Metatron_NA

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  1. By doing both Villain side and Hero side Accolades, can I collect all of the following:

    Atlas Medallion, +5 End
    Portal Jockey, +5 End, +5% Health
    Freedom Phalanx Reserve, +10% Health
    Born in Battle, +5% End, Health
    High Pain Threshold, +10% Health
    Marshal +5% End

    Or, or example, does gaining Portal Jockey remove he ability to get Born in Battle, and vice versa?
  2. The build with Maneuvers instead of Elude. Upside, much higher always on Def (58 AoE, 59.5 Ranged, 59 Melee), downside, no juiced up debuff prot or recovery boost from Elude. Also, has more end drain, but still nets 1.68 end/sec, for a 0 to 100 of just under a minute.

    Probably wouldn't hurt to get a few end boost accolades though.

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Stalker
    Primary Power Set: Electrical Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Charged Brawl -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(3), Mako-Dmg/Rchg:50(3), Mako-Acc/EndRdx/Rchg:50(5), Mako-Acc/Dmg/EndRdx/Rchg:50(5), Mako-Dam%:50(7)
    Level 1: Hide -- DefBuff-I:50(A)
    Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(7), Sciroc-Dmg/Rchg:50(9), Sciroc-Acc/Rchg:50(9), Sciroc-Acc/Dmg/EndRdx:50(11), Sciroc-Dam%:50(11)
    Level 4: Focused Fighting -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(13), LkGmblr-Def:50(13)
    Level 6: Assassin's Shock -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(17), T'Death-Dmg/Rchg:40(17), T'Death-Acc/Dmg/EndRdx:40(23), T'Death-Dmg/EndRdx/Rchg:40(25), T'Death-Dam%:40(25)
    Level 8: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(27), GSFC-ToHit/Rchg/EndRdx:50(27), GSFC-Rchg/EndRdx:50(31), GSFC-ToHit/EndRdx:50(34), GSFC-Build%:50(36)
    Level 10: Focused Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(36), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx/Rchg:50(48)
    Level 12: Placate -- RechRdx-I:50(A), RechRdx-I:50(37)
    Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(15)
    Level 16: Practiced Brawler -- RechRdx-I:50(A)
    Level 18: Chain Induction -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(19), Mako-Dmg/Rchg:50(19), Mako-Acc/EndRdx/Rchg:50(21), Mako-Acc/Dmg/EndRdx/Rchg:50(21), Mako-Dam%:50(23)
    Level 20: Agile -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(40), DefBuff-I:50(40)
    Level 22: Dodge -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(43), DefBuff-I:50(45)
    Level 24: Boxing -- Empty(A)
    Level 26: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(37)
    Level 28: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(37)
    Level 30: Quickness -- Run-I:50(A)
    Level 32: Lightning Rod -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(33), M'Strk-Dmg/Rchg:50(33), M'Strk-Acc/EndRdx:50(33), M'Strk-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(34)
    Level 35: Evasion -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(45), LkGmblr-Rchg+:50(45)
    Level 38: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(39), RedFtn-Def/EndRdx/Rchg:50(39), RedFtn-Def:50(39), RedFtn-EndRdx:50(40)
    Level 41: Water Spout -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Acc/Dmg/EndRdx:50(42), Posi-Dam%:50(43), Achilles-ResDeb%:20(43)
    Level 44: Combat Jumping -- DefBuff-I:50(A), Zephyr-Travel:50(46), Zephyr-Travel/EndRdx:50(46)
    Level 47: Hibernate -- RechRdx-I:50(A)
    Level 49: Maneuvers -- LkGmblr-Def/EndRdx:50(A), GftotA-Def/EndRdx:40(50), RedFtn-Def/EndRdx:50(50)
    ------------
    Level 1: Assassination
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(50)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(46), EndMod-I:50(48), P'Shift-End%:50(48)



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  3. If I wind up using it for Incarnate pursuits, I don't mind grabbing purples if they help. Unfortunately, most Purples don't have +Def. On the other hand, how can anything cost more than 2 billion on the market? I thought 2 Billion was the most a single character could have?

    What is the free AS you are referring to? I was just thinking Waterspout could help increase the damage and if the proc hits, so much the better.

