Panikaze

Apprentice
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  1. Nice nice, I just made a build with cap all positions and 100% recharge time! ^^

    So Chain > Charged > Jacobs > Charged is damn awesome! o.o, I'm just leveling this stalker now, it sounds brighty, and if it's the AoE killing machine I expect with 100% recharge, I'm so going to remove all 5 LotG, and epics from my dominator to slot her quickly.
  2. Panikaze

    MY BS/Ninja

    I didn't even noticed he forgot build up... so many other flaws I'm actually surprised he got Assassin Slash..
  3. Quote:
    Originally Posted by Frosticus View Post
    I'd play a warmace stalker, but not unless the AS animation was an overhead smash of some sort rather than a stabbing motion. And then I'd use the shovel weapon.

    Assassin shovel to the face.

    hahahaha
    that put me in a laugh attack >.<... right when my boss as passing by!! Damn, you need to warn people before posting something like that...
  4. Katana/Elec.

    Why?
    Because it's fun! May not be able to solo AVs for lack of damage but if you invest a good money on it, you can get mellee and ranged soft cap, with awesome /elec + tough resistance. (60% S/L, 40% Fire/Cold, 75% energy)

    It also has a self heal every 40 seconds, which increases your regen to 400%, so after healing you are a pseudo /regen scrapper with defense cap and resistance for 30 seconds, not to mention that your end usage during 30 secs is reduced by half!!

    And if isn't enough, you have an end drain power as well, a good Katana AoE and nasty fast animation single target damages, enough to run past +2/x8 easily.

    Fun to play, expensive to build to reach the defense cap, but you can get the mellee cap easily with two stacks of Divine Avalanche, and what is more fun than being an electric ninja?! Lightning speed strikes!! You enemies will just see the blur as you swing your charged sword and wake up in the Zig!
  5. If you want a boss killing build, Charge Brawl > Havoc punch in DPA, which will increase your DPS single target in the long run. And yeah, don't ever skip assassin strike on a stalker!!!

    Stalkers have 3 signature powers that in my opnion, shouldn't be skipable at all:

    Placate, AS, hide (this one thankfully is not skipable, or I swear some freak would try to make a full scrapper build on their stalker >.>)

    The build is nice, I am not with mids here so I assume you capped all 3 positional defense cap, right?! If not, that is a nice goal to aim for.
  6. Panikaze

    MY BS/Ninja

    Just being honest, brutally maybe, but comon...

    lets point the mistakes:
    • Smoke Flash is a bad power.
    • Kuji-in Sha sloting made me feel sick... comon, heal recharge it!
    • Kuji-in Retsu for run? >.< that do you want, be a The Flash without travel power with all these speed IO's in sprint, swift and Retsu?
    • Danger sense... slot it for defense...
    • Teleport pool on a pve stalker is not the best idea.
    • Hasten with only 1 recharge? put 3!
    • Stalkers and pets is not the best combination, can work, but since you stealth and they don't, they will take alphas and possibily die.
    • If that's a pve build, you could go without the snipe. If that's a pvp build, you shouldn't go.. at all..
    • Stamina is too late and why 4 end modification? Do you actually look at mid's numbers? Hint: diminishing returns...
    • Health regen is meaningless for you, 2 slot it only if you are going to put both uniques, numina and miracle.
    • 6 slot in hide? with so many powerls lacking slot? you must be joking...
    • Placate could use 3 slots recharge, or at least 2.
    • Swift and sprint with 3 slots... waste.
    • Def IO on parry... and.. what about accuracy?
    • Ahem.. accuracy missing again.. this time on soul storm.
    • I'm not with mids now, I'm at work, but I feel that your kuji-in rin with only 1 recharge and these sets wouldn't be perma, check it, or put 2-3 recharges to make it perma.

    Other than that, the build is perfect! *ironic*
  7. Nice guide, I have an elec/ninja and I only desagree with one thing, that is your choice on level one.

    While havoc punch DOES more damage, Charge Brawl has a better Damage Per Activation and half the recharge time.

    So while you activate Havoc punch once, you can activate Charge Brawl twice, it hits faster and at lower levels it's much better than wait for power recharge.

