Nemu_

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  1. Nemu_

    Sonic/MM

    This is what I'm speccing my sonic/mm to for i19. Only thing I don't have is the glad proc but that's just a matter of time.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Pottymouth Panda: Level 50 Magic Blaster
    Primary Power Set: Sonic Attack
    Secondary Power Set: Mental Manipulation
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Flight
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Subdual -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
    Level 4: Howl -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(23), Ragnrk-Acc/Rchg(23), Ragnrk-Dmg/EndRdx(25), Ragnrk-Knock%(25)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(21)
    Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dam%(33), Posi-Acc/Dmg/EndRdx(33)
    Level 12: Amplify -- RechRdx-I(A)
    Level 14: Super Jump -- Zephyr-Travel/EndRdx(A)
    Level 16: Concentration -- RechRdx-I(A)
    Level 18: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(34), Stpfy-Acc/EndRdx(34), Stpfy-Stun/Rng(40), Stpfy-Acc/Stun/Rchg(43), Stpfy-KB%(43)
    Level 20: Drain Psyche -- Nictus-Heal/HP/Regen/Rchg(A), Dct'dW-Heal/Rchg(40), Efficacy-Acc/Rchg(40)
    Level 22: Tough -- HO:Ribo(A), GA-3defTpProc(37), ResDam-I(37)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), HO:Enzym(34)
    Level 26: Screech -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(36), Amaze-ToHitDeb%(37)
    Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(29), CoPers-Acc/Conf/Rchg(29), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(31), CoPers-Conf%(31)
    Level 30: Stealth -- LkGmblr-Rchg+(A)
    Level 32: Hover -- LkGmblr-Rchg+(A)
    Level 35: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 38: Psychic Shockwave -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), M'Strk-Acc/Dmg/EndRdx(46)
    Level 41: Bile Spray -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
    Level 44: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
    Level 47: Shark Skin -- RctvArm-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
    Level 49: Spirit Shark Jaws -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(50), BasGaze-EndRdx/Rchg/Hold(50), BasGaze-Acc/EndRdx/Rchg/Hold(50)
    ------------
    Level 1: Sprint -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A)
  2. Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Radiation Emission
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Acc/EndRdx/Rchg/Hold(34)
    Level 1: Radiant Aura -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(3), Numna-Heal/EndRdx/Rchg(5), Numna-Heal(5), Numna-Regen/Rcvry+(7)
    Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(36), DarkWD-ToHitdeb/Rchg/EndRdx(36), DarkWD-ToHitDeb/EndRdx(36)
    Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(21), P'Shift-EndMod(21), RechRdx-I(23)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Stone Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(9), GravAnch-Acc/Rchg(9), GravAnch-Immob/EndRdx(11), GravAnch-Hold%(13)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(46)
    Level 12: Stalagmites -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(15), Amaze-ToHitDeb%(17)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(17)
    Level 16: Enervating Field -- EndRdx-I(A)
    Level 18: Earthquake -- RechRdx-I(A)
    Level 20: Lingering Radiation -- Acc-I(A)
    Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(40), Stpfy-KB%(42)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(25), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(43)
    Level 26: Volcanic Gasses -- Lock-Acc/Hold(A), Lock-Acc/Rchg(27), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(29), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-%Hold(31)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), HO:Enzym(31)
    Level 30: Stealth -- LkGmblr-Rchg+(A)
    Level 32: Animate Stone -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
    Level 35: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 38: EM Pulse -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(40)
    Level 41: Indomitable Will -- LkGmblr-Rchg+(A), HO:Membr(43), RechRdx-I(43)
    Level 44: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(45), CoPers-Acc/Conf/Rchg(45), CoPers-Acc/Rchg(45), CoPers-Conf/EndRdx(46), CoPers-Conf%(46)
    Level 47: Psionic Tornado -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
    ------------
    Level 1: Sprint -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(7), P'Shift-EndMod/Acc(19), P'Shift-End%(19)

    You can swap grant invis with mutation or some other more useful power when you get the recharge alpha slot. Also move a slot out of hasten and into EF for more end redux. If you have inf to blow 6 slot tough with a full set of glad armor, and move the steadfast unique to MoB and replace the other slots there with ribos.
  3. Neither.

    softcapped range def + perma hasten/am + 60% s/l resist + almost perma IW
  4. Nemu_

    Alpha Slot

    Probably go recharge or end redux since I'll have a range def capped blaster. More recharge would push my global to 110% + hasten, more end redux would allow me to attack more without breaking to use powersink.
  5. warmace is pretty close. Bane crowd control from hide also makes me giddy.
  6. Focus on recharge and get shadowmeld.
  7. Nemu_

    Rad/NRG Defense

    1) Keep some of your aoes, this is an aoe centric game, after all.
    2) You can go either s/l or ranged defense but pick one and stick to it.

