Moondog

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  1. I mentioned this on the regular dom team thread but work means I can't make next Monday, but I'll be back online the week after.
  2. [ QUOTE ]
    Your stone tanker is level 50?

    [/ QUOTE ]

    Yes indeed.
  3. Hiya,
    I'd like to take part with my stone/stone tank V-rock. Global is @Moondog.
  4. Moondog

    AR/Dark madness!

    I agree with Echo on the flamethrower question, this is a large chunk of your damage output, especially later when everyone and their uncle has some kind of lethal resistance.

    I dropped beanbag from my build because petrifying gaze did every thing I needed plus it roots enemies for ignite.

    As I have levelled my Ar/Dark, mezzes have become an increasing source of pain and suffering and using AoEs outside a team setting has resulted in many deaths so i found in my latter career (40+) that single target attacks become important again when dealing with mez heavy enemies.

    Burst, slug, snipe and especially ignite become increasingly important, combined with fearsome stare to lock down groups and petrifying gaze to lock down a single enemy as they are pummelled.

    I would suggest for ignite going detonation damage/recharge and two damage common IOs (lvl 39) as this maxes out damage and increases recharge a bit.

    For the snipe I also use sting of the manticore as the bonuses are nice, but in the last slot I went for a lvl 25 salvo IO acc/dam/end/range rather than the proc as the manticore set at level 39 does not max out damage (stops at 85% before ED) and I wanted to maximise damage constently. With the salvo IO in the sixth slot damage goes up to 99.70% and range the increase in range is welcome.

    My planned build (tweaked in some respects from my current build) is as follows:

    Villain Plan by Mids' Villain Designer 1.21
    http://www.honourableunited.org.uk/mhd.php