    With 100% recharge bonus you can get a very good single target chain of around 160 DPS (BU not included.) Charge Brawl / Chain Induction / Charge Brawl / Jacobs Ladder. (notice that while this is the best single target chain you can get and it will still hit multiple enemies if they're lined so after killing the boss you might have killed all minions around as well.)
  8. Panikaze

    MY BS/Ninja

    I was going to read.. but then I saw the 3 slots in sprint and gave up.. or the stamina so deep while got teleport on 14... or danger sense with only a KB prot..

    really.. awful build :P try again.
  9. Quote:
    Originally Posted by brophog02 View Post
    I remember one time on a stormie that someone accused me of knockback and I was AFK! Turns out, it was a FF'er who had left force bubble on!

    But for them, FFer were just bubbles and stormies caused all of the knockback!
    I lol'd at that, and that is fairly common to see people pointing the stormer as the KB cause even if they are just there doing nothing..
  10. Fire is better than grav because of the damage output and the fast recharge stun.
    While grav has a fast recharge control, it's not as easy to use as fire (wormhole), and grav damage is quite weak compared to fire, not to mention that imps > singularity for damage.

    If you want something as effective as fire, with good damage, nice fast recharge control, I'd sugest plant. Perma creepers, seeds of confusion up often and the AoE immob is the most damaging in the game from all control sets. The pet is not as good as the imps, but the little flytrap will keep everything immobilized for you
  11. You can fort 7 with perma PA, fort will be down to 16-17 seconds recharge.
  12. Because honestly, if get so close to perma PA, means you had to use ALOT of epics, and alot of influence...
    Well, I don't know about you, but use so much money on a character that will be mostly built for your team... isn't worth it...

    I am a bit selfish, I'd go as a Illu/rad instead, at least I could solo GM's, with less money, and still be loved by my teammates :P

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    This is the build I made, with recall friend and leadership, and powerboost.

    63 sec recharge on PA, and yep, this build has no travel power, you'd have to buy the jetpack and use it as travel ^^ (which is not much of a bother in my opnion.)



    ------- Edit ----------


    Found a good between the usefulness debuffs of a /rad with the lovely buffs of a /emp, your team will love you, and the AVs will still phear you!!


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    /thermal is awesome ^^

    You could go for a nice concept as well as /thermal, like a burning ghost or something you can buff your phantasm to look like a nice burning huge ghost!

    Fireball will help a bit, not much, but it's still fun for concept, you could switch to fireblast for a better ST chain against enemies: Blind/SW/Fireblast
  13. Perma PA on a /emp is just... waste...

    but still, Illu/emp is better than mind, more soft control (PA, Spectral Terror), free invisibility that you can just sit back and heal people while no one notices you, and you don't need to pick stealth to combo with TP if you want to be full useful.

    You can have 4 power pools:
    Fitness
    Hasten/SS
    Recall Friend
    Leadership

    (or tp instead of SS))

    As for epic pool, I'd take primal forces for Power Boost, (which is nice with Flash for emergency, or with vengeance, that can turn the tides of battle completely if your tank dies, making everyone close to def cap! )
  14. If you want to just heal and don't do anything else, at least roll a mastermind and keep pets on aggro while they play more smart then your brain could...

    Pure healers in this game sucks, if you want to be a pure healer, go play WoW!!

    Hopefully you'll be kicked of the good teams, because they really don't need you...




    and yes, Jesus is Emp/AR... not grav... see? you don't even know the basics...

  15. Quote:
    Originally Posted by MentalMaden View Post
    The thing I see right from the start, is pretty low accuracy in powers without any accuracy set bonuses. I know you have freezing rain, but I'd still want more accuracy all the way around than is in the build. Unless you're only interested in fighting even cons or lower with it.

    Set bonuses total:
    - 57% Enhancement(Accuracy)

    Isn't enough? :P

    That is enough to hit +1 with no accuracy on most powers, but each power is slotted with at least 43% accuracy, giving it a total of 100%, on mids, all powers are at least on 150%+ accuracy.

    On top of freezing rain -def, I think that's pretty much enough to hit +3 without trouble.
  16. I'm at work and bored, nothing to do, I decided to play with some controller builds and I came with a nice one for an ice/storm/ice thematic character! Note that the build is just a "dream" build and would cost at least 4 billions to be made. (PvP 3% def IO + 4 epic sets + 4 LotG + Miracle and numina unique + 6 cytosqueletons )

    The build contains:

    - 95% recharge time (Four seconds from perma hasten.)
    - Ranged def soft cap. (45% exactly.)
    - Lethal/Smash soft cap. (45,7%)
    - Panic button up every minute. (hibernate)

    Means that you get a damn nice recharge while ranged attacks will rarely hit you, and some aoe attacks like shrikens, full auto, or other lethal/smash attack will also not hit you. Hurricane keeps mellees away, and if you stack the tohit debuff with your 35% energy/negative defense, you are most likely going to avoid a damn good amount of damage types in the game.