    S/L looks ideal for a melee centric blaster because melee attacks often carry a s/l component. The advantage of s/l is that since a large portion of your defense comes from the epic shield you won't have to invest as many powers/slots into ramping up your defenses, therefore allowing you more room to play with other set bonuses such as recharge. Kinetic combats are pretty expensive though, and you'll probably need a set of 4 or 2 sets to get to the s/l softcap.

    In practice, a lot of ranged mezzes/disruption attacks don't have a s/l component. About half your s/l defense comes from your epic shield, and when mezzed its defense suppress. So you risk losing a significant amount of your mitigation if you are tagged with a mez, and you do so in melee range, the last place a blaster wants to be when mezzed. In a team situation where you have access to cm/clarity/thaw/antidote you should do well.

    Ranged defense is ideal for ranged blasters (blah!) but it benefits "blappers" as well. For reasons I mentioned above it provides coverage against some ranged mezzes. If you know how to move you can always dictate that all enemies are using ranged attacks against you. Plus you are not as dependent on a single power contributing almost half your defense, meaning that when mezzed you will retain a significant amount of ranged defense because they come from set bonuses, which don't suppress. Because of this heavy investment in IO set bonuses it also can exemp very well if you choose to build for it. Also, since you are not locked down on certain epic pools for defense you can pick a resist shield and add layered resists on top of your defenses.

    However, ranged def builds are not as flexible as s/l builds because you'll tailor a lot of set bonuses to ranged defense. And to really get the most of such builds you'll have to move around a lot and kite mobs. Just like S/L builds it does have holes, 5th column grenades will tear through range def builds because those attacks don't have a ranged component.

    Below is a rough i19 range def build I put together which has a bit of AoE as well. The empty slots in rest represent stamina slotting-1 generic end mod and 3 performance shifters including the proc for the HP bonus. As you can see almost all my set bonuses went toward range defense, leaving little room for recharge.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Radiation Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1: X-Ray Beam -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Power Thrust -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(17)
    Level 2: Irradiate -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(34), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(37)
    Level 4: Build Up -- RechRdx-I(A)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Aim -- RechRdx-I(A)
    Level 10: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(15)
    Level 12: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(15), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(40), Stpfy-Acc/Stun/Rchg(43), Stpfy-KB%(43)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Conserve Power -- RechRdx-I(A)
    Level 18: Cosmic Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(25)
    Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), HO:Enzym(23)
    Level 24: Energy Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(29)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(46)
    Level 28: Power Boost -- RechRdx-I(A)
    Level 30: Stealth -- LkGmblr-Rchg+(A)
    Level 32: Atomic Blast -- Erad-Dmg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33)
    Level 35: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37)
    Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 41: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
    Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
    Level 47: Neutrino Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
    Level 49: Acrobatics -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A), Empty(46), Empty(46), Empty(50)
    Level 1: Defiance
    Level 4: Ninja Run
  8. Though my choice of defense may suggest otherwise, fire/elec is not meant to favor ranged play. Fire is so strong that you could hoverblast and avoid melee and only use the punches as moves of desperation but doing so makes fire/elec lose a lot of it's luster. If you are wondering how does a range capped blaster stay in melee and blap, the answer is it doesn't, it hops in and out of melee range when there is a crowd but never stays in melee range for too long.

    I chose to build for ranged defense because of a few reasons: 1) I can avoid more mezzes and dictate how an enemy is to hit me 2) Going s/l means the build exemps poorly, as more than half your def is lost when you exemp for mid level stuff. 3) Going s/l means you'll still get hit for the full amount, or close to it, when you do get hit. Going ranged means I have the luxury of picking up an epic resist shield, stack it with tough and get some decent resists for layered mitigation.

