Panzerwaffen

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  1. Panzerwaffen

    Fire/Rad Help

    Quote:
    Originally Posted by Giameedes View Post
    Ok, so even though I have been a COHer (I know, not a word; LOL) for about 3 years, this will be my first post. So forgive me ahead of time if I make any faux pas. With that said I am looking for advise and help with my fire/rad build, currently at level 41. I also would love some advise and help on how to use MIDS; from what I understand it's a great tool. I'm just trying to take my game to the next level! Thanks guys!!!
    It's about time you show up around here...
  2. Quote:
    Originally Posted by B_L_Angel View Post
    Just wanted to say thanks to Impyre for starting what was an incredibly fun event. I think we did 5 mayhem missions before everyone logged out and were pretty much steam rolling everything we were trying our hands at. I think at one point we were fielding three teams at once and had rolling teams through the afternoon and evening. I had tried this on a couple of other servers but, ours did just really well. Fun factor was just off the scale.
    Sorry I couldn't be there.. Damn work schedule.

    Quote:
    1. We seemed to be getting blue numbers for damage around 169%. I thought the corrupter cap was at 400% global.
    The Combat Attribute monitor only shows bonus damage from buffs like AM, Build-Up, Fury, Inspirations, Assault, Defiance, etc. It does not include damage from enhancement slotting for example, although it will show damage from set bonuses. As far as I know the damage cap works like this:

    Corruptor damage cap is 500%.

    100% base attack damage + 100% damage from enhancements (more like 96%) + 160% from Accelerate Metabolism (8x20%) + 120% from Assault (8x15%) = ideal team max of roughly 480% damage. 20% short of the cap.
  3. Quote:
    Originally Posted by SonSmith1 View Post
    I prefer to stay at range. The only melee attacks I really use are bone crusher and power thrust. I don't really use them for damage, mainly just to push the perp away from me.
    OK, here is a fairly basic IO build that provides pretty significant ranged defense through set bonuses. Combined with hoverblasting, it will greatly increase survivability. It's not a cheap frankenslotted build, but neither is it a super-expensive uber IO build. With Hover and Combat Jumping, it provides just over 37% ranged defense. The two Kinetic Crash sets could be swapped out with other sets if you wanted to push the defense % higher, in exchange for sacrificing the recharge & knockback protection from KC.