    You are of course quite right that the 11 Seconds of Hasten downtime will probably be more like 15 or 20 - still that's very good, I think.

    Also, what do you mean about my recovery not being sustainable? I have (according to MIDs) 3end/sec incoming, and 1.1 outgoing (with Tough toggled off).

    Elude may be overkill (true overkill) but it can also supercharge my Recov is I need that, and I can have it up 50% of the time, if I want. Plus Elude add more Def Debuff Res.

    I *suppose* I could drop Elude for Maneuvers, that would put my Def at:
    Melee 59.7
    Ranged 59.5
    AoE 58
    without hide, but it would increase my end drain from 1.1 to 1.32, is that doable? I am not sure?

    Now, here are my attacks with their recharges, apart from CB/HP:
    Jacob's Ladder: 2.7 sec Recharge (1.67 sec Cast Time)
    Assassin's Shock: 5.2 sec (3 sec Cast)
    Chain Induction: 4.5 sec (1 sec Cast)
    Thunder Strike: 5.4 sec (3 sec Cast)
    Lightning Rod: 30.9sec (2.6 sec Cast)

    to which I can add either
    Havoc Punch: 1.9 sec (1.3 sec Cast) [183 damage]
    -or-
    Charged Brawl: 1 sec (.9 sec Cast) [122 damage]

    So if we try out CI>HP>JL>HP, I think that still works - well maybe not as perfect, HP>CI>HP may make you wait .9 sec, but it makes up for that with a lot more damage, doesn't it? and HP>JL>HP is virtually unbroken (with only .23 sec of wait time).

    And won't I want to factor in the other three attacks as well, creating even more of a gap for the extra .9 sec of HP. The DPE and DPA is remarkably similar between both powers. I don't know, maybe I will go CB. On the other hand, HP since it does more damage has a better chance to finish off a baddie than CB.

    My guess is that it's probably six of one, half a dozen of another.

    But thanks for your thoughts, I look forward to more of them.
  4. I look forward to everyone's thoughts.

    I did go ahead and start checking out an Elec/SR, which may replace my Elec/Nin - in some ways it's even better, with *much* higher Def for those pesky Incarnate mission where the baddies have a higher base chance to hit (what is it, 66% instead of 50?)

    Anyways, here's the link to the thread about the Elec/SR:
    http://boards.cityofheroes.com/showthread.php?p=3559991

    Thanks.
  5. I am open to taking tough and weave, but not open to losing hasten.

    OK, here's a rough build, dropping Stim, AidSelf, and Maneuvers, and getting Boxing, Tough, and Weave:

    The Def is even better I think because I added in 2 unique IOs and Weave is better than Maneuvers. Without Hide or Elude on,

    Melee Def = 56.4%
    Ranged Def = 57.4%
    AoE Def = 54.7%

    Plus you get some nice Global Bonuses:
    +16% Damage Buff
    +36% Acc
    +54% Recharge (Hasten down for only 11 Sec)
    +50% Regen
    +10% HP

    Here is the build, rough form. Can anyone see any beneficial changes?