    Darkhealer, that's about how I have mine setup right now, with hibernate as my panic button. However, you do hit a threshold where adding additional recharge depreciates in value. Is .2 second recharge improvement on blaze worth squeezing in an additional 15% recharge? Well that's certainly up to the individual but I felt that I could do better by diversifying my set bonuses once my recharge is that high.

    Previously when I tried to build for defense I ended up sacrificing a lot of recharge but this will no longer be the case come i19. I was able to come up with a build with 87.5% recharge on top of hasten, capped hp, and softcapped ranged defense, and +13% damage bonus to boot. I lost out on a faster recharging aim and build up but I gained so much more survivability that I deemed it a more than fair tradeoff.
  9. Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Jezabel Delias: Level 50 Science Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(15)
    Level 1: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21)
    Level 2: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(34), Ragnrk-Dmg/EndRdx(34), Ragnrk-Knock%(34)
    Level 4: Charged Brawl -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(7), Hectmb-Dam%(7)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(25), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36)
    Level 10: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(15)
    Level 12: Aim -- RechRdx-I(A)
    Level 14: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(40)
    Level 16: Build Up -- RechRdx-I(A)
    Level 18: Blaze -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(21), Apoc-Dam%(27), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(33)
    Level 20: Stealth -- LkGmblr-Rchg+(A), HO:Enzym(43)
    Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(23), Stpfy-Acc/EndRdx(23), Stpfy-Stun/Rng(29), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(31)
    Level 24: Tough -- GA-3defTpProc(A), GA-ResDam(25), GA-Res/Rech/End(27), GA-End/Res(37), GA-RechEnd(43), GA-RechRes(46)
    Level 26: Weave -- LkGmblr-Rchg+(A), HO:Enzym(29), LkGmblr-Def/EndRdx(33)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(37)
    Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Inferno -- Erad-Dmg(A), Erad-Dmg/Rchg(42), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(43)
    Level 35: Power Sink -- Efficacy-EndMod/EndRdx(A)
    Level 38: Shocking Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 41: School of Sharks -- HO:Nucle(A)
    Level 44: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
    Level 47: Shark Skin -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam(48)
    Level 49: Spirit Shark Jaws -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(50), BasGaze-EndRdx/Rchg/Hold(50), BasGaze-Acc/EndRdx/Rchg/Hold(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- EndMod-I(A), EndMod-I(37), EndMod-I(42)
    Level 1: Defiance
    Level 4: Ninja Run

    Put a numina proc in health and the perf shifter proc as in the third slot in stamina. It's an expensive high end build but it covers a lot of the bases. Maybe it'll give you some ideas about how you would like to go about speccing yours.
  10. The pets die pretty quickly under AE farm conditions with multiple ambushes so I can see someone tailoring a build without the pets. But for average game play they help out quite a bit.

    Going back to the AE farm situation I am going to guess that the OP is dying because he doesn't really have steady AoE chain to make SC fodder. Orbiting death and dark detonation isn't enough to quickly cut through mobs and unchain essence isn't spammable. I would imagine that he'd get a lot better results going flying resist capped nova blaster dropping down occasionally for SC/eclipse refuel on that AE rather than the current setup.
  11. I don't now why people bother building for run speed when TP and taunt and ranged AoEs are available. It's not like running can get said tank to places that TP can't take them. The major hole to plug up when building a tank in granite is the recharge hole, but another equally viable option is to softcap said tank outside of granite and only use granite as a panic button. Either way I think building for run speed is completely unnecessary if one plans to take TP on a stone tank, as there are way better bonuses to stack.
  12. I probably won't invest in anymore toggles. Boosting recharge will be a priority, so hasten or lotg placeholders are on the list. Also, low maintenance slot efficient powers like quicksand or sonic cage are worth consideration as well.
  13. Joust your killing blow on the super stunner. His rez is like the warshades rez, you and your teammates feed it. If no one is in range he won't rez and you won't get tagged with an autohit end drain and the subsequent -recovery.
  14. Nemu_

    Blappers

    Anything but devices can do. I just wish /ice had greater ice sword or ice sword circle, or both.
  15. You can make a mind/ff/stone to have softcapped range, s/l and psi def.
  16. The one thing that illusion control lacks is a reliable means to generate AoE containment. Flash is all you got and it's on a long timer. Containment will enable you to do double damage on your targets. The villain epics don't really offer anything to help you either. Strictly from a damage perspective, frost breath does the most damage per activation that's on a reasonable timer according to mids.