    Midnight Gunner: Level 50 Mutation Corruptor
    Primary Power Set: Assault Rifle
    Secondary Power Set: Dark Miasma
    Power Pool: Leaping
    Power Pool: Fitness
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Burst -- Dev'n-Acc/Dmg:39(A), Dev'n-Dmg/EndRdx:39(3), Dev'n-Dmg/Rchg:39(5), Dev'n-Acc/Dmg/Rchg:39(7), Decim-Build%:39(15), Dev'n-Acc/Dmg/EndRdx/Rchg:39(17)
    Level 1: Twilight Grasp -- Acc-I:45(A), Mrcl-Heal/Rchg:39(5), Mrcl-Heal/EndRdx/Rchg:39(9), Mrcl-Heal:39(9)
    Level 2: Slug -- Dev'n-Acc/Dmg:39(A), Dev'n-Dmg/EndRdx:39(3), Dev'n-Dmg/Rchg:39(7), Dev'n-Acc/Dmg/Rchg:39(15), Dev'n-Acc/Dmg/EndRdx/Rchg:39(17)
    Level 4: Tar Patch -- RechRdx-I:45(A), TmpRdns-EndRdx/Rchg/Slow:39(13), P'ngTtl-EndRdx/Rchg/Slow:39(31), ImpSwft-EndRdx/Rchg/Slow:30(43)
    Level 6: Combat Jumping -- Krma-ResKB:30(A)
    Level 8: Darkest Night -- EndRdx-I:45(A), ToHitDeb-I:45(36), ToHitDeb-I:45(36)
    Level 10: Buckshot -- Posi-Acc/Dmg:39(A), Posi-Dmg/EndRdx:33(11), Posi-Dmg/Rchg:33(11), Posi-Dmg/Rng:33(13), Posi-Acc/Dmg/EndRdx:39(25)
    Level 12: Swift -- Run-I:45(A)
    Level 14: Super Jump -- ULeap-Stlth:45(A)
    Level 16: Health -- Numna-Regen/Rcvry+:39(A)
    Level 18: Flamethrower -- Posi-Acc/Dmg:39(A), Posi-Dmg/EndRdx:39(19), Posi-Dmg/Rchg:33(19), Posi-Dmg/Rng:33(21), Posi-Acc/Dmg/EndRdx:39(21), Range-I:45(25)
    Level 20: Stamina -- EndMod-I:45(A), EndMod-I:45(34)
    Level 22: Fearsome Stare -- Abys-Acc/Rchg:39(A), Abys-Acc/Fear/Rchg:39(23), Abys-Fear/Rng:39(23), Abys-EndRdx/Fear:39(31), Abys-Acc/EndRdx:39(40)
    Level 24: Shadow Fall -- Aegis-ResDam/EndRdx:45(A), RctvArm-ResDam/EndRdx:40(43), TtmC'tng-ResDam/EndRdx:45(46), S'fstPrt-ResKB:30(46)
    Level 26: Ignite -- Det'tn-Dmg/Rchg:39(A), Dmg-I:45(27), Dmg-I:45(27)
    Level 28: Petrifying Gaze -- EoCur-Acc/Hold/Rchg:39(A), NrncSD-Acc/Hold/Rchg:30(29), G'Wdw-Acc/Hold/Rchg:39(29), Para-Acc/Hold/Rchg:30(31), EoCur-Acc/Hold:39(43)
    Level 30: Sniper Rifle -- Mantic-Acc/Dmg:38(A), Mantic-Dmg/EndRdx:39(37), Mantic-Acc/ActRdx/Rng:38(37), Mantic-Dmg/ActRdx/Rchg:37(37), Mantic-Dmg/EndRdx/Rchg:39(40), Salvo-Acc/Dmg/EndRdx/Rng:25(40)
    Level 32: Full Auto -- Posi-Acc/Dmg:39(A), Posi-Dmg/Rng:39(33), Posi-Dmg/EndRdx:39(33), Posi-Dmg/Rchg:39(33), Posi-Acc/Dmg/EndRdx:39(34), RechRdx-I:45(34)
    Level 35: Howling Twilight -- Stpfy-Acc/Stun/Rchg:39(A), Stpfy-Stun/Rng:39(36)
    Level 38: Dark Servant -- Acc-I:45(A), ToHitDeb-I:40(39), ToHitDeb-I:40(39), ToHitDeb-I:40(39)
    Level 41: Scorpion Shield -- RedFtn-Def:39(A), RedFtn-Def/EndRdx:39(42), RedFtn-Def/EndRdx/Rchg:39(42), RedFtn-Def/Rchg:39(42), RedFtn-EndRdx:39(45)
    Level 44: Web Envelope -- RtngG-Acc/Immob/Rchg:30(A), RtngG-Acc/Rchg:30(45), RtngG-Immob/Rng:30(45), RtngG-Acc/EndRdx:30(46)
    Level 47: Summon Disruptor -- BldM'dt-Acc/Dmg:39(A), BldM'dt-Dmg:39(48), BriL'shp-Acc/Dmg:39(48), BriL'shp-Acc/Dmg/EndRdx:39(48), RechRdx-I:50(50), RechRdx-I:50(50)
    Level 49: Black Hole -- Acc-I:50(A), Range-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge



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    The bonuses are:
    +12% DamageBuff
    +0.95% Defense(Energy)
    +0.95% Defense(Negative)
    +36% Enhancement(Accuracy)
    +2% Enhancement(Immobilize)
    +37.5% Enhancement(RechargeTime)
    +2.75% Enhancement(Terrorized)
    +108.5 (9%) HitPoints
    +Knockback (Mag -8)
    +MezResist(Held) (Mag 6.6%)
    +MezResist(Immobilize) (Mag 2.2%)
    +MezResist(Terrorized) (Mag 1.65%)
    +14% Recovery
    +40% Regeneration
    +5.99% Resistance(Fire)
    +5.99% Resistance(Cold)
  5. Curling Tongs? Obviously they are Scottish Ninjas
  6. Sorry but i forgot to mention that i won't be on for the next couple of weeks cause I am off to sunny climes on holiday, see you in 3 weeks time .
  7. Moondog

    IOing a MM

    Eeek, forgot to list total set IO bonuses and the edit period on my original post has run out so:

    Merc/Traps:
    +2% DamageBuff
    +2.5% Defense(Lethal)
    +0.95% Defense(Fire)
    +0.95% Defense(Cold)
    +2.5% Defense(Energy)
    +5.63% Defense(AoE)
    +43% Enhancement(Accuracy)
    +5% Enhancement(Heal)
    +8% Enhancement(Immobilize)
    +28.8% Enhancement(RechargeTime)
    +54.2 (4.5%) HitPoints
    +4% JumpSpeed
    +MezResist(Immobilize) (Mag 2.2%)
    +MezResist(Stun) (Mag 1.65%)
    +17.5% Recovery
    +18% Regeneration
    +5.99% Resistance(Fire)
    +5.99% Resistance(Cold)
    +1.88% Resistance(Negative)
    +PBAoE (20ft) Pet +Def(All) 5%
    +PBAoE (20ft) Pet +Res(All but Psionic) 10%

    Thugs/Poison
    +3.47% Defense(Fire)
    +3.47% Defense(Cold)
    +5% Defense(Energy)
    +3.75% Defense(AoE)
    +5.4% Max Endurance
    +32% Enhancement(Accuracy)
    +4% Enhancement(Heal)
    +5% Enhancement(Held)
    +5% Enhancement(Immobilize)
    +21.3% Enhancement(RechargeTime)
    +1.5% Enhancement(Slow)
    +81.3 (6.75%) HitPoints
    +4% JumpSpeed
    +Knockback (Mag -4)
    +MezResist(Confused) (Mag 20%)
    +MezResist(Held) (Mag 20%)
    +MezResist(Immobilize) (Mag 20%)
    +MezResist(Sleep) (Mag 20%)
    +MezResist(Stun) (Mag 21.7%)
    +MezResist(Terrorized) (Mag 20%)
    +13.5% Recovery
    +4% Regeneration
    +2.5% Resistance(Lethal)
    +3.15% Resistance(Fire)
    +3.15% Resistance(Cold)
    +9.25% Resistance(Psionic)
    +19% RunSpeed
    +2.5% Debt Protection
    +PBAoE (20ft) Pet +Def(All) 5%
    +PBAoE (20ft) Pet +Res(All but Psionic) 10%
  8. Moondog

    IOing a MM

    With my AR/traps MM and with my thugs poison I don't slot so much for complete pet sets so much as squeeze the most enhancement out per power by using mixed pet sets. This comes out especially with my tier 2 pets where I get 60 odd percent accuracy, 90 something percent damage and a DO's worth of endurance reduction out of 4 lvl 33 IOs. This leaves space for quality extras, such as 2 def buffs for my enforcers and a stun IO and space for the 5% pet defence bonus (once I can afford it ).

    For my merc/traps I plan to slot plenty of positron for m30 and trip mine, luck of the gambler and enfeebled operation for recharge.

    My thugs/poison is again slotting for recharge.

    Villain Plan by Mids' Villain Designer 1.21
    http://www.honourableunited.org.uk/mhd.php

