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Posts
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Joined
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I tried the floor tile method, but I couldn't get things to stack on top of the floor tiles. Maybe I'm using the wrong tiles.
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I just want to say to the OP: Even after i16 goes live I will not be leaving the AE (Except for the occasional task force). I'm sure there are lots of others like me. So you won't be getting your wish to have the devs make everyone bored/desperate enough to team with you. Sorry.
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Yeah, but that's not the problem. What I mean is I can use the accent lamps to get a greater range of heights to place things at. It's not about how high, but like, how many "levels" within that height I can get.
With safes everything ends up slightly too high or slightly too low for me.
Also, are slow fields supposed to animate? Or is that rippled effect the best we can get in terms of "water"? -
I haven't been able to get safes to work. I only get a limited choice of heights from safes, and they never seem to be the ones I need. Lamps I can basically get any height... Eventually >.<
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The problem is that stacking in general is a mostly unintended thing. One could almost say we're exploiting a bug. I don't think the devs ever really intended for us to make bases with walls made out of placeable objects, let alone dividing a room vertically into two or three "floors".
It's basically a matter of it making raid pathing imfrickingpossible to calculate. Personally I couldn't give a rat's *** about that, because I hate PvP with a passion that burns like a thousand suns, and would never, EVER want my base to become a theater for that activity.
I wish they'd give up the idea of base raids entirely, bring back the CoP and objects of power, but just make it something to earn that makes you better in PvE, and leave it at that.
Then they could give us better base building tools, because they wouldn't have to worry about the idiotic base raiding features. -
Thanks for all the help... Here are some screens of the entrance to my base, so you can see what I've done with it
Entrance "doors":
http://xs343.xs.to/xs343/09376/scree...0-48-45591.jpg
Looking towards the base:
http://xs843.xs.to/xs843/09376/scree...0-48-57532.jpg
Bridge to the base (Thank you for the cubicle trick, it let me hang the bridge in the middle:
http://xs843.xs.to/xs843/09376/scree...0-49-06661.jpg
View of the sewer grate from the bridge:
http://xs843.xs.to/xs843/09376/scree...0-49-26276.jpg
I also used the lowest ceiling height for all of this, except directly over the bridge, where if you look up I've used some recessed flourescents to try and make it look like a grate to the street above.
The base is a total work in progress... Even the entry way has some walls I haven't finished (Floating blocks with the accent lamps is such a pain at times, I get tired of it after a while and have to take a break) and the interior of the base needs a ton of work. I've built it up solo, with a bunch of alts, to the point where I have a supercomputer, generator and two capacitors or whatever they're called, and six telepads, and upgraded to the first plot upgrade.
I'm still working on getting it all the way I want though, barely started really. The idea is that it's an abandoned Rikti shelter that my SG leader found and it's being slowly converted to be a working base and hideout. I want to get the base somewhat "finished" before I start inviting people to the SG.
I'm going for a really tricky mix of tech and primitive... basically meant to represent scrounged and found items having been slapped together with duct tape by the group's gadgeteer. So it's got a long long way to go, but the entrance is almost done at least. Thanks guys! -
Thanks! Actually, looking at the images, I think you used Huge Rusted Vents. But I like the way the Large look on mine
One last question and then I'll (Probably) quit bothering you: It looks like you managed to put the vents on the sides of stone blocks... How did you do that? >.< -
Honestly the thing I think Paragon Studios needs to take on board from CO is the concept of travel powers from level one. There's really no reason not to do it (Except that it would devalue the City Traveller vet reward, but that reward really should have been "Travel powers from level one" to start with. And it can always be changed retroactively ino something new if they just give everyone travel powers at level one.
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He's got his album passworded, so we can't view the rest of the images without specific URLs, basically.
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Yeah, I've noticed that. I was like hey, it's sort of bizarre, but I can kill a spawn of 16 mobs a lot faster than a spawn of 3 or 4... The Fulcrum Shift bonus makes that much of a difference.
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Quote:Would you mind telling me what you used for the grates under the arches? I've been trying to figure it out and it's driving me nuts.Ok, here are up to date pictures. I made some changes including making the water green instead of blue. What do you all think?