    From a utility perspective I'd still stick with primal and pick up power blast, energy torrent and power boost, the last pick being the real gem of the entire pool. As a bonus you can slot a force feedback proc into torrent for more recharge.
  17. I just finished leveling/IOing my earth/sonic and the results are fantastic. When I started the toon I set out to build a controller that was extremely sturdy and can be played very aggressively for speed TF runs and the build accomplishes just that.

    Build highlights:

    Softcapped range def
    Capped s/l resist
    Moderate ~50% recharge bonus

    Here's the build

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Geotrupidae: Level 50 Mutation Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Sonic Resonance
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Fossilize -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(5), Lock-Acc/EndRdx/Rchg/Hold(9), Lock-%Hold(46)
    Level 1: Sonic Siphon -- Acc-I(A)
    Level 2: Sonic Barrier -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(7), HO:Centri(50)
    Level 4: Sonic Haven -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(9), HO:Centri(50)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Stone Cages -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(11), TotHntr-Acc/EndRdx(11), TotHntr-Immob/Acc(17), TotHntr-Acc/Immob/Rchg(37), TotHntr-Dam%(37)
    Level 12: Stalagmites -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(13), Amaze-EndRdx/Stun(15), Amaze-ToHitDeb%(15)
    Level 14: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(17)
    Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
    Level 18: Earthquake -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(21)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(27), P'Shift-End%(27)
    Level 22: Sonic Dispersion -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-EndRdx(25), HO:Ribo(48)
    Level 24: Disruption Field -- EndRdx-I(A), EndRdx-I(25)
    Level 26: Volcanic Gasses -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(36)
    Level 28: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(40), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(45), Stpfy-KB%(46)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-EndRdx(31)
    Level 32: Animate Stone -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), HO:Enzym(36)
    Level 38: Liquefy -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(39), Cloud-Acc/Rchg(39), Cloud-ToHitDeb/EndRdx/Rchg(39), Cloud-Acc/EndRdx/Rchg(40), Cloud-%Dam(40)
    Level 41: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-EndRdx(45), HO:Ribo(48)
    Level 47: Stealth -- LkGmblr-Rchg+(A), HO:Cyto(50)
    Level 49: Clarity -- Range-I(A)
    ------------
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- Empty(A)

    If you are looking for an excuse to start a /sonic troller, this setup should be a pretty darn good excuse.
  18. You got all caught up with the softcap craze. It's great for a lot of toons but you don't need it for an ill/emp.

    CoX isn't about healing once you get past SO levels, rethink your priorities and learn what it means to play support in CoX. Hint: the slotting on fortitude makes most vets cringe.

    If you want to do damage then slot your attacks for damage. If you want AoE damage then buff your phantasm and pick up something from the epic. It's not the best at AoE, you'll do ok with single target though.

    Here's my build, emphasis on recharge to get those emp buffs recycled as quickly as possible. You can replace the purples with less expensive IO sets.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Limu: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Empathy
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Teleportation
    Power Pool: Speed
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Blind -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(9), UbrkCons-EndRdx/Hold(9), FtnHyp-Plct%(45)
    Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13), Dct'dW-Rchg(15), Mrcl-Rcvry+(15)
    Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(11), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(23)
    Level 4: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(5), CoPers-Acc/Conf/Rchg(5), CoPers-Acc/Rchg(7), CoPers-Conf/EndRdx(7)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(43), HO:Cyto(43), EndRdx-I(43)
    Level 10: Hurdle -- Empty(A)
    Level 12: Recall Friend -- Range-I(A)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Clear Mind -- Range-I(A)
    Level 18: Phantom Army -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(19), C'Arms-EndRdx/Dmg/Rchg(19), C'Arms-Acc/Dmg(21), S'bndAl-Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(23)
    Level 20: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(34), LkGmblr-EndRdx/Rchg(37), HO:Membr(37), HO:Membr(40), GftotA-Run+(40)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 24: Spectral Wounds -- Apoc-Dmg(A), Apoc-Dmg/EndRdx(46), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(48), Apoc-Dam%(50)
    Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(29)
    Level 28: Recovery Aura -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod(31), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/EndRdx(31), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(48)
    Level 30: Acrobatics -- EndRdx-I(A)
    Level 32: Phantasm -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(34)
    Level 35: Regeneration Aura -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(36), Dct'dW-Rchg(37)
    Level 38: Adrenalin Boost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40), EndMod-I(45)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(50), Decim-Acc/Dmg/Rchg(50)
    Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Resurrect -- RechRdx-I(A)
    ------------
    Level 1: Sprint -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 1: Containment
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- Empty(A)
  19. Nemu_