    Also, I tend to put builds together with an eye towards keeping set bonuses when exemplared. Feel free to ignore the IO levels if you don't plan on exemping down.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Blaster
    Primary Power Set: Energy Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1: Power Bolt -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx:35(3), Thundr-Dmg/Rchg:35(3), Thundr-Acc/Dmg/Rchg:35(5), Thundr-Acc/Dmg/EndRdx:35(5), Thundr-Dmg/EndRdx/Rchg:35(7)
    Level 1: Power Thrust -- KinCrsh-Dmg/KB:35(A), KinCrsh-Acc/KB:35(43), KinCrsh-Rchg/KB:35(46), KinCrsh-Rechg/EndRdx:35(46), KinCrsh-Dmg/EndRdx/KB:35(46), KinCrsh-Acc/Dmg/KB:35(48)
    Level 2: Power Blast -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx:35(7), Thundr-Dmg/Rchg:35(9), Thundr-Acc/Dmg/Rchg:35(9), Thundr-Acc/Dmg/EndRdx:35(11), Thundr-Dmg/EndRdx/Rchg:35(11)
    Level 4: Energy Torrent -- Det'tn-Acc/Dmg/EndRdx:50(A), Det'tn-Dmg/EndRdx/Rng:50(13), Det'tn-Acc/Dmg:50(13), Det'tn-Dmg/Rng:50(15), Det'tn-Dmg/Rchg:50(15), RechRdx-I:50(17)
    Level 6: Swift -- Flight-I:50(A)
    Level 8: Power Burst -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx:35(17), Thundr-Dmg/Rchg:35(19), Thundr-Acc/Dmg/Rchg:35(19), Thundr-Acc/Dmg/EndRdx:35(21), Thundr-Dmg/EndRdx/Rchg:35(21)
    Level 10: Hover -- Zephyr-Travel:20(A), Zephyr-Travel/EndRdx:20(23), Flight-I:50(37)
    Level 12: Build Up -- RechRdx-I:35(A), RechRdx-I:35(23), RechRdx-I:35(25)
    Level 14: Fly -- Zephyr-Travel:20(A), Zephyr-Travel/EndRdx:20(25), Flight-I:50(50)
    Level 16: Health -- Heal-I:35(A), Heal-I:35(37)
    Level 18: Aim -- RechRdx-I:35(A), RechRdx-I:35(27), RechRdx-I:35(27)
    Level 20: Stamina -- EndMod-I:35(A), EndMod-I:35(29), EndMod-I:35(29)
    Level 22: Power Push -- KinCrsh-Dmg/KB:35(A), KinCrsh-Acc/KB:35(33), KinCrsh-Rchg/KB:35(42), KinCrsh-Rechg/EndRdx:35(42), KinCrsh-Dmg/EndRdx/KB:35(43), KinCrsh-Acc/Dmg/KB:35(43)
    Level 24: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(40)
    Level 26: Explosive Blast -- Det'tn-Acc/Dmg:50(A), Det'tn-Acc/Dmg/EndRdx:50(31), Det'tn-Dmg/EndRdx:50(31), Det'tn-Dmg/Rchg:50(31), RechRdx-I:50(33)
    Level 28: Combat Jumping -- Zephyr-Travel:15(A), Zephyr-Travel/EndRdx:15(33)
    Level 30: Hasten -- RechRdx-I:35(A), RechRdx-I:35(34), RechRdx-I:35(34)
    Level 32: Nova -- M'Strk-Acc/Dmg/EndRdx:50(A), M'Strk-Dmg/EndRdx/Rchg:50(34), M'Strk-Dmg/Rchg:50(36), M'Strk-Acc/Dmg:50(36), C'ngBlow-Dmg/Rchg:50(36)
    Level 35: Boost Range -- RechRdx-I:50(A), RechRdx-I:50(37)
    Level 38: Energy Punch -- Mako-Acc/Dmg:35(A), Mako-Dmg/EndRdx:35(39), Mako-Dmg/Rchg:35(39), Mako-Acc/EndRdx/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:35(40), Mako-Dam%:35(40)
    Level 41: Shocking Bolt -- EoCur-Acc/Hold/Rchg:50(A), EoCur-Acc/Rchg:50(42), EoCur-EndRdx/Hold:50(48), EoCur-Acc/Hold:50(50)
    Level 44: Charged Armor -- EndRdx-I:50(A), ResDam-I:50(45), ResDam-I:50(45), S'fstPrt-ResDam/Def+:15(45)
    Level 47: Super Jump -- Zephyr-Travel:15(A), Zephyr-Travel/EndRdx:15(48)
    Level 49: Super Speed -- Zephyr-Travel:15(A), Zephyr-Travel/EndRdx:15(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3.94% Defense(Fire)
    • 3.94% Defense(Cold)
    • 23.9% Defense(Energy)
    • 23.9% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 33.6% Defense(Ranged)
    • 4.88% Defense(AoE)
    • 15% Enhancement(RechargeTime)
    • 21% Enhancement(Accuracy)
    • 12% FlySpeed
    • 18.1 HP (1.5%) HitPoints
    • 12% JumpHeight
    • 12% JumpSpeed
    • Knockback (Mag -6)
    • Knockup (Mag -6)
    • MezResist(Confused) 1.65%
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 3.3%
    • MezResist(Sleep) 4.95%
    • MezResist(Stun) 3.3%
    • MezResist(Terrorized) 1.65%
    • 6% (0.1 End/sec) Recovery
    • 12% (0.6 HP/sec) Regeneration
    • 5% Resistance(Smashing)
    • 0.95% Resistance(Fire)
    • 0.95% Resistance(Cold)
    • 3.75% Resistance(Energy)
    • 18% RunSpeed
    • 2% XPDebtProtection



