OVWyx_EU

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  1. Not a big fan of combustion compared to what else is avaialable if I'm honest.

    Found the build I was looking for, this is what I ended up speccing to.

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

    Wyx: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Medicine
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(3), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(5)
    Level 1: Ring of Fire -- Acc-I:50(A), Acc-I:50(7)
    Level 2: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(7), Posi-Dmg/Rchg:50(9), Posi-Dmg/Rng:50(9), Posi-Acc/Dmg/EndRdx:50(11), RechRdx-I:50(11)
    Level 4: Fire Sword -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(15), C'ngImp-Dmg/EndRdx/Rchg:50(15), RechRdx-I:50(50)
    Level 6: Hurdle -- Jump-I:50(A)
    Level 8: Fire Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(17), Posi-Dmg/Rng:50(17), Posi-Acc/Dmg/EndRdx:50(19), Posi-Dam%:50(19)
    Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(21), Krma-ResKB:30(23)
    Level 12: Aim -- RechRdx-I:50(A), RechRdx-I:50(21), RechRdx-I:50(23)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Build Up -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
    Level 18: Health -- Mrcl-Rcvry+:40(A)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(27), EndMod-I:50(27)
    Level 22: Blaze -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/Rchg:50(29), Thundr-Acc/Dmg/Rchg:50(29), Thundr-Acc/Dmg/EndRdx:50(31), Thundr-Dmg/EndRdx/Rchg:50(31), RechRdx-I:50(31)
    Level 24: Acrobatics -- EndRdx-I:50(A)
    Level 26: Fire Sword Circle -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(33), Sciroc-Dmg/Rchg:50(33), Sciroc-Acc/Rchg:50(33), Sciroc-Acc/Dmg/EndRdx:50(34), RechRdx-I:50(34)
    Level 28: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34), RechRdx-I:50(36)
    Level 30: Consume -- Acc-I:50(A), Acc-I:50(36), EndMod-I:50(36), EndMod-I:50(37), RechRdx-I:50(37), RechRdx-I:50(37)
    Level 32: Inferno -- Dmg-I:50(A), Dmg-I:50(39), Dmg-I:50(39), RechRdx-I:50(39), RechRdx-I:50(40), RechRdx-I:50(40)
    Level 35: Stimulant -- Range-I:50(A)
    Level 38: Aid Self -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(40), H'zdH-Heal/Rchg:40(42), H'zdH-Heal/EndRdx/Rchg:40(42), IntRdx-I:50(42), IntRdx-I:50(43)
    Level 41: Char -- HO:Endo(A), HO:Endo(43), G'Wdw-Acc/Rchg:50(43), G'Wdw-Acc/EndRdx:50(45), G'Wdw-Hold/Rng:50(45), G'Wdw-Acc/Hold/Rchg:50(46)
    Level 44: Fire Shield -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/Rchg:50(45), TtmC'tng-ResDam/EndRdx/Rchg:50(46), TtmC'tng-ResDam:50(46)
    Level 47: Rain of Fire -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50), RechRdx-I:50(50)
    Level 49: Rise of the Phoenix -- RechRdx-I:50(A)
    ------------
    Level 1: Defiance
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)


    +5% Defense(Energy)
    +3.13% Defense(AoE)
    +2.25% Max Endurance
    +57% Enhancement(Accuracy)
    +31.3% Enhancement(RechargeTime)
    +8% FlySpeed
    +54.2 (4.5%) HitPoints
    +8% JumpSpeed
    +Knockback (Mag -4)
    +MezResist(Immobilize) (Mag 2.2%)
    +MezResist(Sleep) (Mag 2.2%)
    +MezResist(Stun) (Mag 2.2%)
    +13% Recovery
    +22% Regeneration
    +4.73% Resistance(Fire)
    +4.73% Resistance(Cold)
    +3.13% Resistance(Negative)
    +13% RunSpeed

    Copy & Paste this data chunk into Mids' Hero Designer to view the build.
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  2. Ah, found this on the OV forums from when I was planning the respec, I altered this build before I changed it:

    I replaced the Devastation chance to holds with normal level 50 recharge IOs, and added sixth slots to the AOEs to add recharge IOs with the spare slots (I hadn't been sure where I was going to place them when I initially put the build in the hero planner).