    Why A Blaster?

    A shield scrapper on SOs isn't going to perform all that well. I don't know a single scrapper in those pylon tests that isn't IOed out. Not that I'm endorsing the pylon tests as the definitive benchmark for performance, I think it's a waste of time. Most things in this game die in a few aoe volleys, sustained DPS is only meaningful in maybe 5% of game content, if that much.

    Any blaster can softcap defense through IOs, just like shield scrappers achieve soft cap through IOs.

    Currently I run my blasters softcapped to range with 50% s/l resist for layered defenses, along with ~50% recharge bonus. I don't see any sacrifices to my offense for this other than the lowered recharge compared to a pure recharge build.

    With i19 I can have it all, my fire/elec/leviathan is planned to have softcapped range def, 50% s/l resist, and 80% recharge plus hasten.

    Put a blaster on equal footing and the survivability argument holds a bit less ground. I'll concede the deficiency in mez protection though. Unlike a s/l def build, however, when mezzed a range capped defense blaster is still going to retain a significant portion of his def bonuses because he isn't as reliant on the epic shield.

    Sure I'm not getting defense to all positions like a scrapper does but the scrapper is limited by being able to do his thing in melee range. You can toss examples like epic or spines or claws but really, if a scrapper stood at the perimeters spamming those attacks then he isn't being 100%.

    The blaster, on the other hand, enjoys the luxury of being able to dish out pain from range more consistently, this means that they can be on the offensive even when running away. They can also hop in and out of combat to make use of their secondary. Before anyone makes the claim that melee is bad or thinks they need s/l defense to go into melee, go watch someone joust melee attacks/pbaoes.

    In the end it all comes down to how much are you going to invest in your toons. EZ mode is ez mode regardless of AT.
  20. I would suggest Rad/Energy. Missing gold side sucks and hurts and I find beginner's luck doesn't help all that much when dealing with the +1 mobs that inundate most missions. Rad has a fair mix of AoEs, -def, and a few mitigation tools available. I think it'd make the ride a little less frustrating.

    Or sonic/energy, but after siren's song, prior I still think rad/energy would be a easier ride.
  21. KCs are expensive and wouldn't fit my definition of "cheap," and you butchered the slotting on your biggest hitter, the slotting on dull pain isn't too hot either. Here's a much cheaper and better slotted level 50 build. You'll be softcapped to all but psi with one enemy in invincibility range. The LoTG 7.5s and miracles are probably the most expensive pieces of this build, but I think overall it's much cheaper than getting 4 sets of KCs.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Kinetic Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
    Level 1: Quick Strike -- Mocking-Taunt(A), Mocking-Acc/Rchg(13), Mocking-Taunt/Rchg(13), Mocking-Taunt/Rng(15), Mocking-Rchg(25), Mocking-Taunt/Rchg/Rng(31)
    Level 2: Body Blow -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(5), P'ngS'Fest-Dmg/Rchg(7), P'ngFist-Acc/Dmg(7), P'ngFist-Acc/Dmg/Rchg(40), P'ngFist-Acc/Dmg/EndRdx/Rchg(40)
    Level 4: Smashing Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(15), S'ngH'mkr-Dmg/Rchg(17), S'ngH'mkr-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(23)
    Level 6: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(27), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal(46)
    Level 8: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(9), Aegis-Psi/Status(9), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam(11)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(27)
    Level 16: Health -- Mrcl-Rcvry+(A)
    Level 18: Invincibility -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(19), LkGmblr-Rchg+(19), LkGmblr-Def/EndRdx(21), GftotA-Def/EndRdx(21), GftotA-Def(34)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(37), EndMod-I(40)
    Level 22: Boxing -- S'ngH'mkr-Acc/Dmg(A)
    Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(25), Aegis-ResDam(43)
    Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(34), DefBuff-I(34)
    Level 28: Burst -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Acc/Dmg/Rchg(29), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg(31)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), DefBuff-I(33)
    Level 32: Power Siphon -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(33), AdjTgt-ToHit/Rchg(45), AdjTgt-Rchg(48)
    Level 35: Focused Burst -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Acc/Dmg(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37)
    Level 38: Concentrated Strike -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(39), S'ngH'mkr-Dmg/Rchg(39), S'ngH'mkr-Dmg/EndRdx/Rchg(39), Stpfy-Acc/Stun/Rchg(50), Stpfy-Acc/Rchg(50)
    Level 41: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rchg/Rng(42), Mocking-Acc/Rchg(42), Mocking-Taunt/Rng(43), Mocking-Rchg(43)
    Level 44: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45)
    Level 47: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(50)
    Level 49: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
  22. It's a bit early but I'm starting to plan out my i19 build. my current build is strictly built for recharge but i19 is going to give me the ability to keep my recharge and beef up my defense as well. I'm not a big fan of s/l defense, instead I prefer ranged def + modest resists for layered mitigation even though I make very liberal use of my melee attacks. After playing around in Mids a bit this is what I came up with.