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Stalker
    Primary Power Set: Electrical Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Havoc Punch -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(3), Mako-Dmg/Rchg:50(3), Mako-Acc/EndRdx/Rchg:50(5), Mako-Acc/Dmg/EndRdx/Rchg:50(5), Mako-Dam%:50(7)
    Level 1: Hide -- DefBuff-I:50(A)
    Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(7), Sciroc-Dmg/Rchg:50(9), Sciroc-Acc/Rchg:50(9), Sciroc-Acc/Dmg/EndRdx:50(11), Sciroc-Dam%:50(11)
    Level 4: Focused Fighting -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(13), LkGmblr-Def:50(13)
    Level 6: Assassin's Shock -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(17), T'Death-Dmg/Rchg:40(17), T'Death-Acc/Dmg/EndRdx:40(23), T'Death-Dmg/EndRdx/Rchg:40(25), T'Death-Dam%:40(25)
    Level 8: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(27), GSFC-ToHit/Rchg/EndRdx:50(27), GSFC-Rchg/EndRdx:50(31), GSFC-ToHit/EndRdx:50(34), GSFC-Build%:50(36)
    Level 10: Focused Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(36), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx/Rchg:50(48)
    Level 12: Placate -- RechRdx-I:50(A), RechRdx-I:50(37)
    Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(15)
    Level 16: Practiced Brawler -- RechRdx-I:50(A)
    Level 18: Chain Induction -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(19), Mako-Dmg/Rchg:50(19), Mako-Acc/EndRdx/Rchg:50(21), Mako-Acc/Dmg/EndRdx/Rchg:50(21), Mako-Dam%:50(23)
    Level 20: Agile -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(40), DefBuff-I:50(40)
    Level 22: Dodge -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(43), DefBuff-I:50(45)
    Level 24: Boxing -- Empty(A)
    Level 26: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(37)
    Level 28: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(37)
    Level 30: Quickness -- Run-I:50(A)
    Level 32: Lightning Rod -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(33), M'Strk-Dmg/Rchg:50(33), M'Strk-Acc/EndRdx:50(33), M'Strk-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(34)
    Level 35: Evasion -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(45), LkGmblr-Rchg+:50(45)
    Level 38: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(39), RedFtn-Def/EndRdx/Rchg:50(39), RedFtn-Def:50(39), RedFtn-EndRdx:50(40)
    Level 41: Water Spout -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Acc/Dmg/EndRdx:50(42), Posi-Dam%:50(43), Achilles-ResDeb%:20(43)
    Level 44: Combat Jumping -- DefBuff-I:50(A), Zephyr-Travel:50(46), Zephyr-Travel/EndRdx:50(46)
    Level 47: Hibernate -- RechRdx-I:50(A)
    Level 49: Elude -- RechRdx-I:50(A), Zephyr-Travel:50(50), Zephyr-Travel/EndRdx:50(50)
    ------------
    Level 1: Assassination
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(50)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(46), EndMod-I:50(48), P'Shift-End%:50(48)



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    EDIT: Minor change, had to steal and EndRdx from Tough to get Numina +Regen+Recov back into Health.
  6. Quote:
    Originally Posted by Jibikao View Post
    Your Blaster soft-cap defense to all 3 positions? Or only S/L?

    Not saying Blaster isn't superior to Stalker but Stalker still has mez protection and it's easier to soft-cap defense (although stalker's problem is not doing enough damage).
    Ah, excellent point - it's just the S/L. And true about the mezz as well.

    Thanks.
  7. Tweaked the build a little, try this one:

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Stalker
    Primary Power Set: Electrical Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Havoc Punch -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(3), Mako-Dmg/Rchg:50(3), Mako-Acc/EndRdx/Rchg:50(5), Mako-Acc/Dmg/EndRdx/Rchg:50(5), Mako-Dam%:50(7)
    Level 1: Hide -- DefBuff-I:50(A)
    Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(7), Sciroc-Dmg/Rchg:50(9), Sciroc-Acc/Rchg:50(9), Sciroc-Acc/Dmg/EndRdx:50(11), Sciroc-Dam%:50(11)
    Level 4: Focused Fighting -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(13), LkGmblr-Def:50(13)
    Level 6: Assassin's Shock -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(17), T'Death-Dmg/Rchg:40(17), T'Death-Acc/Dmg/EndRdx:40(23), T'Death-Dmg/EndRdx/Rchg:40(25), T'Death-Dam%:40(25)
    Level 8: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(27), GSFC-ToHit/Rchg/EndRdx:50(27), GSFC-Rchg/EndRdx:50(31), GSFC-ToHit/EndRdx:50(34), GSFC-Build%:50(36)
    Level 10: Focused Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(36), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx/Rchg:50(48)
    Level 12: Placate -- RechRdx-I:50(A), RechRdx-I:50(37)
    Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(15)
    Level 16: Practiced Brawler -- RechRdx-I:50(A)
    Level 18: Chain Induction -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(19), T'Death-Dmg/Rchg:40(19), T'Death-Acc/Dmg/EndRdx:40(21), T'Death-Dmg/EndRdx/Rchg:40(21), T'Death-Dam%:40(23)
    Level 20: Agile -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(40), DefBuff-I:50(40)
    Level 22: Dodge -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(43), DefBuff-I:50(45)
    Level 24: Stimulant -- IntRdx-I:50(A)
    Level 26: Thunder Strike -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(37), M'Strk-Dmg/Rchg:50(37), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(39), M'Strk-Dmg/EndRdx/Rchg:50(40)
    Level 28: Aid Self -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(29), Numna-Heal/Rchg:50(29), Numna-Heal/EndRdx/Rchg:50(31), Numna-Heal:50(31), Numna-Regen/Rcvry+:50(46)
    Level 30: Quickness -- Run-I:50(A)
    Level 32: Lightning Rod -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(33), M'Strk-Dmg/Rchg:50(33), M'Strk-Acc/EndRdx:50(33), M'Strk-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(34)
    Level 35: Evasion -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(45), LkGmblr-Rchg+:50(45)
    Level 38: Combat Jumping -- DefBuff-I:50(A), Zephyr-Travel:50(39), Zephyr-Travel/EndRdx:50(50)
    Level 41: Water Spout -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Acc/Dmg/EndRdx:50(42), Posi-Dam%:50(43), Achilles-ResDeb%:20(43)
    Level 44: Maneuvers -- RechRdx-I:50(A), EndRdx-I:50(46)
    Level 47: Hibernate -- RechRdx-I:50(A)
    Level 49: Elude -- RechRdx-I:50(A), Zephyr-Travel:50(50), Zephyr-Travel/EndRdx:50(50)
    ------------
    Level 1: Assassination
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(46), EndMod-I:50(48), P'Shift-End%:50(48)



