Myriad

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  1. ANCILLARY (EPIC) POOL
    [Note: Only a quick overview here.]

    Dark Mastery
    Not recommended.
    Oppressive Gloom
    This is a toggle PBAoE that applies a mag 2 disorient to targets in the AoE. To keep it up you'll „pay“ a little amount of endurance and some hitpoints. Very nice if you pair it with T-Clap. It doesn't synergize well with Hurricane, though.
    Dark Consumption
    This power does moderate PBAoE damage and adds to your endurance.
    Dark Embrace
    The „armor“ in this set. Gives protection from Smashing, Lethal (Res +27.5%) and from Negative, Toxic (Res +15%).
    Soul Transfer
    A self rez.
    Soul Drain
    This power does moderate PBAoE damage while buffing your damage (+12.5%) and ToHit (+5%).

    Electricity Mastery
    Recommended.
    Electric Fence
    This is a mag 3 Immob with moderate DoT.
    Thunder Strike
    A high damage melee attack with a chance for a mag 3 Stun. This power hits almost as hard as a Sniper attack.
    Charged Armor
    The „armor“ in this set. Protects from Smashing, Lethal (Res +27.5%) and Energy (Res +20%). This is the best ancillary armor imho.
    Shocking Bolt
    A fast single target mag 3 hold.
    Power Sink
    This is a PBAoE and drains end from your opponents while increasing your own end. Maybe the best „end sucker“ out there.

    Power Mastery
    Recommended.
    Conserve Power
    This power lessens the end cost for all your powers for a good while (90s). This is a great power if you intend to use many „end expensive“ powers fast. Rchg enhancers are the only enhancers that make sense in this power.
    Power Build Up
    PBUp gives a ToHit Buff (+10%), Damage Buff (+80%) and a special buff that boosts all your secondary power effects (+149%), like the heal from O2 or the strength of your debuffs.
    Force of Nature
    More or less the same as the tier 9 tanker power Invulnerability/Unstoppable. Very nice to have but with a 100% end crash at the end of the duration.
    Temp Invulnerability
    The „armor“ in Power Mastery. It provides good resistance from Smashing, Lethal (Res +30%).
    Total Focus
    This is a melee attack that does extreme damage and applies a mag 4 stun. It does more damage than any other Defender attack with the exception of tier 9 attacks.

    Psychic Mastery
    Recommended if you want to go for max defense. This is the only possibility to get a confuse power to slot Coercive Persuasion (purple set, needs 6 slots and gives +5% ranged def among other things).
    Dominate
    Mag 3 single target Hold plus moderate damage.
    Mass Hypnosis
    Mag 3 ranged targeted AoE Sleep.
    Mind Over Body
    The „armor“ in this set. Protects from Smashing, Lethal (Res +27.5%) and Psionic (Res +20%).
    World of Confusion
    PBAoE toggle mag 2 confusion power.
    Telekinesis
    Mag 3 ranged targeted AoE Hold plus Repel.
  2. POWER POOL
    [Note: Only a quick overview given here.]

    Concealment
    Not recommendable for Storm/Energy.
    Stealth
    You cannot stack Stealth with Steamy Mist. No need to take this power.
    Grant Invisibility
    Works only on teammates and gives them invisibility for 120s.
    Invisibility
    Gives you invisibility. However, you cannot attack. Steamy Mist + Super Speed gives practically the same level of concealment in PvE.
    Phase Shift
    Once this was a great power and even worth it to take 2 unneeded powers to get it. Nowadays I would strongly suggest to keep away from this power. If you really really want Phase Shift, do some Safeguards and do the „Prevent Weapons Deal“ side quest. Eventually you will get a Phase Shift temp power (I have one – actually I have even two different Phase Shift temp powers and rarely use them).

    Fighting
    Possible choice if you want to go for max defense.
    Boxing
    Moderate damage melee attack. Almost like Brawl. Boxing has slightly better DPS than Kick.
    [Note: Boxing has a Disorient component making it possible to slot Stun IO sets here.]
    Kick
    Moderate damage melee attack. I like it better that Boxing, because it has some style to kick a Paragon Protector's behinds.
    [Note: Kick has a Knockback component, making it possible to slot KB IO sets here (Explosive Strike is probably the best choice to max ranged defense).]
    Tough
    Toggle that gives 15% Res (Smashing, Lethal).
    Weave
    Toggle that gives 5% Def and protects from Immobilization.

    Fitness
    Must have! Storm/Energy is very endurance demanding.
    Swift
    A passive power that increases run and flight speed. I took it at level 18 and put a Fly enhancer in it. I wouldn't recommend to slot it more than that.
    Hurdle
    A passive power that increases jump height and speed. The power of choice on your way to Stamina, if you're not a flier.
    Health
    A passive power that increases your Regen (+40%) and gives some resistance vs. Sleep (48.4%). I took it at level 20. This is the perfect mule for the Numina, Miracle and Reg.Tissue uniques.
    Stamina
    Maybe the most useful power in the game and probably the power most taken. Stamina is a passive power that increases you Recovery (+25%). I took it at level 22 and 3-slotted it asap (the benefit of a 4th slot wasn't worth it before I11 imho, but I11 introduced some setIOs for this power so a 4th slot is now something you should think about.

    Flight
    Highly recommended!
    Hover
    This power lets you fly really slow and provides minor defense (Def +2.5%). Take it and put at least 3 slots in this power, 1 LotG +Rchg and 2 BotZ.
    It should be noted that it's possible to make Hover almost as fast as unslotted Fly (3-slot Hover with Fly enhancers and put Fly enhancers into Swift). This will give you aerial movement which is never suppressed. Additionally Hover is now unaffected by -Fly effects.
    Air Superiority
    A moderate damage melee attack with a strong KUp. This power is probably the best Power Pool attack because of that. Damage wise it's on par with the other Power Pool attacks (all Power Pool attacks have almost the same DPS – it's the secondary effects that makes the difference).
    Fly
    You can fly. Flight is suppressed for a short moment if you attack someone with a damage dealing power. Pure debuffs like Snow Storm do not cause suppression (be thankful for that – when they first introduced Suppression, debuff toggles caused perma-suppression).
    [Note: You'll need this as a BotZ mule.]
    Group Fly
    You and nearby teammates can fly. This power drains a lot of endurance, reduces Acc and is slower than Fly. It can be useful in the Shard, during a Hami Raid and in some missions. If you use this power to group fly your team, let one of your teammates take lead and put him on autofollow. That way all team members probably stay in the AoE.
    [Note: Another BotZ mule in Flight. No other power pool has 3 powers which take BotZ making Flight the best Power Pool if you aim at soft capped ranged defense imho.]