    I took an end reducer out of acrobatics, and put an extra HO into Char.

    I may at some point get HOs for aim and build up, as it was a PvE build and my wallet was hurting a little from buying most of that lot in one go, I decided to wait on that and see if I needed them (I don't, if I get them it will just be for a sense of completeness that the build is as good as I can make it, I'm like that).

    Edited to add: I also changed the slotting (after Ohms had poked the build a bit) in Aid Self to heal/rech and heal/end/rech from Numina's and Harmonized Healing, plus 2 Interrupt durations (which I have to say is extremely good).

    Endurance is no issue, recharge is great, accuracy is great, the build exemps well although the sets are level 48-50. Survivability is excellent.

    Hero Plan by Mids' Hero Designer 1.153
    http://www.onthejazz.co.uk/hu/mhd.php
    This character has 3 un-placed slot(s).

    Wyx: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Medicine
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Fire Blast -- Thundr-Dmg/Rchg:50(A), Thundr-Acc/Dmg/Rchg:50(3), Thundr-Acc/Dmg/EndRdx:50(3), Thundr-Dmg/EndRdx/Rchg:50(5), Thundr-Acc/Dmg:50(5), Dev'n-Hold%:50(46)
    Level 1: Ring of Fire -- Acc-I:50(A), Acc-I:50(43)
    Level 2: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(7), Posi-Dmg/Rchg:50(7), Posi-Dmg/Rng:50(9), Posi-Acc/Dmg/EndRdx:50(9)
    Level 4: Fire Sword -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/EndRdx:50(13), C'ngImp-Dmg/EndRdx/Rchg:50(13)
    Level 6: Hurdle -- Jump-I:50(A)
    Level 8: Fire Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(15), Posi-Dmg/Rchg:50(15), Posi-Dmg/Rng:50(17), Posi-Acc/Dmg/EndRdx:50(17)
    Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(46), Krma-ResKB:30(46)
    Level 12: Aim -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Build Up -- RechRdx-I:50(A), RechRdx-I:50(21), RechRdx-I:50(21)
    Level 18: Health -- Mrcl-Rcvry+:40(A)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(23), EndMod-I:50(23)
    Level 22: Fire Sword Circle -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(29), Sciroc-Dmg/Rchg:50(29), Sciroc-Acc/Rchg:50(31), Sciroc-Acc/Dmg/EndRdx:50(31)
    Level 24: Blaze -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/Rchg:50(25), Thundr-Acc/Dmg/Rchg:50(25), Thundr-Acc/Dmg/EndRdx:50(31), Thundr-Dmg/EndRdx/Rchg:50(33), Dev'n-Hold%:50(50)
    Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(27)
    Level 28: Acrobatics -- EndRdx-I:50(A), EndRdx-I:50(33)
    Level 30: Consume -- Acc-I:50(A), Acc-I:50(34), EndMod-I:50(36), EndMod-I:50(36), RechRdx-I:50(36), RechRdx-I:50(48)
    Level 32: Inferno -- Dmg-I:50(A), Dmg-I:50(37), Dmg-I:50(37), RechRdx-I:50(37), RechRdx-I:50(39), RechRdx-I:50(39)
    Level 35: Stimulant -- Range-I:50(A)
    Level 38: Aid Self -- Heal-I:50(A), Heal-I:50(39), Heal-I:50(40), IntRdx-I:50(40), IntRdx-I:50(40), RechRdx-I:50(42)
    Level 41: Char -- G'Wdw-Acc/Rchg:50(A), G'Wdw-Acc/EndRdx:50(42), G'Wdw-Hold/Rng:50(42), G'Wdw-Acc/Hold/Rchg:50(43), HO:Endo(43)
    Level 44: Fire Shield -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx/Rchg:50(45), TtmC'tng-ResDam/EndRdx:50(45), TtmC'tng-ResDam/Rchg:50(45)
    Level 47: Rain of Fire -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(48), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rng:50(50), Posi-Acc/Dmg/EndRdx:50(50)
    Level 49: Rise of the Phoenix -- RechRdx-I:50(A)
    ------------
    Level 1: Defiance
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)


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  3. [ QUOTE ]
    If you're only going to 3 slot attacks, you would be far better off using 3 Acc/Dmg HOs rather than set IOs unless you are dead set on the bonuses.