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  4. Panzerwaffen

    AR/Energy

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Just as a point, you removed the wrong IO from Flamethrower and Ignite. You removed the proc which means you're still overslotted for damage . Also for Flamethrower I would strongly recommend NOT removing the Dam/End. Flamethrower is a horrible endurance hog and you'll really want the end reduction more than the extra range. For LRM and Full Auto you can go either way, they are slow recharging enough that the extra end cost doesn't really hurt but conversely the extra range doesn't help much although YMMV. This is especially true since you have Boost Range which blows the range enhancement of the Dam/Range out of the water.
    There is value to leaving the Dam/Range IO slotted in Flamethrower and Buckshot, even with Boost Range. Slotted with 5 Positron's (no proc) and a lvl 50 range IO, both powers will have an 80 foot range when combined with Boost Range. That meshes much better with the range of Full-Auto, and greatly increase the size of the cones. I do agree that any range enhancement in Full-Auto is pretty much a waste. Heck, it can even be a disadvantage if you have too much range on FA and shoot clear through the first spawn and agro a second one. Ask me how I know this..
  5. Quote:
    Originally Posted by BlueBattler View Post
    1. Is her self-heal auto-hit? If the meleers had managed to pop a bunch of lucks could we have kept her from getting enough of a heal to save herself? Could a Cold Defender or a FF Defender have helped kept her from healing herself through defense?

    Also, can the AVs be slept so that you only pull one at a time?
    A Force Field Defender is an excellent asset to have along on an STF, especially if it is a Master run. Having the entire team at the defense softcap is a huge help during several portions of the TF, one of which is dealing with GW. Detention Field can help immensely when you get adds while trying to single pull the patron AV's. Scirocco tags along when the team pulls GW? No problem. He can cool his heels sitting in DF while the team deals with Ghost Widow. Detention Field can also take quite a bit of pressure off whoever is tanking Lord Recluse, by caging one of the towers while the team works on destroying another one.
  6. Do you use your melee attacks, or do you prefer to stay at range? I noticed you have Energy Punch and Bone Smasher but they're not really slotted up at all. Knowing your preference of ranged vs. melee will make a difference when it comes to suggested builds. Some blasters prefer to avoid melee at all costs, even though their melee attacks are generally the most damaging attacks they have.
  7. If you have not already done so, then I'd strongly suggest joining your server's global chat channels. There is a stickied list of them in each individual server section here on the forum.
  8. Quote:
    Originally Posted by tarrantm View Post
    I don't disagree with you. DA is pretty unplayable without a ToE: +End.
    Got to disagree with this. I've got a level 50 DA/Fire tank that I got to 50 just fine before the Theft of Essence proc ever existed. Yes, Dark Regen eats a lot of endurance, but proper slotting can go a long ways to getting around that.
  9. Just want to comment on a couple of things from a LE firearms instructor standpoint.

    Quote:
    Originally Posted by srmalloy View Post
    Equally funny is the movie cliché of jamming the muzzle of the pistol into someone's back/side/armpit -- with most semiautomatics, doing that will push the action back a little, which will prevent the weapon from firing.
    This can be easily prevented by the shooter wrapping their support hand over the top of the slide and physically holding it in battery while firing. Yes, you'll end up with a single shot pistol and have to step back and manually cycle the slide after the first shot, but it does allow a successful contact distance shot. I'm not sure if they still train their agents in this, but at one time the U.S. DEA taught their undercover agents this technique. I was taught this in an instructor course, and despite my initial skepticism, I found it actually works quite well.