    Code:
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  8. Here is a possible thrown together build. Note: The slots aren't necessarily in the right order yet in terms of when they get slotted.

    Also, I wasn't able to find a way to slot the 3% Def Unique as I have no Res slots that I can see.

    Anyways, this is a first pass - thoughts? I have all three positional Def's up to 47 or better without Hide or Elude.

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Stalker
    Primary Power Set: Electrical Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Havoc Punch -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(3), Mako-Dmg/Rchg:50(3), Mako-Acc/EndRdx/Rchg:50(5), Mako-Acc/Dmg/EndRdx/Rchg:50(5), Mako-Dam%:50(7)
    Level 1: Hide -- DefBuff-I:50(A)
    Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(7), Sciroc-Dmg/Rchg:50(9), Sciroc-Acc/Rchg:50(9), Sciroc-Acc/Dmg/EndRdx:50(11), Sciroc-Dam%:50(11)
    Level 4: Focused Fighting -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(13), LkGmblr-Def:50(13)
    Level 6: Assassin's Shock -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(17), T'Death-Dmg/Rchg:40(17), T'Death-Acc/Dmg/EndRdx:40(23), T'Death-Dmg/EndRdx/Rchg:40(25), T'Death-Dam%:40(25)
    Level 8: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(27), GSFC-ToHit/Rchg/EndRdx:50(27), GSFC-Rchg/EndRdx:50(31), GSFC-ToHit/EndRdx:50(34), GSFC-Build%:50(36)
    Level 10: Focused Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(36), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx/Rchg:50(48)
    Level 12: Placate -- RechRdx-I:50(A), RechRdx-I:50(37)
    Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(15)
    Level 16: Practiced Brawler -- RechRdx-I:50(A)
    Level 18: Chain Induction -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(19), T'Death-Dmg/Rchg:40(19), T'Death-Acc/Dmg/EndRdx:40(21), T'Death-Dmg/EndRdx/Rchg:40(21), T'Death-Dam%:40(23)
    Level 20: Agile -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(40), DefBuff-I:50(40)
    Level 22: Dodge -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(43), DefBuff-I:50(45)
    Level 24: Stimulant -- IntRdx-I:50(A)
    Level 26: Thunder Strike -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(37), M'Strk-Dmg/Rchg:50(37), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(39), M'Strk-Dmg/EndRdx/Rchg:50(40)
    Level 28: Aid Self -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(29), Numna-Heal/Rchg:50(29), Numna-Heal/EndRdx/Rchg:50(31), Numna-Heal:50(31), Numna-Regen/Rcvry+:50(46)
    Level 30: Quickness -- Run-I:50(A)
    Level 32: Lightning Rod -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(33), M'Strk-Dmg/Rchg:50(33), M'Strk-Acc/EndRdx:50(33), M'Strk-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(34)
    Level 35: Evasion -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(45), LkGmblr-Rchg+:50(45)
    Level 38: Combat Jumping -- DefBuff-I:50(A), Zephyr-Travel:50(39), Zephyr-Travel/EndRdx:50(50)
    Level 41: Water Spout -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Acc/Dmg/EndRdx:50(42), Posi-Dam%:50(43), Achilles-ResDeb%:20(43)
    Level 44: Maneuvers -- RechRdx-I:50(A), EndRdx-I:50(46)
    Level 47: Hibernate -- RechRdx-I:50(A)
    Level 49: Elude -- RechRdx-I:50(A), Zephyr-Travel:50(50), Zephyr-Travel/EndRdx:50(50)
    ------------
    Level 1: Assassination
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(46), EndMod-I:50(48), P'Shift-End%:50(48)