Entrence
Walking into the sewer
Look from below the city
View from the corner
View from the corner as well
Secret passage to the base
Leading in to the base
View from the other side of the base looking in
So this room isnt what it seems. Sure its a sewer, but when baddies enter, they will be in for a rude welcome! Check out the scopion suprise guns!
From the front
From the side
From the corner
From the top
Here are some pictures of the guns when they are hidden. During raids, they pop up from below. Thought this pic looked cool.
From below
From other side below -
It was definitely possible, and for quite a while if I recall correctly. I'm just wondering when/if this was changed.
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I know it used to be possible to form a coalition between blueside and redside groups... Did this get changed?
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Yeah, I'm gonna say there's no need to change Ice Armor or Ice Melee at all for Brutes. Any mid level or higher Brute that hasn't completely gimped his build can build fury without being attacked at all. Frozen Fists, Ice Sword, and Brawl give any newbie toon enough tools to build fury fast without needing to be taking a lot of attacks (Which at low level are just going to cause downtime anyway), so I don't see a problem. At high level you'd have an attack chain that doesn't need brawl even.
Granted, it wouldn't be the most powerfully damaging set, but anyone who decided to play Ice/Ice would obviously be going for mitigation at the expense of damage so again, I don't see a problem. And please don't pull out the tired saw of "But new players will pick it and be upset when they find out they don't do a lot of damage!" Look, every new player gimps his first character and has to reroll or respec. This is a universal law to which there are no exceptions. It doesn't matter how much you try to make the game idiot-proof either. People will screw up their first characters.
Ice/Ice would be fun for anyone who'd been playing any time and knew what Ice is about. That's a good enough reason to put it in. -
No immob duration at all? I suppose that makes sense considering I'm recasting it every 2.2 seconds. Hmmm.
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AoE damage is of course key. But the damage from roots is trivial compared to what the Creepers and Psy Tornado will be doing
You might be right about frankenslotting, but I wouldn't bother with that much end redux, to be honest. Max recharge and duration, with good accuracy are all that's really important. This toon is /kin, endurance is something I can get back by tapping a button
I suppose I could frankenslot in a bunch of damage procs. That might be useful.
But yeah, farming with him is basically a matter of laying down roots to keep the mobs grouped up, seeds for mitigation (And to help with damage a little bit), Creepers, Fulcrum shift... And the spawn is pretty much dead in 15 seconds. I might apply roots a couple more times to get the bosses snared and make sure no one gets away. That's about it.
Oh, and toss Psy Tornado of course. -
Yes, but there are a couple people in here who seem to be arguing that it's still a valid reason to not give Brutes ice (Like the guy talking about the low levels being painful). So I was just pointing out that even my SS/Shield tends to build fury by attacking more than being attacked... And always has (He was too squishy in the low levels to take on more than one or two mobs at a time).
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Me too... I'm building an Arch/Kin the moment i16 hits... I love Archery. Can't stand the rest of the blast sets really.
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I've been struggling with this off and on. I really wanted to put together a build with more defenses, but I like Psi Mastery for the status protections... And trying to work in the fighting pool for tough always left me missing a travel altogether, or giving up speed boost which would make it a gimp build for teams.
Eventually I decided to just do two builds, one for solo farming, one for farming on a team.
Key points
Team Build: Has hover/fly, somewhat decent defenses + status protection (I can't stand being mezzed). It has Psionic Tornado for AoE damage on top of the already stupidly high Creepers + FS damage. It keeps speed boost. It has the leadership pool, including vengeance (Although I find I generally use veng more on a rezzer toon, but still...).
Solo Build: Has almost 60% S/L resists, almost 40% psi defense, and 27% psi resist. Could probably farm S/L or Psi mobs without too much trouble. Particularly considering the mitigation provided by Seeds, plus the Creepers and Flytrap drawing aggro. Psi Tornado for extra damage.
Both builds have enough recharge to perma-hasten, and the FF +recharge proc in Psi Tornado for an extra boost.