    Quote:
    Double-action semiautomatics give the shooter a 'second chance' when a round fails to fire -- they can pull the trigger again to **** and drop the hammer; single-action semiautomatics with an external hammer can be recocked and fired again, but that generally takes both hands. Hammerless or internal-hammer weapons don't have that option, falling back to the same recourse as the others when the second try proves the round to be a dud -- cycle the action to eject the round and chamber a new one.
    Again, speaking from a purely defensive training perspective, we never teach shooters to waste time messing around with pulling the trigger a second time if the weapon fails to fire. They are trained to perform what is commonly called an Immediate Action Drill to clear the malfunction and chamber a fresh cartridge. There are simply too many different malfunctions that could cause a weapon to not fire and even in the case of a dud cartridge, striking the primer again is highly unlikely to do anything. "Second strike" capability is a something hyped by certain manufacturers that has absolutely no relevance in the real world. In essence, it is the proverbial solution in search of a problem.
  10. Quote:
    Originally Posted by Impyre View Post
    I haven't played a superteam up high enough to know, but I'd expect our bigger issue in prolonged fights with AVs will be status protection rather than recovery crashes.
    With the massive status resistance from multiple Accelerate Metabolisms, I don't really see this being more than a minor speed bump that will simply require retoggling after the status effect wears off.
  11. Quote:
    Originally Posted by Impyre View Post
    To make things easier I am going to provide a "scholarship fund" to everyone that reaches 22nd level. It will be more than adequate to pay for a 2nd build if anyone wants to go that route.
    Redside, I don't have even a fraction of the inf I have available blueside, but I will also gladly help out anyone who needs some starting funds or wants to put together a second, non-team build.
  12. Quote:
    Originally Posted by Hyperstrike View Post
    Way to ignore one portion of my point.
    OK, let me preface this by simply saying, it's your character so you should do whatever you are happy with. It's not my place to tell you how to put together your toon.

    Now, having said that, let me address your point that I "ignored".

    Quote:
    Originally Posted by Hyperstrike
    Allow me to buzz-saw attacks like a hyper-caffienated rabid chihuahua on speed, adding to overall damage and bringing enemies that don't melt immediately down even earlier. While maintaining multiple toggles (including travel power).
    A: Somehow I don't see much, if anything, in this game lasting long enough to require any type of lengthy series of attacks when confronted by a team of rad corruptors pushing the damage cap with stacked AM & Assault.

    B: I'm not sure there even is an attack chain that will burn the nearly 6 end/second recovery that you'd be getting from those stacked AM's in the first place. And that's assuming AM's that are completely unslotted for end recovery. Add a single end mod SO to it, and it's actually close to 8 end/sec recovery.

    You have a point with the extra cost issue of a second build, but I guess I don't see spending a few million inf (if even that much) to slot up a second build with basic IO's or frankenslotted set IO's as a reason not to do it.
  13. Quote:
    Originally Posted by MaHaBone23 View Post
    Cool. I'm actually more interested in getting IW perma than anything else. I hate hate HATE getting mezzed!