    Leadership
    Recommended.
    Maneuvers
    A toggle that gives Def +3.5% to you and any friendlies within range. Other ATs get even less defense from this power. It's weaker than Weave with identical end cost. However, it's available as the first choice in the Leadship power pool whereas Weave requires you to take 2 other powers first.
    Assault
    A toggle that gives a +18.8% DmgBuff to you and any friendlies within range (Other ATs get a lesser DmgBuff). You can only slot this power for End and Rchg.
    Tactics
    This toggle gives a +12.5% ToHit Buff, Res against Confuse and Fear and increases your Perception. A very nice to have, especially against Rikti Drones.
    Vengeance
    This power will give a strong buff to defense (Def +25%) and resistance vs. status effects, it will heal a little bit and will buff Damage (+35%) and ToHit (+35%). All you need is a fallen teammate within range (60) and you can provide this buff in a large AoE (radius: 100).

    Leaping
    Possible choice instead of Speed if you want to go for max defense.
    Jump Kick
    A moderate damage melee attack.
    Combat Jumping
    Toggle power that grants Def +2.5%, protection from Immobilization and increases JumpHeight.
    Definitely the power to take on the way to Super Jump and Acrobatics.
    Super Jump
    Gives the ability to leap great distances and heights. Almost ideal combination of speed and 3-dimensional movement. Good for PvP.
    Acrobatics
    A toggle power that gives some protection against holds (mag 2) and protection against KB and KUp (mag 9). 2/9ths of the KB protection part is enhanceable.

    Medicine
    Nice to have because of Aid Self, but I don't see the room in the build.
    Aid Other
    Single target heal, comparable to Empathy/Heal Other (but weaker: interruptable, much longer rchg and lesser range).
    Stimulant
    This power is comparable to Clear Mind (but weaker: interruptable, lesser range, only half the duration, no +perception, etc.).
    Aid Self
    A self heal that can be very convenient (heals 199.4 at L50). If slotted with Interrupt enhancers it can even be use in fights, as long as you aren't taking DoT damage (when I tested this with 3*Interrupt I still got interrupted from DoT too often to use this power reliably under such a condition.)
    Resuscitate
    With this power you can rez a fallen hero.

    Presence
    Not recommendable.
    [Note: I never really tried the powers in this Power Pool. I had Provoke on one of my early tanks (when it was needed because it was much better than anything Tankers had). I don't think these powers are very useful for a Defender. Maybe you just need some clever idea to use them?]
    Challenge
    Ranged single target taunt.
    Provoke
    Ranged targeted AoE taunt.
    Intimidate
    Ranged single target fear.
    Invoke Panic
    PBAoE fear.

    Speed
    Recommended.
    Flurry
    A moderate damage melee attack.
    Hasten
    This power increases the recharge speed of your powers. Hasten is a very good power, better than many Primary or Secondary Power choices. I recommend to take this power after Stamina, because the end drain from the now faster recharging attack powers.
    To make Hasten perma you need ~276% recharge. 3-slotted with recharge enhancers gives you 99% recharge, hasten itself adds another 70%. “Only” 107% more recharge from other sources needed. It is possible, but very difficult (= expensive) and you risk to break your build (plus it's not needed for a Storm/Energy anyway).
    Super Speed
    Super Speed lets you run very fast. It gives no vertical movement, though. Together with Stealth (Concealment/Stealth, Storm Summoning/Steamy Mist or Dark Miasma/Shadow Fall for example) it provides the equivalent of full invisibility in PvE. Super Speed is good „out of the box“ and doesn't need additional slots.
    [Note: Sprint stacks with Super Speed.]
    Whirlwind
    One question I have often seen is how it stacks with Hurricane (I was interested in the answer myself ). Well, combining it with Hurricane makes no sense. The end cost is too high and you won't notice any favorable effect.

    Teleportation
    Not recommended.
    Recall Friend
    This power allows you to teleport teammates to your position over great distances (10,000) which can be very convenient. In almost all zones the range is enough to port someone from any position to any other position. A few zones are too big, though (IP, Shard zones).
    Teleport Foe
    You can port a foe to a position near you (needs a target hit). Can be used to „pull“.
    Teleport
    Allows you to teleport in a direct line for a certain distance (300). Teleport provides very fast movement but is tricky to use, especially when you get lag. After a port you will hover for a short moment in mid air, then you begin to fall. Your vertical movement from falling is negated if you port again (this wasn't always the case). If you plan to use this power you should bind the power to a key on your keyboard (/bind numpad5 powexec_name Teleport – for example). This way you can activate the port with a key while you point with the mouse in the direction you want to go. Please note, that slotting this power for range does not only give benefits. A range enhancer in this power will increase the distance you can port. But at the same time it will make it more difficult to maneuver if you want to go a short distance.
    Team Teleport
    This power is comparable to Teleport, works for the whole team, though (if they are within a certain radius of the caster). It's a fun power but not really that useful imho.
  3. SECONDARY POWERS

    Power Bolt
    Ranged, Minor DMG(Energy/Smash), Foe Knockback
    A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage. Damage: Minor, Recharge: Fast
    Available: L1
    End Cost: 5.2
    Recharge: 4s
    Range: 80
    Cast: 1s
    Damage: 7.23 (Smashing) plus 28.92 (Energy) = 36.15
    Special: KB (mag 1.45) to target (20% chance)
    The first power in the set. This means you have no choice but to take it. Luckily it's a nice and useful power. It's 3rd best in the whole powerset when you go for DPS or DPE.
    I took this power at level 1 (what a surprise ) and started to slot it right away. Adding some acc and dmg first, later I added rchg.
    SO slotting: 1-2*Acc, 3*Dmg, 1-2*Rchg, 0-1*End (4-6 slots total)
    HO slotting: Nucleolus (Acc/Dmg), Centriole (Dmg/Range)
    IO slotting:
    6-slotting this with Thunderstrike might be a good idea. If you have enough defense already you could 5- slot this with Apocalypse. Another good idea, if you have enough defense, is to take 2 single target powers and slot both with 3 Apocalypse and 3 Devastation to double the regen and hp bonus from Apocalypse and Devastation. I would avoid knockback sets for this power.