What I chopped to make room
Spirit Tree: I just realized I was never going to use it. I'm too busy with all my other powers to take the time to drop one. It's a nice power, it really is. I like it, I like the look of it, but... As nice as it is to provide the equivalent of maxed out RttC to everyone close to the tree... I usually don't have time between dropping Transfusion (Which generally can't wait), Siphon Speed to keep my recharge up, FS, transfusion, and SBing the team as the fight with the spawn is dying down.
Spore Burst: Well, I only took it as a mule anyway, TBH. I thought it might make a nice emergency control, but really, I'm never going to use it. Or at least not enough for it to really matter.
On the solo build I chopped those AND hover/fly, and then ended up cutting out speed boost in favor of Inertial Reduction, so that I would be able to farm missions in a reasonable timeframe.
Team Build:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Sylvan Defender: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-Rchg/Hold:30(3), BasGaze-EndRdx/Rchg/Hold:30(5), BasGaze-Acc/EndRdx/Rchg/Hold:30(5)
Level 1: Transfusion -- Acc-I:50(A), Acc-I:50(7), Dct'dW-Heal/EndRdx:50(9), Numna-Heal/EndRdx:40(9)
Level 2: Siphon Power -- Acc-I:50(A), Acc-I:50(7)
Level 4: Roots -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(11), Enf'dOp-Acc/EndRdx:50(11), Enf'dOp-Acc/Immob/Rchg:50(13), Enf'dOp-Acc/Immob:50(13), GravAnch-Hold%:50(15)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(17)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(17), Mlais-Acc/EndRdx:50(19), Mlais-Acc/Conf/Rchg:50(19), Mlais-Dam%:50(21)
Level 10: Swift -- Flight-I:50(A)
Level 12: Siphon Speed -- Acc-I:50(A), Acc-I:50(21), RechRdx-I:50(50)
Level 14: Hover -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(23), RedFtn-EndRdx/Rchg:50(23), RedFtn-Def/EndRdx/Rchg:50(25), RedFtn-Def:50(25), RedFtn-EndRdx:50(27)
Level 16: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:40(27)
Level 18: Vines -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(29), BasGaze-Rchg/Hold:30(29), BasGaze-EndRdx/Rchg/Hold:30(31), BasGaze-Acc/EndRdx/Rchg/Hold:30(31)
Level 20: Speed Boost -- EndRdx-I:50(A)
Level 22: Stamina -- EndMod-I:50(A), EndMod-I:50(31), EndMod-I:50(33), P'Shift-End%:50(46)
Level 24: Fly -- Flight-I:50(A)
Level 26: Carrion Creepers -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(33), Posi-Dmg/Rchg:50(33), Posi-Acc/Dmg/EndRdx:50(34), Posi-Dam%:50(34)
Level 28: Maneuvers -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(34), RedFtn-EndRdx/Rchg:50(36), RedFtn-Def/EndRdx/Rchg:50(36), RedFtn-Def:50(36), RedFtn-EndRdx:50(37)
Level 30: Tactics -- HO:Cyto(A), HO:Cyto(37), HO:Cyto(37)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(39), ExRmnt-+Res(Pets):50(39), ExRmnt-Acc/Dmg/Rchg:50(39), ExRmnt-EndRdx/Dmg/Rchg:50(40)
Level 35: Transference -- Acc-I:50(A), Acc-I:50(40), EndMod-I:50(43), EndMod-I:50(43), EndMod-I:50(43)
Level 38: Fulcrum Shift -- Acc-I:50(A), Acc-I:50(40)
Level 41: Indomitable Will -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42), LkGmblr-Rchg+:50(42)
Level 44: Mind Over Body -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(45), ImpSkn-EndRdx/Rchg:30(45), ImpSkn-ResDam/EndRdx/Rchg:30(45), ImpSkn-Status:30(46), S'fstPrt-ResKB:30(46)
Level 47: Psionic Tornado -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(50), FrcFbk-Rechg%:50(50)