    Commissar Jaegar: Level 50 Natural Mastermind
    Primary Power Set: Mercenaries
    Secondary Power Set: Traps
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Soldiers -- EdctM'r-Acc/Dmg:33(A), BriL'shp-Acc/Dmg:33(3), EdctM'r-Dmg/EndRdx:33(3), EdctM'r-Acc/Dmg/EndRdx:33(5), Heal-I:35(5), BriL'shp-Acc/Dmg/EndRdx:33(34)
    Level 1: Web Grenade -- TotHntr-Immob/Rng:33(A), TotHntr-Acc/Immob/Rchg:33(40)
    Level 2: Caltrops -- TmpRdns-EndRdx/Rchg/Slow:30(A)
    Level 4: Triage Beacon -- RechRdx-I:35(A), Mrcl-EndRdx/Rchg:33(7), Mrcl-Heal/Rchg:33(7), Mrcl-Heal/EndRdx/Rchg:33(9), Mrcl-Heal:33(9), Mrcl-Rcvry+:33(40)
    Level 6: Equip Mercenary -- RechRdx-I:35(A)
    Level 8: Combat Jumping -- Jump-I:35(A)
    Level 10: Acid Mortar -- RechRdx-I:35(A), RechRdx-I:35(11), RechRdx-I:35(11), DefDeb-I:35(17), DefDeb-I:35(37)
    Level 12: Spec Ops -- BldM'dt-Acc/Dmg:33(A), BriL'shp-Acc/Dmg:33(13), BldM'dt-Dmg:33(13), BriL'shp-Acc/Dmg/EndRdx:33(15), EdctM'r-PetDef:33(15), Dsrnt-I:35(33)
    Level 14: Super Jump -- Jump-I:35(A)
    Level 16: Force Field Generator -- LkGmblr-Def/EndRdx:33(A), LkGmblr-Def/Rchg:33(17), LkGmblr-Def:35(19), LkGmblr-Rchg+:41(23)
    Level 18: Assault -- EndRdx-I:35(A), EndRdx-I:35(19)
    Level 20: Poison Trap -- RechRdx-I:35(A), RechRdx-I:30(21), RechRdx-I:35(21), Slow-I:35(46)
    Level 22: Tactics -- EndRdx-I:35(A), EndRdx-I:35(23)
    Level 24: Burst -- Thundr-Acc/Dmg/Rchg:33(A), Thundr-Acc/Dmg/EndRdx:33(25), Thundr-Dmg/EndRdx/Rchg:33(25), Thundr-Acc/Dmg:33(34), Entrpc-Heal%:33(43)
    Level 26: Commando -- BldM'dt-Dmg/EndRdx:33(A), BldM'dt-Dmg:33(27), BldM'dt-Acc/Dmg/EndRdx:33(27), BldM'dt-Acc:33(29), BldM'dt-Acc/Dmg:33(29), SvgnRt-PetResDam:33(33)
    Level 28: Seeker Drones -- Rope-Acc/Stun/Rchg:33(A), Stgr-Acc/Stun/Rchg:30(31), RzDz-Acc/Stun/Rchg:30(31), Stpfy-Acc/Stun/Rchg:33(40)
    Level 30: Serum -- ImpArm-ResDam:33(A), ImpArm-ResDam/Rchg:33(31), TtmC'tng-ResDam/Rchg:33(34), RctvArm-ResDam/Rchg:30(46)
    Level 32: Tactical Upgrade -- EndRdx-I:35(A), RechRdx-I:35(33)
    Level 35: Trip Mine -- Posi-Acc/Dmg:39(A), Posi-Dmg/EndRdx:39(36), Posi-Dmg/Rchg:39(36), Posi-Dmg/Rng:39(36), Posi-Acc/Dmg/EndRdx:39(37), RechRdx-I:40(37)
    Level 38: M30 Grenade -- Posi-Acc/Dmg:33(A), Posi-Acc/Dmg/EndRdx:33(39), Posi-Dam%:33(39), Posi-Dmg/EndRdx:33(39), Posi-Dmg/Rchg:33(43)
    Level 41: Scorpion Shield -- LkGmblr-Def/EndRdx:39(A), LkGmblr-Def:39(42), LkGmblr-Def/EndRdx/Rchg:39(42), LkGmblr-EndRdx/Rchg:39(42), LkGmblr-Rchg+:39(43)
    Level 44: Web Envelope -- Enf'dOp-Acc/Rchg:33(A), Enf'dOp-Immob/Rng:33(45), Enf'dOp-Acc/Immob/Rchg:33(45), Enf'dOp-Acc/Immob:33(45), Enf'dOp-EndRdx/Immob:33(46)
    Level 47: Web Cocoon -- EoCur-Acc/Hold/Rchg:33(A), G'Wdw-Acc/Hold/Rchg:33(48), NrncSD-Acc/Hold/Rchg:30(48), G'Wdw-Dam%:33(48)
    Level 49: Mace Beam Volley -- Posi-Acc/Dmg/EndRdx:33(A), Posi-Dmg/Rchg:33(50), Posi-Acc/Dmg:33(50), Posi-Dam%:33(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy



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    Villain Plan by Mids' Villain Designer 1.21
    http://www.honourableunited.org.uk/mhd.php