    Power Blast
    Ranged, Moderate DMG(Energy/Smash), Foe Knockback
    A much more powerful, yet slower version of Power Bolt. Power Blast sends a focused beam of energy at a foe that can knock him back. Damage: Moderate, Recharge: Moderate
    Available: L2
    End Cost: 8.53
    Recharge: 8s
    Range: 80
    Cast: 1.67s
    Damage: 23.13 (Smashing) plus 36.15 (Energy) = 59.28
    Special: KB (mag 2.08) to target (30% chance)
    Probably the most used power in this set. Good range, good damage. 2nd best power in the set when it comes to DPS or DPE.
    I took this power at level 2 and started to slot it right away. At first I slotted Power Blast parallel to Power Bolt. Then, with the 4th and 5th slots I let it get ahead.
    SO slotting: 1-2*Acc, 3*Dmg, 1-2*Rchg, 0-1*End (5 or 6 slots total)
    HO slotting: Nucleolus (Acc/Dmg), Centriole (Dmg/Range)
    IO slotting:
    6-slotting this with Thunderstrike might be a good idea. If you have enough defense already you could 5- slot this with Apocalypse (if you haven't placed it in another power already). Another good idea, if you have enough defense, is to take 2 single target powers and slot both with 3 Apocalypse and 3 Devastation to double the regen and hp bonus from Apocalypse and Devastation. I would avoid knockback sets for this power.

    Energy Torrent
    Ranged (Cone), Moderate DMG(Energy/Smash), Foe Knockback
    Energy Torrent unleashes a cone of powerful energy that can smash foes and possibly send them flying. Damage: Moderate, Recharge: Slow
    Available: L4
    End Cost: 11.86
    Recharge: 12s
    Range: 40
    Arc: 45°
    Cast: 1.07s
    Damage: 10.8 (Smashing) plus 23.9 (Energy) = 34.7
    Special: KB (mag 6.23) to target (60% chance)
    Energy Torrent is a nice AoE power early in the powerset and it comes with a high chance of strong KB. To get the most out of it you need to keep an eye on position. Use it to KB villains into the waiting Claws, Swords, Hammers and whatnot of your fellow meleers (and into AoE zones of active powers, of course). Don't use it to KB them out of their reach or out of AoE zones.
    You will notice the end cost of this power, so I recommend to slot it with an end reducer soonish. I skipped Energy Torrent in favor of other powers.
    SO slotting: 1-2*Acc, 2-3*Dmg, 0-1*Rchg, 1-2*End (4 – 6 slots total)
    HO slotting: Nucleolus (Acc/Dmg), Centriole (Dmg/Range)
    IO slotting:
    Ragnarok is the best IO set for this power. Positron's Blast is second best. If possible you should 5-slot this with either of the sets to go for the bonus to recharge (among other things).

    Power Burst
    Close, High DMG(Energy/Smash), Foe Knockback
    A short range, but devastating attack. Power Burst unleashes a massive amount of energy dealing very high damage at short distances. The impact from this burst often knocks back most foes. Damage: High, Recharge: Slow
    Available: L10
    End Cost: 10.4
    Recharge: 10s
    Range: 40
    Cast: 2s
    Damage: 36.1 (Smashing) plus 40.5 (Energy) = 76.6
    Special: KB (mag 4.15) to target (60% chance)
    This power is the best you can get in this set when it comes to DPS or to DPE and it's the foundation of your burst damage (this power does high damage for defender standards, but don't compare it with the Blaster power of the same name ... Defenders are just not in their league when it comes to raw damage). You will notice the short range, though.
    I took this power at level 10 and started to slot it up as fast as possible. When I got the 4th and 5th slot I slotted it parallel to Power Blast.
    SO slotting: 1-2*Acc, 3*Dmg, 1-2*Rchg, 0-1*End (5 or 6 slots total)
    HO slotting: Nucleolus (Acc/Dmg), Centriole (Dmg/Range)
    IO slotting:
    6-slotting this with Thunderstrike might be a good idea. If you have enough defense already you could 5- slot this with Apocalypse (if you haven't placed it in another power already). Another good idea, if you have enough defense, is to take 2 single target powers and slot both with 3 Apocalypse and 3 Devastation to double the regen and hp bonus from Apocalypse and Devastation. I would avoid knockback sets for this power.

    Sniper Blast
    Sniper, Extreme DMG(Energy/Smash), Foe Knockback
    A focused blast that can travel great distances with high Accuracy. This is a sniper attack, and is best fired from a distance, as it can be interrupted. Sniper Blast may knock targets backwards. Damage: Superior, Recharge: Slow
    Available: L16
    End Cost: 14.35
    Recharge: 12s
    Range: 150
    Cast: 4.33s
    Accuracy: 90% (1.20X)
    Interrupt: 3s
    Damage: 27.5 (Smashing) plus 72.3 (Energy) = 99.8
    Special: KB (mag 1.45) to target (50% chance)
    This power has very high single target damage at a very long range. However, it's easy to get interrupted when you're in the midst of things.
    I didn't take this power. But if you do, I recommend to 6 slot it to make it as powerful as possible (you will have to sacrifice the slots elsewhere, of course). You might want to get at least one acc enhancer in it, despite the acc bonus this power has „out of the box“ (you really don't want to miss when you snipe something).
    SO slotting: 1-2*Acc, 3*Dmg, 1-2*Interrupt (6 slots)
    HO slotting: Nucleolus (Acc/Dmg), Centriole (Dmg/Range)
    IO slotting:
    Try the Sniper setIOs. They're really cheap at WWs and they give good benefits. Sting of the Manticore even gives the first bonus to defense with only 3 slots.

    Aim
    Self +To Hit, +DMG
    Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage. Recharge: Long
    Available: L20
    End Cost: 5.2
    Recharge: 90s
    Cast: 1.17s
    Duration: 10s
    Special: 50% ToHit Buff, 50% Dmg Buff
    This power gives you a ToHit Buff and a Dmg Buff of 50% each for 10s. Aim is good „out of the box“ and doesn't need to be slotted (you really need the slots elsewhere). You can only slot this power for End, Rchg or ToHit Buff anyway.
    SO slotting: 1*Rchg
    HO slotting: 1*Membrane (ToHit Buff/Rchg)
    IO slotting:
    It's unlikely that you'll put additional slots here. If you do, it might be to go for 6-slotted Gaussian's Synchronized Fire Control or 2-slotted Rectified Reticle.

    Power Push
    Ranged Minor DMG(Energy/Smash), Foe High Knockback
    This ranged attack deals little damage, but sends the target flying for a great distance. Damage: Minor, Recharge: Moderate
    Available: L28
    End Cost: 8.53
    Recharge: 8s
    Range: 70
    Cast: 1.1s
    Accuracy: 105% (1.40X)
    Damage: 7.23 (Smashing) plus 7.23 (Energy) = 14.5
    Special: KB (mag 16.62) to target
    Here's the power I like the least in this set. Power Push has a 100% chance to KB a single target with a very high magnitude and does some damage. Doh. If you want damage, you can take better powers. If you want the KB, just take Gale. Gale looks much better and is AoE (with a decreased magnitude, though).
    SO/HO/IO slotting: The only recommendation I can give here, is to avoid the power entirely. Yes, ...it is that bad.