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  9. I have been making an Elec/Nin, but I have been more and more concerned that maybe I missed the boat on Elec/SR. For one thing, /SR's KB prot saves me from slotting a KB IO. It also has a Rech boost, and 9% higher Def built in. It also has Def DeBuff Resistance - and my Elec/Nin has been noticing a fair amount of his Def getting DeBuffed.

    Add to that simply taking Aid Self, and maybe /SR can compete with /Nin?

    Anyone have any Def softcapped Elec/SR build with very high Recharge (as close to perma Hasten as possible? Again, I have 3-7 billion inf for this project.

    Also, I never PvP. I would also like to include Water Spout, Hibernate, and Elude. Hasten of course. If needed, possibly Combat Jumping and Maneuver for extra Def. (End won't be an issue, will be four slotting Stam at least - 3 EndMod and 1 Perf Shift, as well as two slotting health with a Miracle and Numina)

    I also have Ninja Run, so I don't need a travel power.

    Other than that, I would like to fit in Aid Self.

    Thoughts?
  10. I went with Elec/Nin for the Heal, but lately I have been monitoring my Def and it gets debuffed a lot. Makes me wonder if /SR might have been a better pick. Then again, I wouldn't have that heal and my AoE prot would be very late game. Plus, with /Nin I only took 7 of the 9 powers, but with /SR I would probably have to take all 9. On the other hand, those extra two powers give me +20% Recharge as well as +9% Def, and the MezProt include KB Prot.

    I am really torn as to whether I goofed going /Nin over /SR. And now I am 22.

    Does anyone have a soft capped Elec/SR build for me to load in and compare with. On the one hand, I don't want to change horses midstream, on the other hand, I don't want to keep going down the wrong path.

    EDIT: Going to break /SR into it's own topic
  11. What makes it better than Elec/SR in our opinion? The Heal?
  12. One more thing:

    I have a Fire/Fire blaster, also with Softcapped Defenses. Given the huge amount of damage my blaster can output, it occurs to me to ask if this blaster is simply superior to this stalker in every way (apart maybe from the fact that the stalker has a self heal)?

    What makes this (or any) stalker preferrable to an AoE monster of a blaster with Softcapped defenses? The only other thing I can think of is that a /SR stalker can't easily be debuffed.

    Thoughts?
  13. Anyone want to weigh in? I feel a little proud of this build - am I wrong? Now if there were just some way to bind a key to target/select bosses (not the target_custom_next that relies on the bosses name), grin!
  14. Sure, here it is:

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  15. I am asking for help vetting this build. Does it suck, is it 'meh, ok', or does it rock?

    Factors: I don't PvP, I will want to be doing Incarnate content on this, unlocking all 10 slots, I have 4-5 Billion Inf I can spend on this guy if needed, I do a fair amount of soloing but like to team when I can, and I like to have both high survivability and high effectiveness.