    Unfortunatelly the build lacks a self heal, but with hibernate up so often you can use it between fights while your team regroups or even in the middle of the fight after using some of your controls/debuffs.

    Downside:
    Arctic Air + Steam myst + CJ + Snow Storm + Hurricane + Weave + Frozen armor..
    Total of: 2,27 endurance usage per second with everything up. (Which is usually overkill, you don't need and most likely wont have everything up all the time.) The endurance recovery of the character, with accolades is 3,57 end/s, which leaves only 1,3 end/s to play with on worse scenario.

    Ps.: I could skip arctic air usage almost completely playing this character because hurricane knocks everything out of it anyway, but I needed the 5% ranged def and the 10% recharge as set bonuses.



    SHUT UP PANIKAZE!! WHERE IS THE BUILD?!


    calm down... there we go...

    Hero Plan by Mids' Hero Designer 1,601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Storm Summoning
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Block of Ice
    • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
    • (17) Basilisk's Gaze - Accuracy/Recharge: Level 30
    • (17) Basilisk's Gaze - Recharge/Hold: Level 30
    • (34) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
    • (43) Unbreakable Constraint - Hold/Recharge: Level 50
    Level 1: Gale
    • (A) Explosive Strike - Damage/Knockback: Level 20
    • (3) Explosive Strike - Accuracy/Knockback: Level 20
    • (3) Explosive Strike - Chance for Smashing Damage: Level 20
    Level 2: Frostbite
    • (A) Gravitational Anchor - Immobilize: Level 50
    • (15) Gravitational Anchor - Immobilize/Recharge: Level 50
    • (19) Gravitational Anchor - Accuracy/Immobilize/Recharge: Level 50
    • (34) Gravitational Anchor - Accuracy/Recharge: Level 50
    • (42) Gravitational Anchor - Immobilize/Endurance: Level 50
    Level 4: Snow Storm
    • (A) Pacing of the Turtle - Accuracy/Slow: Level 50
    • (5) Pacing of the Turtle - Damage/Slow: Level 50
    • (5) Pacing of the Turtle - Accuracy/Endurance: Level 50
    • (37) Pacing of the Turtle - Range/Slow: Level 50
    • (40) Pacing of the Turtle - Endurance/Recharge/Slow: Level 50
    • (42) Pacing of the Turtle - Chance of -Recharge: Level 50
    Level 6: Arctic Air
    • (A) Coercive Persuasion - Confused: Level 50
    • (7) Coercive Persuasion - Confused/Recharge: Level 50
    • (7) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
    • (9) Coercive Persuasion - Accuracy/Recharge: Level 50
    • (9) Coercive Persuasion - Confused/Endurance: Level 50
    • (33) Coercive Persuasion - Contagious Confusion: Level 50
    Level 8: Shiver
    • (A) Pacing of the Turtle - Accuracy/Slow: Level 50
    • (40) Pacing of the Turtle - Endurance/Recharge/Slow: Level 50
    • (43) Pacing of the Turtle - Range/Slow: Level 50
    • (45) Pacing of the Turtle - Accuracy/Endurance: Level 50
    • (46) Pacing of the Turtle - Damage/Slow: Level 50
    • (48) Pacing of the Turtle - Chance of -Recharge: Level 50
    Level 10: Steamy Mist
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (11) HamiO:Cytoskeleton Exposure
    • (11) HamiO:Cytoskeleton Exposure
    Level 12: Ice Slick
    • (A) Recharge Reduction IO: Level 50
    • (13) Recharge Reduction IO: Level 50
    • (13) Recharge Reduction IO: Level 50
    Level 14: Combat Jumping
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
    • (15) Luck of the Gambler - Recharge Speed: Level 50
    • (33) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
    Level 16: Hurdle
    • (A) Jumping IO: Level 50
    Level 18: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    • (19) Miracle - +Recovery: Level 40
    Level 20: Stamina
    • (A) Performance Shifter - EndMod: Level 50
    • (21) Performance Shifter - EndMod/Recharge: Level 50
    • (21) Performance Shifter - EndMod/Accuracy: Level 50
    • (34) Performance Shifter - Chance for +End: Level 50
    Level 22: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (23) Recharge Reduction IO: Level 50
    • (23) Recharge Reduction IO: Level 50
    Level 24: Freezing Rain
    • (A) Positron's Blast - Accuracy/Damage: Level 50
    • (25) Positron's Blast - Damage/Endurance: Level 50
    • (25) Positron's Blast - Damage/Recharge: Level 50