    Explosive Blast
    Ranged (Targeted AoE), High DMG(Smash/Energy), Foe Knockback
    You hurl a blast of charged energy that violently explodes on impact, damaging all foes near the target. Explosive Blast may knock targets backwards. Damage: Minor, Recharge: Slow
    Available: L35
    End Cost: 15.18
    Recharge: 16s
    Range: 80 (AoE 15 ft. radius)
    Cast: 1.67s
    Damage: 18.1 (Smashing) plus 14.5 (Energy) = 32.5
    Special: KB (mag 4.15) to target (50% chance)
    Explosive Blast is your ranged AoE in this powerset. It could use some more damage, imho, but currently it's all we have. Energy Torrent does slightly more damage and has better knockback. However, I prefer Explosive Blast because it has better range, bigger AoE and looks better.
    I took this power at level 35 and 5-slotted it asap.
    SO slotting: 1-2*Acc, 3*Dmg, 0-1*Rchg, 0-1*End (5 or 6 slots)
    HO slotting: Nucleolus (Acc/Dmg), Centriole (Dmg/Range)
    IO slotting:
    Ragnarok is the best IO set for this power. Positron's Blast is second best. If possible you should 5-slot this with either of the sets to go for the bonus to recharge (among other things).

    Nova
    PBAoE, Extreme DMG(Energy/Smash), Foe Knockback, Self -Recovery
    You can explode in a tremendous blast of energy, sending nearby foes flying. The Nova deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of Endurance, and unable to recover any Endurance for a while. Damage: Extreme, Recharge: Very Long
    Available: L38
    End Cost: 20.8
    Recharge: 360s
    Radius: 25
    Cast: 3s
    Accuracy: 105% (1.40X)
    Duration: 20s
    Damage: 36.2 (Smashing) plus 140.1 (Energy) = 176.2
    Dmg (exact): 36.15 + 72.29 + 54.22 (75% chance) + 54.22 (50% chance)
    Special: KB (mag 20.8) to target, Recovery -1000% to caster, Endurance -100% to caster
    This is the big BOOM in this set. However, unlike the Blasters version of this power the Defenders version simply doesn't do enough damage to be worth the cost imho. This power, even if 6 slotted, will not kill everything around you. And it will remove all your endurance and will prevent endurance recovery for 20s. 20 seconds is a long time and your team will probably miss your buffs and debuffs.
    I didn't take this power.
    SO slotting: 1*Acc, 3*Dmg, 2*Rchg (6 slots)
    HO slotting: Nucleolus (Acc/Dmg)
    IO slotting:
    Obliteration if you have 6 slots available, Armageddon if you have 5 slots available and Eradication if you just have 4 slots available.
  4. PRIMARY POWERS
    [Note: At level 35 and higher an IO will always be better than a SO. For lower level characters I recommend to check the enhancement value of the best TO/DO/SO/IO you can get and cross index the prices. You can often get IOs at WW surprisingly cheap. If you replace/upgrade your enhancers every level to have them at max effectiveness you better have enough funds or you'll be out of influence very fast. When I level a character I usually upgrade only every 5 levels (i.e. L27, L32, L37; L42 etc.]

    Gale
    Ranged (Cone), Minor DMG(Smash), Foe Knockback
    You can call forth a tremendous gust of Gale force winds that knock down foes and deal some Smashing damage in a wide cone area. Damage: Minor, Recharge: Moderate
    Available: L1
    End Cost: 7.8
    Recharge: 8s
    Range: 50 (80° arc)
    Cast: 2.17s
    Accuracy: 67.5% (0.9X)
    Damage: 3.61 (Smashing)
    Special: KB (mag 10.39) to target
    Gale looks very good, but that's it. The power comes with a penalty to accuracy so it's not even reliable against minions, if you don't slot it for acc. The damage is negligible so the only usage is to push enemies around, usually simply away from you or to push them into the AoE of another power. Don't (!) use this power to push enemies away from melee characters. You won't help them. Instead you help your enemies because it now takes longer for the meleers to kill their targets and you annoy your teammates because of the same reason (meleers have to run after their targets, multiple targets end up scattered thus making AoEs less effective).
    If you intend to take this power I would recommend to take it later in your build. Gale is pretty and is a plus for the fun factor, but it hurts your DPS and is not adding much to your survivability.
    I didn't take this power (no room in my current build).
    SO slotting: 1-2*Acc
    HO slotting: Nucleolus (Acc/Dmg)
    IO slotting:
    The knockback IO sets are very cheap and give a good bonus each. Explosive Strike for example gives +1.88% on ranged def when slotted with 3 IOs. However, even when you took Gale you'll probably have difficulties to find the slots needed.

    O2 Boost
    Ally Heal, +Res(Disorient, Sleep, End Drain), +Perception
    Saturates the air around a targeted ally with rich oxygen, healing their wounds. The O2 Boost can protect a targeted ally from Sleep, Stun and Endurance Drain effects as well as increase perception. You cannot use this power on yourself. Recharge: Fast
    Available: L1
    End Cost: 13
    Recharge: 4s
    Range: 80
    Cast: 2.27s
    Duration: 60s
    O2 Boost is a good single target heal (unenhanced it heals 176.7 at L50 – Empathy/Heal Other heals 262.4) and is enough to really make a difference for 1-2 allies (useful to help in a Strike Team in the Hami Raid). It does not make you a „healer“, though. Additionally it negates Sleep and Disorient (mag -8.65) and protects from Sleep for 60s (173%). It is often overlooked, that it does give protection from endurance drain and end recovery reduction, too (86.5%). This can be very useful when fighting certain villains, especially in the higher levels (Malta/Sappers and Carnival of Shadow come to mind). I12 even added a perception bonus to O2 Boost (+108.12 perception radius on target and 108.12 res to perception radius for 60s).
    I took this power at level 1 and started adding slots to it in the high 30s.
    SO slotting: 0-3*Heal, 1*Rchg
    HO slotting: Golgi (Heal/End)
    IO slotting:
    The best sets to slot this are Miracle and Numina imho. Panacea is very expensive and only gets golden if you 5- or 6-slot it. With 2 or 3 slots you are better off with Miracle (if you want +recovery) or Numina (if you want +regen).