Level 49: Vengeance -- DefBuff-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Solo Build:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Sylvan Defender: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-Rchg/Hold:30(3), BasGaze-EndRdx/Rchg/Hold:30(5), BasGaze-Acc/EndRdx/Rchg/Hold:30(5)
Level 1: Transfusion -- Acc-I:50(A), Acc-I:50(7), HO:Golgi(7), HO:Golgi(9)
Level 2: Roots -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(9), Enf'dOp-Acc/EndRdx:50(11), Enf'dOp-Acc/Immob/Rchg:50(11), Enf'dOp-Acc/Immob:50(13), GravAnch-Hold%:50(13)
Level 4: Siphon Power -- Acc-I:50(A), Acc-I:50(15)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(17)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(17), Mlais-Acc/EndRdx:50(19), Mlais-Acc/Conf/Rchg:50(19), Mlais-Dam%:50(21)
Level 10: Siphon Speed -- Acc-I:50(A), Acc-I:50(21)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(46)
Level 16: Boxing -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/EndRdx:50(25), C'ngImp-Dmg/EndRdx/Rchg:50(25)
Level 18: Vines -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(27), BasGaze-Rchg/Hold:30(27), BasGaze-EndRdx/Rchg/Hold:30(29), BasGaze-Acc/EndRdx/Rchg/Hold:30(29)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(37)
Level 22: Tough -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(36), ImpSkn-EndRdx/Rchg:30(36), ImpSkn-ResDam/EndRdx/Rchg:30(36), ImpSkn-Status:30(37), S'fstPrt-ResKB:30(37)
Level 24: Weave -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(31), RedFtn-EndRdx/Rchg:50(31), RedFtn-Def/EndRdx/Rchg:50(31), RedFtn-Def:50(33), RedFtn-EndRdx:50(33)
Level 26: Carrion Creepers -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(33), Posi-Dmg/Rchg:50(34), Posi-Acc/Dmg/EndRdx:50(34), Posi-Dam%:50(34)
Level 28: Inertial Reduction -- Jump-I:50(A)
Level 30: Maneuvers -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(39), RedFtn-EndRdx/Rchg:50(39), RedFtn-Def/EndRdx/Rchg:50(39), RedFtn-Def:50(40), RedFtn-EndRdx:50(40)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(40), ExRmnt-Dmg/EndRdx:50(42), ExRmnt-EndRdx/Dmg/Rchg:50(42), ExRmnt-+Res(Pets):50(42)
Level 35: Transference -- Acc-I:50(A), Acc-I:50(43)
Level 38: Fulcrum Shift -- Acc-I:50(A), Acc-I:50(43)
Level 41: Indomitable Will -- RechRdx-I:50(A), RechRdx-I:50(43), LkGmblr-Rchg+:50(46)
Level 44: Mind Over Body -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(45), ImpSkn-EndRdx/Rchg:30(45), ImpSkn-ResDam/EndRdx/Rchg:30(45), ImpSkn-Status:30(46)
Level 47: Psionic Tornado -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(50), FrcFbk-Rechg%:50(50)
Level 49: Tactics -- HO:Cyto(A), HO:Cyto(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment -
The slow interfering with fury generation argument is ridiculous. So my SS/Shield Brute who basically never lets his enemies stand up long enough to throw an attack must have fury problems? News to me.
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Erm... Actually immediately after posting this and getting in the shower I realized that I could do almost the same thing with no purples whatsoever, save a couple billion inf, and get recharge levels almost as good.
Recharge is only 216% on this build, but hasten is still perma, everything is still pretty much as good as you could ask for (Aside from the cursed, unpermable Vines). Last build was admittedly overkill.