    Chow Yun Phat: Level 50 Mutation Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Poison
    Power Pool: Leaping
    Power Pool: Fitness
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Call Thugs -- EdctM'r-Acc/Dmg:33(A), BriL'shp-Acc/EndRdx:33(3), BriL'shp-Acc/Dmg:33(3), EdctM'r-Acc/Dmg/EndRdx:33(7), EdctM'r-Dmg:33(17), EdctM'r-PetDef:33(37)
    Level 1: Alkaloid -- RgnTis-Heal/EndRdx:30(A), RgnTis-EndRdx/Rchg:30(7), RgnTis-Heal/Rchg:30(11), RgnTis-Heal/EndRdx/Rchg:30(39), RgnTis-Regen+:30(40)
    Level 2: Envenom -- Acc-I:35(A), Acc-I:35(5), DefDeb-I:35(9), DefDeb-I:35(17), DefDeb-I:35(23)
    Level 4: Weaken -- Acc-I:35(A), Acc-I:35(5), ToHitDeb-I:35(9), ToHitDeb-I:35(19), ToHitDeb-I:35(23)
    Level 6: Equip Thugs -- RechRdx-I:35(A)
    Level 8: Combat Jumping -- Krma-ResKB:30(A)
    Level 10: Neurotoxic Breath -- TmpRdns-Rng/Slow:33(A), TmpRdns-Acc/Dmg/Slow:33(11), TmpRdns-Acc/Slow:33(19), TmpRdns-Acc/EndRdx:33(40), TmpRdns-EndRdx/Rchg/Slow:30(43)
    Level 12: Call Enforcer -- BldM'dt-Acc/Dmg/EndRdx:33(A), BriL'shp-Acc/Dmg:33(13), BldM'dt-Dmg:33(13), BldM'dt-Acc/Dmg:33(15), DefBuff-I:35(15), DefBuff-I:35(25)
    Level 14: Super Jump -- ULeap-Stlth:33(A)
    Level 16: Swift -- Run-I:35(A)
    Level 18: Health -- Numna-Regen/Rcvry+:33(A)
    Level 20: Stamina -- EndMod-I:35(A), EndMod-I:35(21), EndMod-I:35(21)
    Level 22: Gang War -- RechRdx-I:35(A), RechRdx-I:35(46), Acc-I:35(46)
    Level 24: Pistols -- Thundr-Acc/Dmg/Rchg:33(A), Thundr-Acc/Dmg/EndRdx:33(25), Thundr-Dmg/EndRdx/Rchg:33(34), Thundr-Acc/Dmg:33(37), Decim-Build%:33(46)
    Level 26: Call Bruiser -- BldM'dt-Acc/Dmg:33(A), BldM'dt-Dmg/EndRdx:33(27), BldM'dt-Acc/Dmg/EndRdx:33(27), BldM'dt-Dmg:33(29), BldM'dt-Acc:33(31), SvgnRt-PetResDam:33(43)
    Level 28: Paralytic Poison -- G'Wdw-Acc/Rchg:33(A), G'Wdw-EndRdx/Hold:33(29), G'Wdw-Acc/EndRdx:33(31), G'Wdw-Hold/Rng:33(33), G'Wdw-Acc/Hold/Rchg:33(33), G'Wdw-Dam%:33(34)
    Level 30: Dual Wield -- Thundr-Acc/Dmg/Rchg:33(A), Thundr-Acc/Dmg/EndRdx:33(31), Thundr-Dmg/EndRdx/Rchg:33(34), Thundr-Acc/Dmg:33(37)
    Level 32: Upgrade Equipment -- EndRdx-I:40(A), RechRdx-I:40(33)
    Level 35: Empty Clips -- Posi-Acc/Dmg/EndRdx:39(A), Posi-Acc/Dmg:39(36), Posi-Dmg/Rng:39(36), Posi-Dmg/Rchg:39(36), Posi-Dam%:39(40)
    Level 38: Noxious Gas -- RechRdx-I:40(A), RechRdx-I:40(39), EndRdx-I:40(39)
    Level 41: Bile Spray -- Posi-Acc/Dmg:44(A), Posi-Dmg/Rchg:44(42), Posi-Dmg/Rng:44(42), Posi-Acc/Dmg/EndRdx:44(42), Posi-Dam%:44(43)
    Level 44: Shark Skin -- Aegis-ResDam:47(A), Aegis-ResDam/EndRdx:47(45), Aegis-ResDam/Rchg:47(45), Aegis-Psi/Status:47(45)
    Level 47: Spirit Shark Jaws -- G'Wdw-Acc/Rchg:50(A), G'Wdw-EndRdx/Hold:50(48), G'Wdw-Acc/EndRdx:50(48), G'Wdw-Hold/Rng:50(48), G'Wdw-Acc/Hold/Rchg:50(50), G'Wdw-Dam%:50(50)
    Level 49: School of Sharks -- TotHntr-Acc/Immob/Rchg:50(A), TotHntr-Immob/Rng:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy



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  9. On my AR/Dark I can be running shadowfall, darkest night, combat jumping and acrobatics (plus after hitting 41 I have the scorpion sheild from the BS PPP). The last two because I hate to be immobilised when things go pear shaped, and knockback/holds interupting the flamethrower/full auto/buckshot cycle can be deadly.