    Snow Storm
    Toggle: Ranged (Targeted AoE), Foe -Speed, -Recharge, -Fly
    While active, the chill from this Snow Storm can dramatically Slow the attack and movement speed of the target and all nearby foes. The torrent winds of the Snow Storm are enough to bring down flying foes. Recharge: Slow
    Available: L2
    End Cost: 0.52/s
    Recharge: 10s
    Range: 80 (AoE 25 ft. radius)
    Cast: 2.03s
    This is one of the signature powers in this powerset. It reduces run and flight speed, jump height and recharge speed of a target (-62.5%). Best used on a strong target (I always try to target the enemy who is most likely to survive the longest). I like to use it as an opener, followed by Freezing Rain. If you time it right, the knockdown from FR will keep them from firing at you too often. However, one lucky shot might be enough if it has the capability to mez you. That's why it's wise to wait til someone else grabs the aggro first. Also keep an eye on your anchor (the villain who was the target when you cast the power). The anchor can only move slowly by himself. But if he gets KBed a few times he might end up in another mob, instantly aggroing it.
    I took this power at level 4. The second slot was added early, because the endurance cost of this power is very noticeable. I added more slots in the high 30s to increase the slow effect.
    SO slotting: 1-2*End, 1-3*Slow
    HO slotting: -
    IO slotting:
    The Slow IO sets are currently (I16) the only IO sets that can be slotted in Snow Storm. None of the sets really fits and all of them need to be 4- or 6-slotted to give a decent bonus. If you intend to use Snow Storm often you should avoid the IO sets and go for standard IO enhancers. I'd slot it with 2*End and 1*Slow in this case.

    Steamy Mist
    Toggle: PBAoE, Team Stealth, +DEF(All), +Res(Fire, Cold, Energy, Confuse)
    Your mastery of the elements allows you to hide yourself and all nearby allies within a Steamy Mist. Steamy Mist makes you and your allies harder to see and increases your Defense bonus to all attacks, while reducing Fire, Cold, and Energy damage, as well as your Foes ability to Confuse you. You cannot use any other Concealment type powers while using Steamy Mist. Recharge: Slow
    Available: L6
    End Cost: 0.52/s
    Recharge: 15s
    Cast: 1.87s
    Defense: 5%
    Resistance: 20% (Fire, Cold, Energy)
    Steamy Mist gives stealth, increases your defense (5%) and your resistance vs. fire, cold and energy (20%) and protects from confusion (216.25%). This is usually the first power I activate when I buff up. Combined with Super Speed you will have the equivalent of full invisibility in PvE.
    I took this power at level 6. The end cost is noticeable and you'll need at least 1 end reducer to make it bearable. Try to add a 3rd and maybe a 4th slot early to increase resistance. This will help against Hellions, Outcasts and Lost (among others).
    SO slotting: 1-2*End, 2-3*Res, 0-2*Def (5 or 6 slots total)
    HO slotting: Ribosome (End/Res), Cytoskeleton (End/Def)
    IO slotting:
    Steamy Mist takes defense enhancers and resistance enhancers. If you don't intend to take Tough or one of the ancillary armors you should place the Steadfast Protection unique here. If you have enough influence you could also add the Gladiator's Armor unique (currently that sells for 2 Bn). Other than that slot Steamy Mist for defense. Shield Wall is the best set if you 3-slot the power (not counting the uniques). If you want to add the Shield Wall unique, you should add it as a 4th SW IO to not compromise the defense quality (you don't really need the global +3% res, though). Luck of the Gambler is the prime choice, if you want to add some recharge, especially if you have 4 slots available. 6 slotting with Titanium Coating is an option, if you placed the uniques elsewhere and need +2.5% ranged defense.

    Freezing Rain
    Ranged (Location AoE), Minor DoT(Cold), Foe -Speed, -Recharge, -DEF -Res
    Summons Freezing Rain at a targeted location. Freezing Rain deals minimal Cold damage to anything that passes through the storm. It also Slows the affected foes and severely reduces their Defense and resistance to damage. Many foes may even slip and fall trying to escape the storm. Damage: Minor(DoT), Recharge: Long
    Available: L8
    End Cost: 18.2
    Recharge: 60s
    Range: 60
    Cast: 2.03s
    Accuracy: 150% (2.00X)
    Duration: Special
    Damage: 0.33 (Cold) x75
    This is another signature power in this powerset. Freezing Rain can shred the defense and resistance of your opponent, making him much more vulnerable against your attacks. When it comes to reducing defense and resistance it is practically as strong as Rad/Rad Infection and Rad/Enervating Field combined (def -30%, res -35% for 45s). Additionally it slows all villains in the AoE (run/jump -70%, fly -60%, recharge -50% for 30s). The slow effect partially continues for 15s after the initial 30s duration (run/jump/fly/recharge -30%, unenhanceable). Villains in the AoE tend to fall down a lot. Try to combine this with other powers with knockdown (Ice Slick, Ice Patch or Blizzard for example). Enemies won't fall down if they're being immobilized. NPC villains usually will try to exit the AoE as fast as possible. This can result in a lot of chaos, if you're not careful. Don't use FR when position is more important than debuff (like in some AV fights). It's not a good idea to use FR on Warwolves either.
    I took this power at level 8, added two slots at level 9 and enhanced it with DefDebuff, rchg and end. Later – when I had Stamina – I dropped end and added another DefDebuff. FR needs to hit to be effective but it comes with increased acc, so shouldn't be necessary to slot it for acc (well, maybe 1 acc if you fight purples often).
    SO slotting: 0-1*Acc, 0-3*DefDebuff, 0-2*Slow, 0-2*Rchg
    HO slotting: Lysosome (Acc/DefDebuff)
    IO slotting:
    The Shield Breaker IO set is the best set you can slot here, especially if you 6-slot it. Don't waste space to slot FR for damage or slow IO sets. The slow IO sets aren't that good and the basic damage in FR is so weak, that there isn't much you could enhance. There are 5 damage procs available that you could slot into FR. I never tried that myself, because procs are too unreliable imho, but with 5 damage procs at a 20% chance each to deal damage this could be interesting.