This build should be surprisingly cheap, though I did keep one purple IO... I just love the chance for hold proc in Gravitational Anchor.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Sylvan Defender: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(7), BasGaze-Rchg/Hold:30(36), BasGaze-EndRdx/Rchg/Hold:30(37), BasGaze-Acc/EndRdx/Rchg/Hold:30(37)
Level 1: Transfusion -- Acc-I:50(A), Acc-I:50(3), HO:Golgi(3), HO:Golgi(5)
Level 2: Roots -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(5), Enf'dOp-Acc/Immob/Rchg:50(7), Enf'dOp-Acc/Immob:50(9), Enf'dOp-Acc/EndRdx:50(9), GravAnch-Hold%:50(23)
Level 4: Siphon Power -- Acc-I:50(A), Acc-I:50(34)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(11), Mlais-Acc/EndRdx:50(13), Mlais-Acc/Conf/Rchg:50(13), Mlais-Dam%:50(17)
Level 10: Siphon Speed -- Acc-I:50(A), Acc-I:50(11)
Level 12: Spirit Tree -- Heal-I:50(A)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(15)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(17)
Level 18: Vines -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(19), BasGaze-Rchg/Hold:30(19), BasGaze-EndRdx/Rchg/Hold:30(21), BasGaze-Acc/EndRdx/Rchg/Hold:30(21)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:20(23), P'Shift-End%:50(46)
Level 22: Speed Boost -- EndRdx-I:50(A)
Level 24: Hover -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(25), RedFtn-EndRdx/Rchg:50(25), RedFtn-Def/EndRdx/Rchg:50(27), RedFtn-Def:50(27), RedFtn-EndRdx:50(29)
Level 26: Carrion Creepers -- Posi-Dmg/EndRdx:50(A), Posi-Dam%:50(29), Posi-Dmg/Rchg:50(31), Posi-Dmg/Rng:50(33), Posi-Acc/Dmg/EndRdx:50(33), RechRdx-I:50(33)
Level 28: Fly -- Flight-I:50(A)
Level 30: Spore Burst -- CSndmn-Acc/Rchg:50(A), CSndmn-EndRdx/Sleep:50(31), CSndmn-Acc/EndRdx:50(31), CSndmn-Sleep/Rng:50(34), CSndmn-Acc/Sleep/Rchg:50(34)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(37), ExRmnt-Dmg/EndRdx:50(39), ExRmnt-Acc/Dmg/Rchg:50(39), ExRmnt-EndRdx/Dmg/Rchg:50(39)
Level 35: Transference -- Acc-I:50(A), Acc-I:50(36), EndMod-I:50(36), EndMod-I:50(40), EndMod-I:50(40)
Level 38: Fulcrum Shift -- Acc-I:50(A), Acc-I:50(40), RechRdx-I:50(42)
Level 41: Indomitable Will -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx/Rchg:50(42), RedFtn-Def:50(42), RedFtn-Def/EndRdx:50(43), RedFtn-EndRdx/Rchg:50(43), RedFtn-EndRdx:50(43)
Level 44: Mind Over Body -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(45), ImpSkn-EndRdx/Rchg:30(45), ImpSkn-Status:30(45), ImpSkn-ResDam/EndRdx/Rchg:30(46), S'fstPrt-ResDam/Def+:30(46)
Level 47: Maneuvers -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(48), RedFtn-EndRdx/Rchg:50(48), RedFtn-Def:50(48), RedFtn-Def/EndRdx/Rchg:50(50), RedFtn-EndRdx:50(50)
Level 49: Tactics -- HO:Cyto(A), HO:Cyto(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment -
I resolved to build a Plant/Kin for farming, because I tanked on a boss farm that had a plant/kin and she made me feel bad for my fire/kin. I mean YIKES. Now I want one.
So I created this build... It's recharge levels are just plain stupid high (238% with Hasten and 3x Siphon Speed). Basically everything is perma, without recharge enhancements (Except for Vines, but short of a Dom with permadom + power boost there's no chance of sending that perma). It has quite good status protections through Indomitable Will and a Steadfast KB protection, and the defenses/resists are, I think, fairly good for a 'troller, considering I wasn't focusing on them. Fulcrum Shift is up every 16 seconds, which is more than enough to hit the damage cap unassisted.
The end usage is high, but so is recovery (3.16/s, not factoring in the Performance Shifter +end proc), and well, he's a kin... He has Transference up every 10 seconds. I'd have to be a noob to burn his whole endurance bar in 10 seconds.
The build is also extremely expensive, but not as much so as the SS/Shield Brute farming build I've been working on (Which is 2 bill in and probably 2-3 to go).