    Highlights:
    -Softcapped range defense
    -45% S/L resist
    -Capped HP with accolades
    -87% recharge bonus + Hasten
    -I trow sharkz!

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Jezabel Delias: Level 50 Science Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Speed
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(31)
    Level 1: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Dmg/EndRdx/Rchg(17), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(33)
    Level 2: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(5), Ragnrk-Acc/Rchg(5), Ragnrk-Dmg/EndRdx(17), Ragnrk-Knock%(27)
    Level 4: Charged Brawl -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(7), Hectmb-Dmg/EndRdx(15), Hectmb-Dam%(15)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(43), Zephyr-Travel(46)
    Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23)
    Level 10: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(27)
    Level 12: Aim -- RechRdx-I(A)
    Level 14: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(34)
    Level 16: Build Up -- RechRdx-I(A)
    Level 18: Blaze -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(21), Apoc-Dam%(21)
    Level 20: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(33), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(37), Stpfy-KB%(42)
    Level 22: Stealth -- LkGmblr-Rchg+(A)
    Level 24: Tough -- GA-ResDam(A), GA-Res/Rech/End(34), GA-RechEnd(36), GA-RechRes(40), GA-End/Res(42), GA-3defTpProc(43)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), HO:Enzym(36)
    Level 28: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(46)
    Level 32: Inferno -- Erad-Dmg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(42)
    Level 35: Power Sink -- Efficacy-EndMod/EndRdx(A)
    Level 38: Shocking Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 41: School of Sharks -- Acc-I(A)
    Level 44: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Dam%(46), Mako-Acc/Dmg/EndRdx/Rchg(48)
    Level 47: Shark Skin -- S'fstPrt-ResDam/Def+(A), HO:Ribo(48), S'fstPrt-ResDam/EndRdx(48)
    Level 49: Spirit Shark Jaws -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(50), BasGaze-EndRdx/Rchg/Hold(50), BasGaze-Acc/EndRdx/Rchg/Hold(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- EndMod-I(A), EndMod-I(36), EndMod-I(43)
    Level 1: Defiance
    Level 2: Ninja Run
  23. There shouldn't be any differentiation between a blaster and a blapper. If you aren't using your secondary you are only half a blaster, and it's the same if you only use your secondary.
  24. The traditional super teams bore me to tears. I joined an all electric super team a while ago on freedom and after level 8 when everyone got short circuit, I thought to myself that this is pretty much it for the next 42 levels, the same routine every mob. It was very effective, but at the same time tremendously boring after the excitement of realizing the concept wore out.

    That's why I don't like the tried and true super team formulas that trivialize the game to a point where you might as well just let the game play itself.

    I don't have anything against easy xp but one day I'd like to see some individuals step up and make a super team that is challenging and exciting. But for now PuGs is a good alternative for me...