    Thanks for the help!
    I couldn't get it quite perma, but I got it down to a .8 second downtime.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Twicken Sisted: Level 50 Science Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Hold(5), BasGaze-Acc/Rchg(15), Hold-I(15)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal/Rchg(25), Dct'dW-Heal(46)
    Level 2: Radiation Infection -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb(7), DarkWD-ToHitDeb/EndRdx(25), Achilles-ResDeb%(27)
    Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9), EndMod-I(46), EndMod-I(46)
    Level 6: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(13), GravAnch-Hold%(13)
    Level 8: Swift -- Run-I(A)
    Level 10: Hover -- Krma-ResKB(A), LkGmblr-Rchg+(17)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(45)
    Level 14: Fly -- Frbd-Stlth(A), Flight-I(50)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
    Level 18: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(39)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), P'Shift-End%(23)
    Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
    Level 24: Lingering Radiation -- RechRdx-I(A), Acc-I(31)
    Level 26: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(27), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(29), Amaze-ToHitDeb%(31)
    Level 28: Choking Cloud -- G'Wdw-Acc/EndRdx(A), G'Wdw-EndRdx/Hold(31), EoCur-EndRdx/Hold(33), Para-EndRdx/Hold(33), G'Wdw-Dam%(33), Lock-%Hold(34)
    Level 30: Hot Feet -- TmpRdns-Acc/EndRdx(A), P'ngTtl-Acc/EndRdx(34), M'Strk-Dmg/EndRdx(34), C'ngBlow-Dmg/EndRdx(36), Dmg-I(36), Armgdn-Dam%(36)
    Level 32: Fire Imps -- HO:Nucle(A), HO:Nucle(37), Dmg-I(37), S'bndAl-Build%(37), EdctM'r-PetDef(43), SvgnRt-PetResDam(43)
    Level 35: Ring of Fire -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(40), Apoc-Dmg/EndRdx(40), Apoc-Dam%(40)
    Level 38: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), LkGmblr-Rchg+(42)
    Level 44: Mind Over Body -- HO:Ribo(A), HO:Ribo(45), HO:Ribo(45)
    Level 47: World of Confusion -- CoPers-Conf%(A), CoPers-Conf/EndRdx(48), CoPers-Conf(48), CoPers-Acc/Conf/Rchg(48), CoPers-Acc/Rchg(50), CoPers-Conf/Rchg(50)
    Level 49: Invisibility -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment



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  14. Quote:
    Originally Posted by MaHaBone23 View Post
    Thanks Panzerwaffen!

    There's some great ideas in here. I'll open it in Mids when I get home today. The only thing that catches my is some possible endurance issues creeping back, like losing the more potent IO end reds in CC and HF, or extra endurnce reduction in RI and EF. Then again, I can't see the set bonuses right now, so there might be some offsetting there.

    If I did have a few extra slots, i would probably throw a couple in Fly. I'm sick of being the last one to the mission
    Don't forget, with perma AM, you will have an additional 40% endurance recovery at all times. Also, since you specifically mentioned Choking Cloud and Hot Feet, I'd like to point out that in your build your CC and HF use .42 & .52 end/second respectively. Mine uses .43 & .53 end/second. I think you can handle the extra endurance use.

    Also, for further comparison, the previous total end drain was 2.02/second with ALL toggles running, compared to 2.11/second with the changes, for a total increase of only .09 end/second. If for some reason you actually do find yourself having the rare endurance issue, you could always drop a second end mod enhancement into AM for additional recovery using one of the spare slots you have.

    One thing I did miss though, is dropping a fourth slot into IW for another LotG +rech enhancement. That'll shave you a little downtime off of IW.
  15. Quote:
    Originally Posted by SoilentGreen View Post
    So, we know the level of rarity of salvage drops by the color on the screen when we ware notified...white, yellow, orange.

    Why can't we get the same with recipe drops? I'd suggest the devs change the color of the notification on recipe drops to coincide with rarity of the recipe.

    Simple enough?
    I've always wondered this as well... Never made sense to me why they don't work the same way.

    Oh, and /signed.
  16. Quote:
    Originally Posted by Hyperstrike View Post
    That, and being viable OUTSIDE of the rad superteam as well.
    http://wiki.cohtitan.com/wiki/Dual_Build