Anyway, submitted for comments, suggestions, optimizations, etc:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Sylvan Defender: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(7), BasGaze-Rchg/Hold:30(36), BasGaze-EndRdx/Rchg/Hold:30(37), BasGaze-Acc/EndRdx/Rchg/Hold:30(37)
Level 1: Transfusion -- Acc-I:50(A), Acc-I:50(3), HO:Golgi(3), HO:Golgi(5)
Level 2: Roots -- GravAnch-Immob/Rchg:50(A), GravAnch-Hold%:50(5), GravAnch-Acc/Immob/Rchg:50(7), GravAnch-Acc/Rchg:50(9), GravAnch-Immob/EndRdx:50(9)
Level 4: Siphon Power -- Acc-I:50(A), Acc-I:50(34)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Seeds of Confusion -- CoPers-Conf/Rchg:50(A), CoPers-Conf/EndRdx:50(11), CoPers-Acc/Rchg:50(13), CoPers-Conf%:50(13), CoPers-Acc/Conf/Rchg:50(17)
Level 10: Siphon Speed -- Acc-I:50(A), Acc-I:50(11)
Level 12: Spirit Tree -- Heal-I:50(A), Heal-I:50(23), Heal-I:50(29)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(15)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(17)
Level 18: Vines -- UbrkCons-Hold/Rchg:50(A), UbrkCons-Acc/Hold/Rchg:50(19), UbrkCons-Acc/Rchg:50(19), UbrkCons-EndRdx/Hold:50(21), UbrkCons-Dam%:50(21)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:20(23), P'Shift-End%:50(46)
Level 22: Speed Boost -- EndRdx-I:50(A)
Level 24: Hover -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(25), RedFtn-EndRdx/Rchg:50(25), RedFtn-Def/EndRdx/Rchg:50(27), RedFtn-Def:50(27), RedFtn-EndRdx:50(29)
Level 26: Carrion Creepers -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(31), Ragnrk-Acc/Rchg:50(33), Ragnrk-Dmg/EndRdx:50(33), Ragnrk-Knock%:50(33)
Level 28: Fly -- Flight-I:50(A)
Level 30: Spore Burst -- FtnHyp-Sleep/Rchg:50(A), FtnHyp-Sleep/EndRdx:50(31), FtnHyp-Plct%:50(31), FtnHyp-Acc/Sleep/Rchg:50(34), FtnHyp-Acc/Rchg:50(34)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(37), ExRmnt-Dmg/EndRdx:50(39), ExRmnt-Acc/Dmg/Rchg:50(39), ExRmnt-EndRdx/Dmg/Rchg:50(39)
Level 35: Transference -- Acc-I:50(A), Acc-I:50(36), EndMod-I:50(36), EndMod-I:50(40), EndMod-I:50(40)
Level 38: Fulcrum Shift -- Acc-I:50(A), Acc-I:50(40), RechRdx-I:50(42)
Level 41: Indomitable Will -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx/Rchg:50(42), RedFtn-Def:50(42), RedFtn-Def/EndRdx:50(43), RedFtn-EndRdx/Rchg:50(43), RedFtn-EndRdx:50(43)
Level 44: Mind Over Body -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(45), ImpSkn-EndRdx/Rchg:30(45), ImpSkn-Status:30(45), ImpSkn-ResDam/EndRdx/Rchg:30(46), S'fstPrt-ResDam/Def+:30(46)
Level 47: Maneuvers -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(48), RedFtn-EndRdx/Rchg:50(48), RedFtn-Def:50(48), RedFtn-Def/EndRdx/Rchg:50(50), RedFtn-EndRdx:50(50)
Level 49: Tactics -- HO:Cyto(A), HO:Cyto(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment -
Quote:I've used that on a couple of characters. But it's a very specific look. Only really works for someone you want to look armored.If you have the Valkyrie pack, try the valkyrie 3 shoulder pads + magic cloak, that covers up the shoulders even more and looks pretty good ^_^
It's not that I don't like the shoulders on the models and want to cover them up, it's just that I think that if you're going to wear a cloak it should be somewhat enveloping. Having a flowing cloak that goes over the shoulders is a completely different (And more impressive) effect than just a towel tied around your neck