    Re Inferno, I disagree with Max. I would go 3 Acc/Dmg HOs and 3 Recharge. Failing that I would slot 3 Dmg/3 Recharge as I always use Aim+Build Up first so missing is not an issue. I am a real fan of using my nuke at any available opportunity (especially when confused ).

    I agree with most of what else he says tho.

    [/ QUOTE ]

    Ditto, although I have to say, how are you going to nuke, when it was my turn and I already got 'em all. MWHAHAHAHA.

    I just splashed out respecced my fire/fire into an IO build and have been extremely impressed with the very flamey results.

    I've gone for a lot of recharge so have tended to slot 5 of a set at level 48-50 (I don't feel that losing bonsus when I exemp this one will be a major issue, the extra I gain from having sets rather than regular SO/IOs already makes it really good) and then shoved a regular level 50 recharge IO into the sixth slot.

    Using Thunderstrike for ranged single target, crushing impact for fire sword, positron's blast for the ranged AOEs and scirroccos dervish for FSC.

    I've a few unique and global IOs - I took acro for the hold protection in mele range, but also put a KB IO in CJ for after nuking, got a LoTG recharge and a couple of other bits, and all I can say is WOW! Always a selection of AOEs available to pick from, recharge on the nuke is great (and I do nuke a lot[/i]), my single target attack chain is also complete now, which really makes a big different in AV fights for a fire blasters. The recharge on my AOEs is so good I actually find myself using Fire Breath with it's longer animation relatively little, although it's there for when I don't want to get into mele too much against certain types of bad guys. I'll dig out the build when I get home (don't have the hero planner in work).
  4. I've just had a brief glance, but things that really jump out are:

    Transferrance is not six slotted. Fire/Kin, even with sets, is very endurance heavy. 2/2/2 slotting allows you to keep going, and even if it misses, it's up again fairly soon.

    Tactics - why not HOs?

    You don't appear to have any KB protection.
  5. [ QUOTE ]
    Form what I have read on the US forums it seems impossible to get them now.

    [/ QUOTE ]

    It's not. It's quite easy, just a little time consuming. I did this on a Kin/Rad a few months back, mostly solo or teamed with a Kin/Psi (not exactly your "uber PvP" combination), sometimes we had some scrappers with us which was fun, but rep gain is easiest in small teams. You just need to PvP a fair bit, and not let your rep decay.

    You lose 2.4 points of rep a day, as long as you make sure your gain is more than that, you'll get it sooner or later. Even in a team of two, that's only 5 kills a day (even if you only get 1 point for them, and when you start out you'll get 6 points for a lot of people), which takes no time at all. In a small team when your rep is low it's quite easy to make 20-30 points of rep in quite a short play session if the zones are reasonably active.

    Swap zones. Killed everyone in Sirens? Go to Warburg kill everyone in that zone, then RV, then back to SC, by which time you'll get rep for the ones in Sirens if you kill them again.

    Remember who has high rep, make a point of picking them out when you see them (they'll like that, a lot). Often the people who have high rep simply PvP a lot, they're not necessarily that difficult to kill.
  6. [ QUOTE ]
    The minute us villains stepped into Warburg, we start fighting each other... victory has to go to the heroes for this one because one, they didn't fight each other and two, they took out two teams of the Gang with repetitive max-buffed nukes, very clever.

    Recluse' Victory began at 9pm, sorry. Two reasons. One, our pets wouldn't stop fighting among each other, LOL! And two, there were villains (stalkers especially) bent on fighting other villains INSTEAD of the heroes...

    [/ QUOTE ]

    I thought the problem in warburg was that the hero teams weren't fighting each other. It is, after all, a free for all zone.

    Found RV quite enjoyable at the end too - glad we made it in there early 'cos no way I'd have stayed up after 10 on a Sunday night. Do love playing my level 50s at level 50. Also numbers were down to the point you could target the MM your teammate was on with less than 5 minutes of hitting tab.

    Edited to add: Thanks for organising that.
  7. Enjoyed that, despite the lag.
  8. Slotted for damage resist, Increase Density on a defender gives 39% resistance to smashing and energy. It gives protection from knockback and repel in addition to holds and stuns.

    I can think of a few situations where it's useful.
  9. I'm going to have to make me one of them!
  10. [ QUOTE ]
    That's a Blaster trade secret.