    Just sayin'....
  17. OK.. Here's some quick and dirty changes. You get perma AM, near perma Hasten (downtime of 1.1 secs). There are 3 excess slots (I dropped them into Health) for you to play around with. IW still has a downtime of nearly 7 seconds. You should be able to get some more recharge out of the build if you play around with it and swap some powers for more LotG mules. Both Hot Feet and Choking Cloud are frankenslotted for much better enhancement values then previously.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Twicken Sisted: Level 50 Science Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Hold(5), BasGaze-Acc/Rchg(15), Hold-I(15)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal/Rchg(25), Dct'dW-Heal(46)
    Level 2: Radiation Infection -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb(7), DarkWD-ToHitDeb/EndRdx(25), Achilles-ResDeb%(27)
    Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9), EndMod-I(46)
    Level 6: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(13), GravAnch-Hold%(13)
    Level 8: Swift -- Run-I(A)
    Level 10: Hover -- Krma-ResKB(A), LkGmblr-Rchg+(17)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(45)
    Level 14: Fly -- Frbd-Stlth(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17), Empty(39), Empty(46), Empty(50)
    Level 18: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(39)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), P'Shift-End%(23)
    Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
    Level 24: Lingering Radiation -- RechRdx-I(A), Acc-I(31)
    Level 26: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(27), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(29), Amaze-ToHitDeb%(31)
    Level 28: Choking Cloud -- G'Wdw-Acc/EndRdx(A), G'Wdw-EndRdx/Hold(31), EoCur-EndRdx/Hold(33), Para-EndRdx/Hold(33), G'Wdw-Dam%(33), Lock-%Hold(34)
    Level 30: Hot Feet -- TmpRdns-Acc/EndRdx(A), P'ngTtl-Acc/EndRdx(34), M'Strk-Dmg/EndRdx(34), C'ngBlow-Dmg/EndRdx(36), Dmg-I(36), Armgdn-Dam%(36)
    Level 32: Fire Imps -- HO:Nucle(A), HO:Nucle(37), Dmg-I(37), S'bndAl-Build%(37), EdctM'r-PetDef(43), SvgnRt-PetResDam(43)
    Level 35: Fallout -- HO:Nucle(A), Dmg-I(40), Dmg-I(40)
    Level 38: EM Pulse -- HO:Endo(A), Hold-I(40), Hold-I(42)
    Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Mind Over Body -- HO:Ribo(A), HO:Ribo(45), HO:Ribo(45)
    Level 47: World of Confusion -- CoPers-Conf%(A), CoPers-Conf/EndRdx(48), CoPers-Conf(48), CoPers-Acc/Conf/Rchg(48), CoPers-Acc/Rchg(50), CoPers-Conf/Rchg(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  18. I'll have to play around with it a bit, but initially I see two issues/opportunities. There are quite a few wasted slots that can be freed up and moved around, and you don't have enough recharge to perma AM or Hasten. Seems like a waste of purple sets to have a build without enough recharge to do that.
  19. Quote:
    Originally Posted by MaHaBone23 View Post
    Comments/criticisms/cookies of course welcome!
    Post a link or data chunk so the build can be opened in Mid's...
  20. Quote:
    Originally Posted by Hyperstrike View Post
    You can have my Stamina when you've pried it from my cold, dead toons in a cold, dead account.
    What is that Stamina going to do for you when you're already at a minimum 240% recovery from stacked AM, other than waste a power pick?
  21. Vega: You can skip Stamina. With stacked AM's, there is no need for it. That will free up a couple slots and allow you to fit in some powers earlier. If you're concerned about being able to solo, create a second build that does have Stamina in it.
  22. Quote:
    Originally Posted by Steelclaw View Post
    Henry Peter Wong is at least 2/3rds d**k
    Little known fact: Henry's brother is named Harry.
  23. Quote:
    Originally Posted by Roderick View Post
    I'm fairly certain that Hasten, set bonuses, and other forms of global recharge speed up all the click accolades. I've never tested it, but they seem to come back quicker on my high-recharge toons, and I've heard others make the same claim.
    This is correct. Between Hasten, global recharge bonuses, and the 60 second 100% recharge buff from Geas of the Kind Ones, I can have Eye of the Magus up every 10 minutes or so on my AR/EM blaster.
  24. Only indirectly...

    Fear leads to anger. Anger leads to hate. Hate leads to toggle suppression.