    After talking with folks here, looking at the builds and advice they have posted, and factoring my own ideas and desires, this is what I came up with:

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Stalker
    Primary Power Set: Electrical Melee
    Secondary Power Set: Ninjitsu
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Charged Brawl -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(3), Mako-Dmg/Rchg:50(3), Mako-Acc/EndRdx/Rchg:50(34), Mako-Acc/Dmg/EndRdx/Rchg:50(36), Mako-Dam%:50(36)
    Level 1: Hide -- LkGmblr-Rchg+:50(A)
    Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(23), Sciroc-Dmg/Rchg:50(25), Sciroc-Acc/Rchg:50(39), Sciroc-Acc/Dmg/EndRdx:50(40), Sciroc-Dam%:50(40)
    Level 4: Ninja Reflexes -- RedFtn-Def/EndRdx:50(A), LkGmblr-Def/EndRdx:50(5), LkGmblr-Def:40(5)
    Level 6: Assassin's Shock -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(7), T'Death-Dmg/Rchg:40(7), T'Death-Acc/Dmg/EndRdx:40(17), T'Death-Dmg/EndRdx/Rchg:40(29), T'Death-Dam%:40(29)
    Level 8: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(9), GSFC-ToHit/Rchg/EndRdx:50(9), GSFC-Rchg/EndRdx:50(45), GSFC-ToHit/EndRdx:50(45), GSFC-Build%:50(46)
    Level 10: Danger Sense -- RedFtn-Def/EndRdx:50(A), LkGmblr-Def:50(11), LkGmblr-Def/EndRdx:50(11)
    Level 12: Placate -- RechRdx-I:50(A), RechRdx-I:50(13)
    Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(23)
    Level 16: Kuji-In Rin -- RechRdx-I:50(A)
    Level 18: Chain Induction -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(19), T'Death-Dmg/Rchg:40(19), T'Death-Acc/Dmg/EndRdx:40(37), T'Death-Dmg/EndRdx/Rchg:40(39), T'Death-Dam%:40(39)
    Level 20: Kuji-In Sha -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(21), Dct'dW-Heal/EndRdx/Rchg:50(21), Dct'dW-Heal:50(43), Dct'dW-Rchg:50(45)
    Level 22: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(46), Zephyr-ResKB:50(46)
    Level 24: Boxing -- Acc-I:50(A)
    Level 26: Thunder Strike -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(27), M'Strk-Dmg/Rchg:50(27), M'Strk-Acc/EndRdx:50(36), M'Strk-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx/Rchg:50(37)
    Level 28: Tough -- S'fstPrt-ResDam/Def+:30(A)
    Level 30: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-Def:50(31), LkGmblr-Rchg+:50(31)
    Level 32: Lightning Rod -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(33), M'Strk-Dmg/Rchg:50(33), M'Strk-Acc/EndRdx:50(33), M'Strk-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(34)
    Level 35: Blinding Powder -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(48), CoPers-Acc/Conf/Rchg:50(48), CoPers-Acc/Rchg:50(50), CoPers-Conf/EndRdx:50(50), CoPers-Conf%:50(50)
    Level 38: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(40)
    Level 41: Water Spout -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Acc/Dmg/EndRdx:50(42), Posi-Dam%:50(43), Achilles-ResDeb%:20(43)
    Level 44: Hibernate -- RechRdx-I:50(A)
    Level 47: Maneuvers -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(48)
    Level 49: Kuji-In Retsu -- RechRdx-I:50(A)
    ------------
    Level 1: Assassination
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A), Empty(25)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A), Empty(13), Empty(15), Empty(17)

    What do you think? Is this just about the best elec/nin non-pvp stalker one could come up with? Or does something need to be tweaked, or worse, is there a hidden glaring flaw?

    I like the Fast Recharge of this build, I like the idea of using Kuji-in-Retsu, but popping into Hibernate just before it goes down (or if that doesn't work, popping a blue right after the crash and then Hibernate), I can heal half my life every 19 seconds, and LR is up every 30 sec.

    Am I right to like this build so much?

    PS: Numbers:

    Def without Hide:
    Melee: 49.6%
    Ranged: 48.7%
    AoE: 47.4%

    Globals:
    +14.5% DamageBuff(ALL)
    +27% Enhancement(Accuracy)
    +51.25% Enhancement(RechargeTime)
    +Knockback (Mag -4)
    +Knockup (Mag -4)
    +50% (2.513 HP/sec) Regeneration
  16. As soon as I saw the word "whine" in your reply, I skipped it. Was there anything important in it?
  17. Quote:
    Originally Posted by Lord_Thanatos View Post
    The only Incarnate powers that currently can be buffed in anyway are Judgment and Lore with regards to all non-recharge bonuses. Musc will increase the damage both powers do, Nerva increases accuracy and etc. And of course currently only the Alpha Slot can buff the two powers, all other buffs are ignored.