    Add to that when solo I tend to herd groups to a blind, tarpatched corner with darkest night and if I get held/knockbacked then its usually faceplant city.

    Also on on a good fast moving team i'm spamming full auto/flamethrower and I find my endurance plummets. I have no endurance reducers in full auto at the moment, running with 1 acc., 3 dam. and 2 rech. red. to max out availability and for flamethrower 1 acc., 3 dam and 2 range enh. to give some truly beautiful burning cone-age.

    I am planning out a set IO build so I can also get some endurance reduction in there and finally have my cake and eat it .
  10. I find with my AR/Dark that he is really good at taking on large numbers of lieutenants and minions with the AoE potential but single target wise it is not quite as effective.

    In the primary I have only left out m30 grenade, snipe and beanbag.

    M30 because with tar patch to boost damage, flamethrower+full auto+buckshot means most mobs are dead and knocked on their backsides. Also the scatter is rather extreme and all over the place with m30.

    Snipe because its damage is not that great for the activation time/interruptability. I also needed to drop powers to take acrobatics.

    Beanbag, because whilst it is very useful for most builds, /dark gives you petrifying gaze which is a hold that keeps a mob in place for ignite patches (the core of my single target damage).

    Endurance is a major problem for me with an AR/Dark, with all the toggles for /dark going plus acrobatics and combat jumping. Slotting endurance or IO sets which give endurance reduction in your attacks should help a lot.

    Bosses can also be a pain, and I deal with this by extreme debuffing (Darkest Night and drop Dark Servant on top of the boss).
  11. I have an AR/dark, so endurance use can be pretty high. I actually Slot flamethrower 1 acc, 3 dam &amp; 2 range. Only one accuracy because flamethrower has an inherent accuracy bonus, the range means you can hit a lot more people more easily with the flamethrower cone (the more people hit, the more endurance efficient the attack).
  12. I slotted 2 damage in myself because DA does about the same damage as gambler's cut and during longer fights it alleviates the hit to DPS somewhat when you spam DA a lot.
  13. I promised I would post my nin/nin stalker build. Once I hit 27 it became a lot of fun with decent hitting attack chain outside of ASing.

    Villain Plan by Mids' Villain Designer 1.153
    http://www.onthejazz.co.uk/hu/mhd.php