    Hurricane
    Toggle: PBAoE, Foe -Range, -To Hit, Repel, Knockback
    You can summon a Hurricane. The wind and rain from this massive storm reduce the range and chance to hit of nearby foes. The massive winds of this storm continuously force foes away from you. Recharge: Slow
    Available: L12
    End Cost: 0.65s
    Recharge: 10s
    Cast: 2.03s
    Hurricane is another signature power in this powerset. It will debuff ToHit (-37.5%) and Range (-60%, ranged attacks only). Additionally it will repel villains in the AoE and has a 5%/tik chance to KB (mag 8.31). All in all Hurricane provides excellent protection from melee attacks. With this power you can push your enemies into a direction you want (needs some practice, though) and corner them in corners or on projections and render them practically helpless there. When you are teamed with melee characters, please stay away from them. Hurricane will push their targets away and scatter them, making it hard for a meleer to do his or her job. Better stay back a bit and provide protection from melee for your „squishy“ teammates. However, if the meleer drops unconscious, you can run in and „touch“ the villains with Hurricane. This will debuff them for 10s. This way you can even replace a tank for a short while (usually at least long enough to rez him).
    I took this power at level 16 and added 2 slots at level 17. With 3 slots at level 17 you should slot it with 2 end reducers and 1 debuff. The end reducers are needed, because Hurricane drains a lot of end by itself, and together with your other toggles your end could be depleted fast.
    SO slotting: 1-2*End, 1-3*ToHit Debuff (2-5 slots total)
    HO slotting: Enzyme (ToHitDebuff/End)
    IO slotting:
    This should be 4-slotted with Dark Watcher's Despair, wich is easily the best IO set for this power.

    Thunder Clap
    PBAoE, Foe Disorient
    You can call forth a tremendous Thunder Clap that will Disorient most foes in a large area around you. Recharge: Slow
    Available: L18
    End Cost: 10.4
    Recharge: 45s
    Radius: 25
    Cast: 2.37s
    Accuracy: 60% (0.8X)
    Duration: 14.9s
    Special: mag 2 Stun to target
    T-Clap is a great looking power with an even better sound. Unfortunately it comes with a penalty to accuracy so you need to slot it for acc if you want it to be effective. With 2*acc it will stun minions reliably. The mag 2 Stun is not enough to mez bosses, though.
    I took this power somewhere in the mid 20s in my original build and added a second slot for acc asap. Later I added 2 more slots and enhanced it with 2*disorient duration. In the end I had it slotted with 3*Endo (Acc/Mez), 1*Rchg. However, in my later builds I respeced out of it (and that was a really hard decision). I simply needed the enhancement slots in other powers to max the efficiency of my setIOs. T-Clap usually doesn't have a strong impact anyway.
    SO slotting: 1-2*Acc, 1-2*Stun (2-4 slots total; you'll need the slots elsewhere)
    HO slotting: Endoplasm (Acc/Mez)
    IO slotting:
    If you have the room you could go for Absolute Amazement (cheap purple set) and 5 slot it for the +10% recharge and other benefits. Razzle Dazzle and Stupefy are other options, if you can afford to 5- or 6-slot them.

    Tornado
    Summon Tornado: PBAoE Minor DAM (Smash), Foe Knockback, Fear, Disorient
    Conjures up a funnel cloud at a targeted location. The Tornado will chase down your foes, tossing them into the air and hurling them great distances. The victims are left Disoriented and with reduced Defense. The Tornado is a menacing sight, and can even cause panic among your foes. Recharge: Long
    Available: L26
    End Cost: 20.8
    Recharge: 60s
    Range: 60
    Cast: 1.17s
    Duration: 30s
    Damage: 6.67 (Smashing) x61
    Special: Stun (mag 2) to target, KUp (mag 6.23), KB (mag 12.46), Def -15%
    Tornado is a untargetable pet that moves around to „attack“ random villains in aggro range. Tornado does almost negligible damage, applies a mag 2 Stun and a strong KB to the target. Additionally it reduces defense (def -15%). It can be used to ease the situation when you're in danger of getting overwhelmed. Just drop it to your feet and let it create some room for you to breathe again. If your team has to fight in a large area with incoming mobs from different directions (like in the reactor room in the Respec TF) in can help to „cover“ the area. Minions are thrown away and end up stunned. Even lts. and bosses are affected by the strong KB. If Tornado stays in contact with one target (this will happen if there's only one target available) it will NOT start to build up magnitude. Tornado simply doesn't stack with itself. However, you could stack it with T-Clap (or other disorient powers if you have them) to overcome the mez resistance of bosses. The DefDebuff is often overlooked. Def -15% may not sound like much. But that is the unenhanced value plus it stacks nicely with FR. Unfortunately the Fear component may cause hard targets (i.e. AVs) to run which is usually undesirable.
    I took this power at L30 in my original build. In my current build (and some other builds before that) I took it at L38 to make room for Super Speed at L30 (so I can have SS in Siren's Call).
    SO slotting: 0-2*DefDebuff, 0-2*Disorient, 0-2*Rchg (3 to 5 slots total)
    HO slotting: Peroxisome (Dmg/Mez)
    IO slotting:
    [Note: Tornado can be slottet with Pet IOs]
    Interesting IO sets for Tornado are Shield Breaker (6 slots needed), Expedient Reinforcement and to a lesser degree Call to Arms (6 slots needed each), Blood Mandate (especially when 6-slotted) and Soulbound Allegiance (3-4 slots needed)

    Lightning Storm
    Create Storm: Ranged, High DMG(Energy), Foe -End
    You can create a massive Lightning Storm that will strike any foe that approaches you. Lightning from this storm can knock down and damage all nearby foes, and can even instill panic. Lightning bolts will continue to fall as long as the storm remains. Recharge: Long
    Available: L32
    End Cost: 31.2
    Recharge: 90s
    Cast: 2.03s
    Accuracy: 150% (2.00X)
    Duration: 60s
    Damage: 44.5 (Energy)
    Special: -10% End, -100% Recovery for 4s (30% chance) and KB (mag 1) to target
    The tier 9 power of Storm Summoning is another of the signature powers and simply a must have. It summons an untargetable, stationary pet above you for 60s, that attacks random targets within range. It does ok damage and works as long as you are in range of it. It's a fire and forget power and it's possible to decrease the recharge speed enough to have 2 L-Storms out. When it hits it drains some end from the target and has a 30% chance of stopping the targets end recovery for 4 seconds. I suggest that you try to fly/hover up a bit before you cast this power. It looks nice, but it can obscure sight, especially in narrow surroundings.
    I took this power at level 32 and 6-slotted it asap.
    SO slotting: 0-1*Acc, 3*Dmg, 2-3*Rchg, 1-2*End (6 slots total)
    HO slotting: Nucleolus (Acc/Dmg), Centriole (Dmg/Range)
    IO slotting:
    6-slotting this with Thunderstrike might be a good idea. If you have enough defense already you could 5- slot this with Apocalypse. Another good idea, if you have enough defense, is to take 2 single target powers and slot both with 3 Apocalypse and 3 Devastation to double the regen and hp bonus from Apocalypse and Devastation. I would avoid end modification and knockback sets for this power.
  5. OVERVIEW

    Storm Summoning is not for everyone. It is not easy to play and can be frustrating for you and your teammates if handled wrong. I bet any player who has a L50 melee character could tell more than one story about a bad Stormie KBing enemies out of melee range, no matter how often you try to explain them how annoying that is.