    [/ QUOTE ]

    Still using RoTF as part of your attack chain and hoping noone notices?
  11. It also boosts the run speed in SB and Siphon Speed, the sleep duration on the AOE sleep, and, even better yet, the Stun duration on Total Focus when you get it, plus the tohit on Aim.

    The boost to end recovery on a defender is actually not one of it's strongest features in my opinion, as you can very nearly fill your bar from Transferrance without the boost even if you slot only 2 level 50 End Mod IOs in it - remember it is better than the controller version - it's only really in PvP when I want the drain component that I start to find PBU extremely useful with Transferrance.

    I would go with Conserve Power for end problems actually, on a no stamina build you're going to need it for when Transferrance misses, and take Power Build Up for everything else. It'll even make you a cuppa tea if you ask it nicely. Lovely.
  12. It's just that it doesn't work on the heal, it works fine on everything else.
  13. The anti-KB IOs are in the Steadfast resistance set, and the Karma defence set.

    Powers you have available to you that could take them are:

    Increase density, stealth, invis, temp invulnerability, combat jumping and hover.

    There are two schools of thought on how many you need. One will protect you from almost all KB effects, I tend to use two to be on the safe side.

    There are the odd things that can bust through that, but not very many (Master Illusionist summoned pets, and Ice Mistral from the STF, off the top of my head, although I think there's a couple more things), and the ones that can tend to require four of these things to hold you upright.

    Personally, I've stuck at one or two on most of my characters, and just accepted that occasionally, I'll get knocked down, it happens rarely enough that it's not an issue. If you wanted to stop it happening at all, you'd need to be going for about four.

    I also have to say, that from the point of view of someone who plays squishies, these things are the single best thing about I9 to me - not feeling that I have to fit acrobatics in on every build (or hover on my kins) really does open up a lot more power choices.
  14. The heal bonus from the heal sets works highly inconsistantly on the kinetic heal (much like the boosted heal from power boost, it only works a small percentage of the time). If you're slotting heal sets for a boost to your heal, you might as well save yourself the inf. Or, as you're running no fitness there, you could use 3 Heal/End HOs in there, with two acc and a recharge.

    Shout is great in my opinion, if the range bothers you, you could always slot three range HOs in it (remember maxed out builds don't have to be just IOs, HOs and IOs mix together very well).

    Siphon Power I find very useful against bosses and AVs, as it's recharge is much faster than FS, I wouldn't really rate the stealth pool that highly, personally I'd get rid of that - it is hard to give practical advice on a concept build.

    I also think Superspeed and Superjump, particularly both of them, on a kinetic, are unnecessary. I'd ditch at least one of those, as long as you get some form of KB protection from somewhere (either Acro - possibly not the best choice if you're determined to go without stamina - or a KB Resist IO in Hover, CJ or ID, maybe more than one power to stack it up) you can then pick either IR or a travel power. Realistically on a PvE build you could go with Hasten, use IR to get around, and put a KB IO in ID and your Epic shield, completely removing the need to have a travel power.

    Re: Set IOs in Siphon Speed. I think you lose too much from the basic acc/recharge slotting for these to be worth much. I'd go for 2 acc, 2 recharge, then maybe two set IOs (two which have a slow component, probably from Tempered Readiness, as it will give you a recovery bonus which will help on a no stamina build, in addition to a nice slow bonus on the power itself).

    Personally I'd gear my attacks more towards accuracy and recharge bonuses, as stacking recharge is what a Kin is really good at, and you need to hit to do it - I'd be looking at the Thunderstrike set for single target attacks, Crushing Impact for Total focus (probably only 5 slots, with a slot shuffled to Power Boost to give the last recharge - you could look at 3 HOs in PBU and aim also). I'd use Positron's Blast in Howl for the acc, recharge and endurance bonus, rather than detonation. If I had either Hover or CJ I'd slot both a Kismet +acc enhancment, and a LoTG + Recharge in it.

    My best advice on the Kinetics primary is: take advantage of the extra accuracy you can get from double slotting level 50 IOs rather than SOs, get sets in ID, maybe a couple of set IOs in Siphon Speed, and look to your secondary and epics for IOs and HOs.