    The others, either the tech is too hard to work with (Interface) or are too powerful up front to allowed to be buffed (Destiny).

    Check out this link for more info.
    *sigh*

    I should expect this, but I never do, like Lucy with the the football.

    If they say we can go 35 MPH, you can bet that they will hard code it so we can't accidentally do 36. Grrrr.

    Here's a thought, devs. At LEAST let the effing incarnate ALPHA work on the other Incarnates without trying to control us so completely? (Truth be told, you ought to let Global buffs work too.) I mean when you can't even allow an Incarnate ability to work thoroughly, that's lame and sad. (And it's even stupider that the Alphas are handled inconsistently.)

    Well, these are the people that brought us the Purple patch, the Hami nerf, and all the other convuluted way to keep the players (their paying customers) in line.

    I *hope* I find that to get a very rare Incarnate ability takes a moronically huge effort (and long grind) because then I could junk the whole Incarnate system as nothing more than the same kind of mindless rat wheel where you do repetitive mission that are way too hard for just a tiny sliver of reward that doesn't even make you that much more powerful.

    I mean, each of the Very Rare will have a moderate effect on a well designed build.

    -Musculature will increase my Lightning Rod by about 14% (from 400 to 457)
    -Nerve will increase LR's Acc from 179% to 212% (Likely way overkill)
    -Spiritual will lower LR's recharge from 25.8 seconds to 23.4 seconds - only about two seconds difference
    -Cardiac will decrease LR's cost from 11.4 end to 8.2 (However, with 3 slotted stam plus Numina/Miracle/PerfShifter Uniques, I don't imagine I *need* Endurance help.

    I don't mind doing 2-3 weeks worth of casual gaming to get the Alpha - say 6-8 hours per week, for a total of 12-24 hours, but I better not have to crawl over broken glass backwards for such a moderate boost.

    [Yes, the level shift is nice, but also a smallish boost. Avoiding the penalty for not having a slotted Incarnate when doing Incarnate trials is NOT a significant boost, as those penalties can easily be avoided if you decide the rest of the aspects aren't worth it by simply not doing those missions.]

    At least treat the interactions of the Incarnate abilities with each other logically and consistently, allowing either ALL incarnates to synergize with each other or NONE (and for the price, it should be ALL.)
  18. Quote:
    Originally Posted by Lord_Thanatos View Post
    All incarnate abilities are not affected by recharge bonuses, including Spiritual.
    I heard that Alpha Slot enhancements DID affect the other slots. Is this demonstrably false? Musc doesn't boost damage, nor Nerve accuracy of the other Incarnate abilities?
  19. Lalow, what about Spiritual for the Alpha? Not only do you get everything up sooner (including an even *faster* LR), it gives you a boost to your Heal as well as being one of the few ways to reduce the recharge on the following Incarnate abilities?
  20. Quote:
    Originally Posted by Lalow View Post
    I saw you were looking for a build and this one is mine: you can substitute the purples for stuff similar to it) It has great defense and has LR comming back at 25sec which is just darn sexy but none the less...

    http://www.cohplanner.com/mids/downl...A2FC03686FE402
    Your AOE defense appears to be not softcapped when Hide is compromised?
  21. Well then, perhaps Spiritual, given that it increases Recharge and therefor DPS, and makes those Very Long Incarnate recharges more bearable, and further more increase Ninjitsu's Heal may be the way to go.

    Core Paragon Alpha Recharge can also help gain back global recharge I give up for global def.

    Time for me to start crunching some builds, and see if I can do a Elec/Ninja stalker with my Unique IO's [Miracle, Numina, PerfShifter, a -KB one, the Def one, any others that see worth it] as well as 3 slotted Stamina. And of course soft capped Def, which is of primary import. Time for me to dissect he shared builds and rebuild in he image of all of what we have been discussing.

    One last question - any reason (given my playstyle and no PvP) not to go with Ninja Run+Sprint+Swift for my base travel power, saving a power pick? (Obviously will pick up a jetpack or two as well.)
  22. Hmm, then it would seem that none of the four alpha slot sets yield that much of a bonus, I guess recharge is probably the best - getting one's attacks speed up, even if by just a little, increases dps; and if I go /ninja which is looking more and more attractive, especially due to the heal, it means I can use that heal more frequently.