    It is difficult to say how „powerful“ Storm Summoning is when compared to the other Defender primaries. I guess it's safe to say that any answer to this question depends on the circumstances. In PvE many teams will prefer Empaths, Rads, Kins and Darkies because of their AoE heals. A good Defender is much more than just a healing bot, though.

    On the bright side, Storm Summoning has the potential to really shine, if played well. It is versatile, dynamic and looks awesome (it is the best looking powerset in the game imho – this was my number 1 reason to choose it). I would rank it among the top 3 Defender primaries for solo play.

    My reason to choose Energy Blast as my secondary powerset was – again – how the powers looked and „felt“ when I first tested them. I like the „oomph“ in Energy Blast. The secondary effect of Energy Blast is knockback. While it is hated by most meleers, it can add some survivability to your character in PvE. If I could change it, I would probably go for Ice Blast as a secondary set, because of the synergies and lack of knockback.
  6. Guide to Storm Summoning / Energy Blast [I16]


    INTRODUCTION

    The following is my old Storm/Energy Guide which was originally written shortly after I9 went life, updated for compatibility with I12. And now again updated for compatibility with I16.

    Since I12 we had some interesting changes. I13 brought the toggle power changes: (passive) toggles no longer drop when mezzed, and new ancillary power choices. And I13 brought new IO sets. One of these, Blessing of the Zephyr, drastically changed the possibilities. Suddenly it was possible to soft cap ranged defense on a squishy. I14 brought a minor speed boost to Fly and Hover and the PvP IO sets. I15 and I16 had a lot of QoL changes, but no changes to Storm/Energy powers.
    Additionally PvP was heavily changed since I12. Can't say that I liked the changes, so my PvP activity went from minor to zero. Therefore I won't/can't comment on PvP aspects of the powers/build anymore. Sorry about that.

    Please note, that everything I will say in this guide is just my opinion and not „the one and only way to do it“.
    When I write about when I took a certain power I'm referring to my original build (as far as I can remember it.)

    All „hard data“ you will later find in the power descriptions is given for L50 and was originally either taken directly from the game (thanks to the devs for detailed power information) or taken from Mids' Hero Designer v1.3 (DB: 30.November.2007). For the I16 guide update I compared everything with the data from Mids' Hero Designer v1.6 (DB: 16 – Updated: 11.09.09).
  7. As an appendix here's the build with Maneuvers:

    Defense is much better overall, melee defense is softcapped. Regen is still good (I don't think you would notice a difference) and end usage vs. end recovery is manageable.
    Much better than the build with Physical Perfection in my opinion.


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  8. Ok, lets see.... seems you have a mid budget build in mind, so I'll try to make it not too expensive.


    Power choices:

    Primary:
    Looks fine to me.

    Secondary:
    SoW in the secondary is debatable. It's a situational power and if you're comfortable with your basic defense you could drop it. I will keep it in your build, though.

    Power Pools:
    You mentioned, that your main travel power is Ninja Run and you're considering to drop Fly. I'd say you should do it (you don't need the Winter's Gift IO anyway). Plus you have other possibilities to cover your vertical movement (i.e. flight pack). However, I would recommend to take Combat Jumping. It gives immobilization protection, defense and you can use it later to add a LotG +Recharge, if you have the influence. Next drop Swift and take Hurdle. Don't take them both, you simply don't have the room in your build.

    Ancillary Pool:
    In my opinion you should drop Physical Perfection and take Maneuvers from the Leadership power pool to add more defense to your build. You get enough recovery from Stamina and Quick Recovery to run all the toggles and you don't need that much regen, if the enemies don't hit you. However, you mentioned that you want to go for heavy regen, so I'll leave it in anyway.


    Slot distribution:

    All your attacks are 6-slotted. I don't think that's a good idea. At least remove 2 slots from Power Slice. It's a single target attack in an AoE attack chain and you really need some slots elsewhere.

    You can save another slot in High Pain Tolerance. The resistance enhancers don't add much to your survivability so lets remove them (we'll keep the fourth slot in HPT for another IO, though).

    Rise to the Challenge is good enough with 3 slots. Ditto for Stamina and Heightened Senses.

    SoW is situational, as I said earlier. Out of the box it gives roughly +20% to smashing/lethal resistance and +10% to everything else, plus a nice recovery bonus plus very good mez protection. It cannot be slotted for recharge, so you'll have a three minute downtime between two usages. I highly recommend to not add slots at all (yay ... 3 more slots to distribute .

    Tough and Weave work fine with just 3 slots each.

    That's 11 slots we can redistribute now. And we'll need them.


    Explaining every IO I changed would be a bit too much, I think, so here's your build with my 2ct:

    Key changes: roughly doubled melee defense (from 22% to 40.7%), added defense vs. S/L (from 27.7% to 38.2%), added 55% to regen. This build will tug a bit more on end, though.


    Edit: Just noticed, that I forgot to change the IOs in Quick Recovery. Here's the updated build:

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  9. Quote:
    "I don't normally take a power that I can use an inspiration for."
    This!

    Skip SoW, you won't miss it. Especially if you're going for an expensive build, like you said.
    I had SoW on my (first) DB/WP and on my BS/WP and there was not a single occasion that I remember, where SoW actually helped my toons on their way to L50. Whenever I ran into a situation where I needed the support of a tier 9 god mode power, SoW simply wasn't good enough to make a difference and let me survive.
  10. Made two runs to compare TF mode vs. no TF mode. Settings are +1/8/yes/no. SG mode off.
    No kill numbers, sorry, but here's what dropped:

    1st mission was from the contact Unai Kemen: "Close the dimensional ruptures" (the Banished Pantheon outdoor map).
    4,087,375 inf
    8 SO enhancements
    47 Salvage (3 rare, 8 uncommon, 36 common)
    2 Recipes (1 Damage, 1 Costume Piece)

    2nd mission was from Ouroborus to get into TF mode. I choose the first mission from the Unai Kemen arc: "Find two scientists" (the Hydra outdooor map) (Note: this map is cosiderably smaller than the map in my first run).
    1,543,511 inf
    6 SO enhancements
    40 Salvage (1 rare, 9 uncommon, 30 common)
    6 Recipes (all common IOs)

    What I got isn't great, but it seems that TF mode gives better results.
    I'll do more testing tomorrow.
  11. When I ran Levanteras 1st arc (RWZ) yesterday (+1, 8, bosses, no AV - ran it solo) I got 1 recharge and 2 range IO for the whole arc (I cleared all maps) plus 1 rare setIO from mission complete.