    • (42) Positron's Blast - Damage/Range: Level 50
    • (43) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    Level 26: Hurricane
    • (A) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
    • (27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
    • (27) Dark Watcher's Despair - Recharge/Endurance: Level 50
    • (29) Dark Watcher's Despair - Chance for Recharge Slow: Level 50
    Level 28: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
    • (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
    Level 30: Kick
    • (A) Kinetic Combat - Accuracy/Damage: Level 20
    • (31) Kinetic Combat - Damage/Endurance: Level 20
    • (31) Kinetic Combat - Damage/Recharge: Level 20
    • (31) Kinetic Combat - Damage/Endurance/Recharge: Level 35
    Level 32: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (33) Gladiator's Armor - TP Protection +3% Def (All): Level 50
    Level 35: Jack Frost
    • (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
    • (36) Expedient Reinforcement - Accuracy/Damage: Level 50
    • (36) Expedient Reinforcement - Damage/Endurance: Level 50
    • (36) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
    • (37) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
    • (37) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
    Level 38: Lightning Storm
    • (A) Apocalypse - Damage: Level 50
    • (39) Apocalypse - Damage/Recharge: Level 50
    • (39) Apocalypse - Accuracy/Damage/Recharge: Level 50
    • (39) Apocalypse - Accuracy/Recharge: Level 50
    • (40) Apocalypse - Damage/Endurance: Level 50
    Level 41: Hibernate
    • (A) Recharge Reduction IO: Level 50
    • (48) Recharge Reduction IO: Level 50
    Level 44: Frost Breath
    • (A) Ragnarok - Damage: Level 50
    • (45) Ragnarok - Damage/Recharge: Level 50
    • (45) Ragnarok - Accuracy/Damage/Recharge: Level 50
    • (46) Ragnarok - Accuracy/Recharge: Level 50
    • (46) Ragnarok - Damage/Endurance: Level 50
    Level 47: Weave
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (48) HamiO:Cytoskeleton Exposure
    • (50) HamiO:Cytoskeleton Exposure
    Level 49: Frozen Armor
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (50) HamiO:Cytoskeleton Exposure
    • (50) HamiO:Cytoskeleton Exposure
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 1: Containment
    ------------
    Set Bonus Totals:
    • 12,5% DamageBuff(Smashing)
    • 12,5% DamageBuff(Lethal)
    • 12,5% DamageBuff(Fire)
    • 12,5% DamageBuff(Cold)
    • 12,5% DamageBuff(Energy)
    • 12,5% DamageBuff(Negative)
    • 12,5% DamageBuff(Toxic)
    • 12,5% DamageBuff(Psionic)
    • 9,75% Defense(Smashing)
    • 9,75% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 19,8% Defense(Energy)
    • 19,8% Defense(Negative)
    • 6% Defense(Psionic)
    • 7,88% Defense(Melee)
    • 29,8% Defense(Ranged)
    • 6% Defense(AoE)
    • 4% Enhancement(Confused)
    • 95% Enhancement(RechargeTime)
    • 57% Enhancement(Accuracy)
    • 5% Enhancement(FlySpeed)
    • 5% Enhancement(JumpSpeed)
    • 5% Enhancement(JumpHeight)
    • 5% Enhancement(RunSpeed)
    • 5% FlySpeed
    • 80,1 HP (7,88%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 2,5%
    • MezResist(Held) 8%
    • MezResist(Immobilize) 5,25%
    • MezResist(Sleep) 8%
    • MezResist(Stun) 2,5%
    • MezResist(Terrorized) 2,5%
    • 21,5% (0,36 End/sec) Recovery
    • 26% (1,1 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 16,6% Resistance(Fire)
    • 16,6% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 5% RunSpeed



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    |D060F1B84A797E6E810AAE790523F4BE6869B801E5103233E1E517D7769FEE97B8C|
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    |22CB0B7C8BA2DEFA944EB3BC601217048F043DD364EABB4F1FE02BC699B8EAF1267|
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    |4AF5CAF2BD7C5451C657F8DCFB65A2FE11320F9C639C270C8E322E1034D887216FC|
    |0E00B8FCA776658721F6A0D49CB105B86FFB204B4CA37073F78C4E43F91B856F9EC|
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    |-------------------------------------------------------------------|

    For the Glacier lovers, you can put it instead of frostbreath, and slot with the epic hold set. Or put tornado there instead with the epic stun set and use it with frostbite.