    I am still an Incarnate noob - did I read somewhere that you can craft more than one alpha slot enhancement, and swap them in and out?

    Alternatively, the Radial Paragon for Musculature would yield 33% Damage and 33% End, with a 2/3 ED protection.

    I guess what I need to do is check MIDs and see how much damage goes up with Core Paragon Musc overall, and compare that to Radial Paragon Musc, compared to the recharge that Core Paragon Spiritual would yield in real terms (eg, how much faster would the heal be ready), plus it would boost the amount of the heal as it also enhances Healing.

    Question: Since (I think) the Paragon include a level shift, can one safely ignore Nerve? How much Accuracy does one want to have going into incarnate content? For that matter, Nerve (Core Paragon) gives you a 20% Defense Buff (12% I think after ED), is that appreciable, or ignorable? If I understand that right, having 17.6 unenhanced defense would add a paltry +2.1% Def. Or do I multiple the 12% by the 45% to get a boost of 5.4%?

    So many choices, so torn.

    Thoughts?

    (Additional thought: Would the Recharge/Spirit Alpha cause your Incarnate abilities like Lore and Destiny to recharge faster? Or are those unenhanceable even by global buffs?)
  23. Quote:
    Originally Posted by Microcosm View Post
    5) Cardiac is very helpful for endurance, so you could focus on recharge and defense. With Spiritual you can focus less on recharge and worry about defense and endurance. Nerve is not a good choice because it does not add significantly to your stats; same for Musculature.
    Musculature, ie, extra damage does not add significantly?

    What about a Core Paragon, ie 45% pre-ED damage boost? That's like a 32% damage boost across the boards. And wouldn't the Acc boost of Nerve help out versus the harder to hit Incarnate content? Also, with Numina/Miracle/PerfShifter/3 slotted Stam/IOSets won't that make my end need almost nonexistant, rendering Cardiac unnecessary?

    I am a little confused.

    Edit: solved one point of confusion - you were saying the 64% +tohit was *their* chance to hit *me* - I originally thought you meant that *they* were harder to hit. That increased to hit does I guess make a Def based character in a little more trouble. How does that work? If I have (somehow) gotten a Def boost of 59%, does that mean that they are back to a 5% to hit me?

    And to reverse that, with a 45% Def, normal content has a 1 in 20 chance to hit me normally, does incarnate content have a 19% chance to hit me, or about 1 in 5? Because if so, going from one in 20 to one in 5 is going to be a big nasty change!

    Someone tell me I didn't do the math right.
  24. I few quick questions that leap to mind:

    1) Why do so many of the builds have SuperSpeed with Celerity Stealth? That's a combo I get for most every other AT I run, but with Hide, what's the point? I figured I could get Ninja Run + Sprint and save a power slot for something else, like an LotG mule.

    2) It seems that none of the builds have perma hasten. Do I infer correctly that perma hasten and soft capped positional defense are mutually incompatible, because you can't get both sets that lower recharge *and* sets that increase defense?

    3) I always try to slot in either a Def or a Res KB IO protector. I don't think /Nin protects from KB, correct? So why do people not get the IO in their build - do you get KB prot from somewhere else, or just live with the KB?

    4) This whole thread is to settle on a build for the Journey to 50, but once I hit 50, would this character be suitable for incarnate gaming? If so, I would *then* be up for buying a lot of purples if that could help and doing a respec - or would the adding purples to the mix hurt more than help since they do not increase Def? Also, in doing incarnate gaming post 50, should I be worried that if I go with /Nin, I don't have much Def debuff protection, and instead prefer /SR which can't easily have it's Def debuffed?

    5) (added) if I *do* play this character post 50, what are the ramifications that getting the super duper rare Alpha slot has for doing a respec on a Def based electric stalker?

    Thanks again.

    Quick note: I will never PvP with this guy, I only PvE.

    One more additional quick note: To deal with any potential End worries, I always try to fit in Numina +End, Miracle +End, PerfShifter+End, and fully Slotted Stamina.