    In addition to that, I noticed that bosses weren't spawning as expected.
    The only bosses encountered were captive/bomb guards, patrol leaders and the "last room boss".
    In a normal 8-person team you usually get two bosses per spawn. Instead I got larger than normal spawns consisting of minions and lts. ... (double checked my settings after that).
  12. Myriad

    DPS Question...

    Try "The Results are in..." and "The Results Are In... Take 2" from BillZBubba. You'll find these threads stickied in the Scrapper subforum.
  13. Hmm... what if AE would only give patrol xp, but no real xp?
    Yes, you couldn't level to 50 anymore in AE alone, but that's something most people seem to dislike anyway. And it would kill PLing while still giving a reward that's worth xp.
  14. Myriad

    I met a newbie!

    This makes me remember my first day in CoH.

    After the tutorial Ms Liberty trained me to level 2. And then I got my first mission: "Defeat 10 Hellions in Atlas Park". I ran around a bit and noticed that the area I was in had different zones ... there was Atlas Plaza, where I started, The Promenade north of it and soon I was in Prometheus Park. I just couldn't find Atlas Park where I was supposed to look for Hellions (btw, AP was crowded with people and because of much lower spawn rates than today the streets were quite empty). I ran a little further, jumped down a wall and suddenly I was in Argosy Industrial Park (that's the far west area in AP, close to the war wall). Here I finally found some Hellions. Two of them actually.

    Although I was still looking for Atlas Park I wanted to have my first fight and so I enganged them opening with my mighty Power Bolt (yes, I noticed that their description appeared in purple, but after not paying much attention to what was taught in the tutorial I didn't know what it meant ). Blue streaks of raw energy came from my hands and hit the Hellion. It looked awesome .... the Hellion however was not very impressed for some reason, draw his shotgun and shot me, taking a huge bite out of my health. I answered with Power Blast while the other Hellion with his Sledgehammer was advancing. I missed. The Hellion didn't.

    I studied the dirt for a moment, trying to decide what to do next, when a nearby door opened. Another player came through and was immediatly attacked by the Hellions. He drew his Broadsword and quickly killed them (well, maybe they didn't attack him first, but he sure disposed of them quickly).

    Then he came over to me and handed me a wakie. While I rezzed he told me, that I should better stay in the lowbie area where the spawns aren't as tough as those that downed me. I told him about my mission and that I just couldn't find the area where I was supposed to look for Hellions (my, I was really a n00b then ). He explained it to me, said good bye and then he teleported away.

    He leaned back a bit, opened his arms, flashed and was gone!!!

    Wow, that was soooo cool. How I wanted to be able to that, too. Being able to move from one spot in the game to a completely differrent spot in the blink of an eye. I was really wondering how it worked. I assumed that the power allowed for some kind of bookmarks you could set as your teleport target areas and that you were getting more bookmarks the higher you leveled.... and I wanted to do that, too! Teleport was so awesome, it was the coolest travel power in the game and I couldn't even imagine how people could take something as mundane as flight, super speed or super jump.

    Well, I later respecced out of teleport and took flight.
  15. Myriad

    BS vs Katana

    If you include Combat Jumping and Weave you'll end up with 4 LotG's on a WP. And if you find room for Maneuvers as well (which is doable) you'll have your 5 LotG's.
  16. Welcome, Sunstorm .... nice to have you here.
  17. Base Repricing

    1) How will the repricing of bases affect you personally?
    I have a solo SG with a base on a 8x8 plot. I use it mainly for zone to zone movement via teleporters and to store inspirations. With the new rules for rent, I expect having to pay roughly 2000 prestige for upkeep (2 empowerment stations, 8 inspiration bins, 2 enhancement bins, 2 salvage bins plus additional salvage bins I'll add because of the new very limited holding space). Sure, it won't take long to earn those 2000 prestige. It's not a burden, but it is a nuisance.

    2) Will you dismantle your base to gain the additional prestige from the repricing?
    For two reasons this is not likely. Some parts of my base needed a LOT of time to get ready. And without a tool in the base editor that makes vertical item movement easy, it would take lots of time to rebuild that (try to build and decorate a 2nd level inside a 2x2 room and you know what I mean). The other reason (with much lesser impact, though) is, that crafted items will have indirect influence costs (because of the salvage requirements). And that means I might have to choose between buying a new item for my base or a new IO for one of my toons.

    3) How long would this process take you if you were to engage in this practice?
    I believe I would need 80-100 hours if I have to rebuild everything from scratch (you need time if you want to float lots of items).

    4) What are the positive and negative concerns regarding repricing?
    All in all repricing is very positive. The smaller SGs are now able to afford larger bases and build them faster.

    5) How will this feature affect you long term and short term?
    Short term: I'll have to pay upkeep for the first time soon.
    Long term: Eventually I will build a larger base and add more decorative items.


    Base Salvage Exchange to Invention Salvage

    1) What is the negative effect on your base for this feature implementation?
    There will be a competition between base items and IOs, because both need invention salvage to be created.
    Crafting base items will take more time, because you need to plan ahead and get the right salvage.
    Deleting crafted items is no longer trivial, because there's no refund for potentially valuable rare salvage components.

    2) What is the positive effect on your base for this feature implementation?
    I see none.

    3) How long will it take you to adjust to learning this new system?
    Instanteneous.

    4) What side effects to this system do you currently see from transitioning the old to new system?
    It will take a lot of time to convert base salvage one by one ... at least the people who are working on the crafting badges are probably happy about it.
    The base designers in larger SGs will need a noticeable sum of influence to buy salvage for items.
    The act of item crafting will require more time than before (it will take time to get the needed salvage - currently all you need is in the salvage bins)

    5) What security concerns do you have regarding this change?
    There might be an increased danger of virtual theft.


    Additional Notes:
    n/t
  18. Interesting! I was browsing through the new site and at http://www.cityofheroes.com/game_inf..._create_y.html I found this:
    [ QUOTE ]
    First, your supergroup must register your base with the registrar in PortOakes. Once you register, you can enter your new base through any of the Base Portals found across the Rogue Isles (and soon to be found across Paragon City).

    [/ QUOTE ]
    Well, I believe this is old text that needs to be updated but at first glance it sounds like an upcoming CoH/CoV merge.