharge and heal from earths embrace and max out heal and endurance from rooted.
    slot your damage/taunt aura toggle with a mix of damage and endurace reduction. (mudpots)

    read yourself a few guides, save up a few respecs, and try out every single power if you want.

    in the long run, remember, get yourself softcapped on as many positions or types as possible...which isnt hard, then work on getting that recharge back to base levels.
    lastly, if you wish, get that run speed back to normal.
    all of these are very accomplishable!

    here is a build----(next post)
  17. it seems to me that not only will pvp ever be made good again, but they flat out do not care in the least. if they did, they would have already said so.

    i see nothing and hear nothing, so therefore, i have my answer.
  18. If you check this again, let me know what you are and are not taking and what you want to do, and how things are going.
  19. Just an admendmum to my reply..sets with number of IO's needed that are your friends.
    (not to mention GotA run speed, which also really isnt nessecary)
    Thunderstrike (5 needed)
    Aegis (2)
    Stagger (2)
    Kinetic crash (2)
    GW Embrace (2)
    Regen tissue (2)
    Brilliant leadership (5) if you go redside, get a pet then slot the crap out of it.
    performance shifter (in stamina) (2)
    force feedback (2)
    if you slot build up for 6, you get great bonus's, but all is needed for gaussians is (2)
    Winters gift i think, is better for a stony than blessing of the zephir. I wont hate you if you get teleport and 3 slot it and then use either of these.

    sets that get you rechage and are usefull are
    obliteration (one of the best sets out there, but doesnt fix end heavy powers)
    decimation (can also be used in hurl boulder, but mocking beratement beats it in this catagory. did i mention i have 2 full sets of mocking beratement? i kinda like it..perfect zinger is ok, but i am partial to mocking)
    doctored wounds (5) in the click heal
    enfeebled opperation (5) in the APP immob
    All of the purple sets give you 10 percent at 5 slots, but some cheaper sets give extra def in positions you may wanna get. if you dont care, save up and go purple and get hecatomb in one of the single target attacks and ragnarok in fireball or the soul power (dark oblit??)
    remember the rule of 5 for set bonus's and i think a set bonus 7.5 doesnt go against a LotG 7.5

    lastly remember, dont just get tunnel vission, max out all the def and cap that resist, get that base run speed, that base recharge, and throw in a few points of damage if you can!

    p.s. hasten also isnt ness either

    good luck!
  20. Basicly, you can slot the right way and get these 3 gems easy:
    Base run speed
    Base Recharge
    Close to base damage

    Now, if you are a granite runner like me, this is important. If your granite is a oh snap button, not so much.

    The first thing to do is realize you do not have to 3 slot swift. My guy has just over base with one slot. Secondly, you may aught to download Mid's and check for powers with run speed or movement speed enhance. I can post a sample build if you like, but whats most important is know what to sacrifice and where.

    Now, LotG recharge's are your friend and you can put them in many places:
    Granite
    Rock Armor
    Manuvers
    and when fitness becomes inherant, the stealth pool.

    some people can not aford purples, and when they do, they only slot 5 because the 6th slot is usually a waste. 2 powers that make the most use of these is Fireball (APP Pyre) whose purple set is just plain better than posi's, and fault, whose purple is much better than stupify. also, when looking for positional def, you may find makos bite to be better than touch of death or kinetic combat, and cheaper. I say this because softcapping s/l def will be super easy. be ready to 6 slot quite a few powers, and make sure and save 2 slots by 3 sloting rooted with the Hami-O thats Heal/End. make use of making beratement's awesome bonus's and take your time!

    I will check this later and maybe post a decent build.
  21. Rick James is dead, yo.
    RIP, my brother!
  22. Medic_brietz

    Kinetic Archer

    try mass hypnosis and dominate. dark doesnt give you anything that kinetics cant already.
  23. Quote:
    Originally Posted by TopDoc View Post
    Put a Forced Feedback: Chance for +Recharge in every Knockback power you have. That includes Stone Mallet, Heavy Mallet, Fault, and Tremor. (You shouldn't have Hurl Boulder, so you can ignore it.) Laugh as all of your powers recharge silly fast. ALL of the attacks do knockDown rather than knockBack, so mobs will remain in your AoE range unless they manage to wander away between bounces.

    Stone Melee got fast animation in exchange for long Recharge. The Forced Feedback proc eliminates the long Recharge. It gives you +100% Recharge Reduction for 5 seconds when it activates. You can almost have a full attack chain using the main 4 single target attacks, and they do awesome damage. You can also have a fairly solid AoE attack chain: Fault, Tremor, EPP/Patron AoE, Fault, Tremor, Seismic Smash (not AoE but still nice).
    I never thought of this. I may try that just to see what happens. Your one of the few poeple who's posts make me perk up my ears and listen.
  24. I would never tell anyone not to take a power, as they all have uses. If you farm the cimeroan wall for example, you can lead off with hurl boulder and most of the time the healer they have is out of the way. Also, if you have extra slots, said power is a great place for mocking beratement or a good ranged IO set. Stone melee is one of the few sets where every single power is good. (with that said) hurl boulder would be the lone one that I would skip if any though..
  25. Medic_brietz

    Bubbles please

    i am a fan of the thinking that every At should have at least one set whether it be primary or secondary that only belongs to them. With going rogue, the lines between many AT's are bluring. Defenders and Corrupters are so close that I want each to have thier own unique sets. Tanks/Brutes are almost in the same boat. I know each AT has it's perk with the inherant, but I want to add some flavor in the game with the sets as well.

    Then again, I think empathy should aggro, so i am in the minority here.