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Posts
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Quote:It's about time you show up around here...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!!!
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Quote:Sorry I couldn't be there.. Damn work schedule.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.
Quote:1. We seemed to be getting blue numbers for damage around 169%. I thought the corrupter cap was at 400% global.
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. -
Quote: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.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.
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)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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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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Quote: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.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.
Ask me how I know this..
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Quote: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.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? -
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.
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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.
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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.
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Just want to comment on a couple of things from a LE firearms instructor standpoint.
Quote: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.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.
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. -
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.
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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.
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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 HyperstrikeAllow 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).
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. -
Quote:I couldn't get it quite perma, but I got it down to a .8 second downtime.Cool. I'm actually more interested in getting IW perma than anything else. I hate hate HATE getting mezzed!
Thanks for the help!
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)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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Quote: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.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
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. -
Quote:I've always wondered this as well... Never made sense to me why they don't work the same way.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?
Oh, and /signed. -
Quote:http://wiki.cohtitan.com/wiki/Dual_BuildThat, and being viable OUTSIDE of the rad superteam as well.
Just sayin'.... -
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
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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.
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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.
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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.
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Only indirectly...
Fear leads to anger. Anger leads to hate. Hate leads to toggle suppression.