    There, and before someone post something like: "You don't need all this on a controller to be effective, the set with SO's is enough to be playable by most of the game content and bla bla bla bla, you could use those 4 billions to make 10 characters that can be more effective than this and even solo AVs, which this one cannot!"

    --- I am /NOT/ willing to make this toon, it's just a build play to an "untouchable" ice themed controller. --


    ^^ Now, rate it, and feel free to post your own controllers uber defensive builds!!
  17. Panikaze

    First ever!!!!

    Quote:
    Originally Posted by TRTerror View Post
    RIP Zappy McCloud after his talk with Castle he was never the same .
    No one is never the same after talking with Castle...

    ..and nothing is never the same again after Castle putting his hands on it!
  18. Everytime I see an Illu/emp I want to murder them >.<

    Maybe because i'm a bit min/max with illusion and I feel the /NEED/ to aim for perma PA, and without being a /rad or /kin it's damn hard, if not impossible.

    And you don't have debuffs to make your PA better, and cannot buff them with fortitude... =/

    I have a plant/emp, I love her Seeds is one of the best controls in the game and with perma creepers I dont even bother about my damage!
  19. Well, thanks for the answers!!

    I'm satisfied now, I didn't know that the game ignored the level of the slots >.<
    I usually planned my builds around those slottings because of sk, but since it doesn't matter, it's awesome.
  20. I don't want to know about set bonuses... I know the set bonuses remains when you exemp.

    I want to know it a power like:

    L2 - Spectral Wounds: Hec: Rech/Acc(2), Hec: Dmg/Rech(40), Hec: Dmg/Rech/Acc(40), Hec: Dmg(40)

    Notice that it's a level 2 power, and the default slot when you get the power has a hecatomb Rech/Acc. I know this Rech/Acc will count if I exemplar to level 10.

    The question is: Since all other 3 slots I got only on level 40, if I exemp to level 10, will I still have +damage and the other improvements of the set?

    I know that doesn't happen with normal enhancements, does it happen with epics?
  21. Then that means that if I am going to purple a power, I can slot it only later and slot the non-purpled first for better performance when sk'd?
  22. I wont take long, question is simple:

    I am aware that if you mal/exemp down, you keep the puple SET BONUSES

    Does the same apply to the power?
    If I get a power at level 10, slot the power only at level 40+ with, lets say: full hecatomb.
    When I mal down to level 10, will my power keep all +100% damage, accuracy and recharge of the full sets or only the first slot (the one I got at level 10)?
  23. Panikaze

    Teleport Foe !

    Honestly... learn to play :P

    If you were a /traps blaster or corruptor, I'd say: "Yes, sucks TP Foe doesn't work for you anymore."

    But a mastermind? Oh comon, you don't even need tp to kill people, actually you don't even need trip mine. Just chase after your targets, play with them a little, and when they get to half HP and are ready to run, powerboosted webnade, pet attack, proc filled trops, proc filled poison trap on their struggling feet and you have a kill! (Yes, may seen stupid but alot of masterminds in pvp forget they can and SHOULD get out bodyguard mode sometimes.)

    I had a pvp bot/traps.... but got so ridiculously stupid to pvp with him due lack of challenge. By the way, masterminds is easy mode in pvp and pve.. most of them at least.
  24. I was playing my Illu character today a bit and noticed something wrong with my decoys.

    They are not getting into mellee like they used to do, at least not so often, I fought an EB and my decoys stood in ranged the whole 60 seconds, and even when the EB got close to one of the decoys, it didn't use the firesword at any moment or punched. My decoy kept using lightning bolts, fire and hurl bulder all the time.

    Is that happened to everyone?
    Is that a known issue?

    o.o it really sucks because the damage of the PA in mellee is more than in ranged >.<, I'm taking longer to kill bosses and EBs...
  25. Panikaze

    Good for what?

    Heh... got to level 13 with her and didn't like Jounins much >.>, the graves are much more "ZOMGBIGHITS!"

    xD might reroll necro/thermal