    Good luck getting the cash together.
  15. You're going to have accuracy issues on certain builds unless you're teaming with someone who does -def, or you have fortitude on.

    I team with a Kin/Psi quite a bit, on opponents with high defence he has serious accuracy issues unless I've landed something that does significant -def first, that's with both of us running tactics and him having some accuracy bonuses via IOs.
  16. [ QUOTE ]
    [ QUOTE ]
    I'm sure most people will disagree with something...

    [/ QUOTE ]
    Why do people hate Blizzard so much?

    [/ QUOTE ]

    No idea, I love it. I've an Ice/Ice which has reasonable AOE potential - not as much as my fire/fire obviously, but then it's also got buckets more single target and control capability. It certainly has a lot more than people seem to give it credit for. Shiver makes primary AOEs quite viable.

    Mind, I also rate the Ice Manipulation set in general a lot more than most people seem to. Like both sets a lot.

    Blizzard is a great power.
  17. OVWyx_EU

    Devices boring?

    You're easily amused.
  18. [ QUOTE ]
    [ QUOTE ]
    Power Build Up for a Corrupter etc...

    [/ QUOTE ]

    Yes please

    [/ QUOTE ]

    How about scourge for Defenders.
  19. Now I want cripsy beef in some nice sauce and egg fried rice.

    Humph.
  20. Cheers for that, was a good one, nice chilled pace and no real problems at all.

    Good friday night bashing of stuff.
  21. See you guys later in IP then. One too many, but not everyone's sure they can make it, so we'll pick up whoever gets there soonest.

    Wyx.

    Edited to add: We have a stone tanker already, so given a choice, the defender over the tanker would be better, cheers.
  22. Yes, I noticed.

    Although out of two deaths in PvP zones last night, that one was not a patch on the stupidity of the first one. Not even close.
  23. Still looking for three more people for this TF this evening. Poke Ohms if interested. Hell, poke him if you're not just for a laugh but don't tell him I said that.
  24. Well, thank you for telling us what is and isn't allowed. :P

    One minor point, I wouldn't want you to inadvertantly mislead people, when you say "them" you make it sound like something you guys don't do. Really, lets be honest, when not in the safety of a nice big heavily buff orientated team, a lot of your guys will be seen haring (OK, technically, crawling I suppose would be more accurate if they've a couple of kinetics after them) back to the safe zone and popping inspirations like sweeties.

    At least I'm honest about how I play. It's just sensible. Much like the heavies in RV, I'm not actually a big fan, but while they're there, and other people are using it, I will too. It's be silly not too.

    Really seriously though, you don't see us much in Warburg lately because we don't like the huddle on the beach. I went in there again last night and it was the usual hodge podge of tankers, scrappers, brutes and stalkers on the same predictable corner of the beach, half of 'em attempting to duel no doubt although I tend not to stop and look too closely. If people used the zone a bit better then you wouldn't get the things that the main "pvpers" (and I don't include us, we're not a PvP supergroup, we just do a bit of zone PvP for a laugh, some more than others I'll admit) seen to hate. If you don't like it, do something about it. You really, honestly, don't have to go to the beach, there is no ice cream van I promise.
  25. Ah, now, when it comes to challenges, I think this one is the funniest, this isn't made up, the only thing I changed was the name. I'm sure Bimble won't mind me posting this one, I've blanked out the other name in the interest of not getting my wrists slapped.

    03-16-2007 16:32:08 [Broadcast]Random Stalker: Go to RV
    03-16-2007 16:32:30 [Broadcast]Random Stalker: where really people fight not noobs
    03-16-2007 16:32:34 [Broadcast]Bimble: why, when there are stalkers to bash here?
    03-16-2007 16:33:31 [Broadcast]Random Stalker: Bimble one on 1 hand to hand combat then no kenetics
    03-16-2007 16:34:03 [Broadcast]Bimble: i wont use kinetics if you dont use your primary powers
    03-16-2007 16:34:11 [Broadcast]Random Stalker: done
    03-16-2007 16:34:45 [Broadcast]Bimble: no attacks then? cool
    03-16-2007 16:35:10 [Broadcast]Random Stalker: but u r a troller
    03-16-2007 16:35:17 [Broadcast]Bimble: nope, defender

    I was there, but I'm told he went quiet after that. He never showed up for the duel either.