    Fateful Blade: Level 50 Natural Stalker
    Primary Power Set: Ninja Blade
    Secondary Power Set: Ninjitsu
    Power Pool: Leaping
    Power Pool: Fitness
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Sting of the Wasp -- Acc(A), Acc(3), Dmg(5), Dmg(11), EndRdx(11), RechRdx(25)
    Level 1: Hide -- EndRdx(A)
    Level 2: Ninja Reflexes -- DefBuff(A), DefBuff(3), DefBuff(15)
    Level 4: Danger Sense -- EndRdx(A), DefBuff(5), DefBuff(17), DefBuff(23)
    Level 6: Assassin's Blade -- Acc(A), Acc(7), Dmg(7), Dmg(9), Dmg(9), RechRdx(21)
    Level 8: Build Up -- RechRdx(A), RechRdx(13)
    Level 10: Combat Jumping -- Jump(A)
    Level 12: Placate -- RechRdx(A), RechRdx(13), RechRdx(15)
    Level 14: Super Jump -- Jump(A)
    Level 16: Kuji-In Rin -- RechRdx(A), RechRdx(17), RechRdx(21)
    Level 18: Divine Avalanche -- Acc(A), Acc(19), Dmg(19), Dmg(23), DefBuff(37), DefBuff(40)
    Level 20: Swift -- Run(A)
    Level 22: Health -- Heal(A)
    Level 24: Stamina -- EndMod(A), EndMod(25), EndMod(31)
    Level 26: Soaring Dragon -- Acc(A), Acc(27), Dmg(27), Dmg(29), EndRdx(29), RechRdx(31)
    Level 28: Kuji-In Sha -- Heal(A), RechRdx(31), RechRdx(34), Heal(43), RechRdx(46), Heal(50)
    Level 30: Acrobatics -- EndRdx(A)
    Level 32: Golden Dragonfly -- Acc(A), Acc(33), Dmg(33), Dmg(33), EndRdx(34), RechRdx(34)
    Level 35: Blinding Powder -- Acc(A), Acc(36), Conf(36), Conf(36), Conf(37), RechRdx(37)
    Level 38: Kuji-In Retsu -- DefBuff(A), DefBuff(39), EndMod(39), RechRdx(39), RechRdx(40), RechRdx(40)
    Level 41: Water Spout -- Dmg(A), Dmg(42), Dmg(42), RechRdx(42), RechRdx(43), RechRdx(43)
    Level 44: Spirit Shark Jaws -- Acc(A), Acc(45), Hold(45), Hold(45), RechRdx(46), RechRdx(46)
    Level 47: Summon Guardian -- Acc(A), Dmg(48), Dmg(48), Dmg(48), RechRdx(50), RechRdx(50)
    Level 49: Smoke Flash -- Acc(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Assassination
    Level 2: Rest -- Empty(A)
  14. I'll be on, although I have changed my character to a more scrappy dark/dark stalker. Her name is Death Adder.
  15. Well, I'll be on tonight but if we are doing the SF I probably won't be able to stay to the end. I'll need to log off by 9pm at the latest as I have to get up very early for work tomorrow.
  16. I would be interested in joining with my scrapper Tiger Flower.
  17. The stalker team meets at 7pm every Wednesday on Defiant.
  18. [ QUOTE ]

    Jumpkick = Awesome. Both me and Lotus took "jumpkick" as a pool power to get the extra attack. What this means is that a lot of prolonged fights looked like a couple of circus acrobats going crazy. As dumb as this ability is, somehow it became cool because we knew we weren't alone with it.


    [/ QUOTE ]

    I feel really bad now . I respeced Lotus because I realised I needed buildup to take down lieutenants in one go, but with my ranged sheild so early I couldn't fit it in. And when I respecced...I dropped jump kick ...don't hit me!

    *hides*
  19. The character's name is Williams in Enter the Dragon, played by Jim Kelly (thank you IMDB )
  20. BTW, will this be starting next Wednesday?

    Also should we all pick the same starting contact so we can go through the early missions and clear them together?
  21. I'm up for this definately.

    I've created an nrg/nin stalker called Lotus Flower. The pink pompoms of doom should fit as Lotus Flowers are also pink (but not pom poms ).

    She's...um...a magical ninja and stuff...and er...possessed by demon...generic excuses .
  22. Sounds interesting.

    I think it would be better to allow some latitude in choices for the stalker rather than just nin/nin.

    What day and what server were you planning on?
  23. Well, the first couple of missions, mayhems, went rather badly. We kept being attacked by Longbow with a silly number of bosses in each wave (one group had 3 wardens and one commander).

    I think when push comes to shove corridors and confined spaces seem to be a trapper's friend.

    Was lots of fun though and I think at least 4-5 of us have got to 16, so next week we should have some real force field fun.

    It might be good if everyone could be ready next week with Marshall Brass as their contact so we can do the his missions (including the jet pack one) in one go?
  24. Hey guys, thanks for the advice but I have decided to ditch napalm and go with a mastermind. I'm not having much fun with napalm poet and I already have a high level ar/dark corrupter.

    I've tended to stall when levelling masterminds in the past so I think a regular team will help.

    Plus I'll be more able to solo a MM than a fire/ corrupter if I miss a week or two to catch up.

    So, napalm poet is dead, long live Commissar Jaeger merc/traps MM!
  25. I must admit, I'm debating another character change (my alt-itis has hit new heights...it's now affecting a single character slot).

    I'm worried about the soloability of fire/traps and the ungodly aggro it generates after Monday.

    I was thinking maybe mercs/traps MM? It works thematically, or am I being too hasty?