Pinkpup

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  1. I find it ironic that most people on the troller forum would have putting bonfire in the 'mostly' skippable column some month ago if asked. Now a proc comes along, which is causing people to stick it back in their build... and some wish to return it back to graveyard of skipped powers.


    And by the way, you could have the same discussion about tornado. Lets see, auto-hit, good damage, rarely used till the kb proc came out.
  2. Ok, on my fire/storm troller I have bonfire slotted with 5 Ragnarok and the proc which Mid's says does 273 (127) pts of damage with a recharge of 15.69 seconds.

    Yet most mobs don't last long enough for two bonfires, mostly I just throw the second on a stray boss or Lt because its available. But since I'm still opening with Flashfire, the argument about how Bonfire makes me invulnerable is kindly funny to me since I was already that with Flashfire (slotted with the ATOs).

    And that's not even counting Freezing Rain which I can cast every 15.97 seconds as well.

    So while I love the extra damage (since I also took Spring Attack that does 94pts) that Bonfire gives, its no game crushing combo since I'm just shaving off maybe a few extra seconds per mobs. Hell, I get more use out of my Judgement attack then bonfire on most mobs because I start using Fire Cages to get the Containment bonus.

    The only real thing I've seen change was we were able to do a respec tf with just me at the reactor throwing bonfire on top of it.
  3. Let me add, a ice/kin doesn't make a good farmer. And that is from someone who had to use theirs to farm so I could get my fire/storm troller some cash so she could take over that job. Who, got replaced with a ss/fa brute as my prime farmer now. But the build below is workable as a farmer, so you can make some money. But then, learning to play the market will always get you more income in less time.


    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    ticket: Level 50 Magic Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Block of Ice -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(21), Thundr-Dmg/EndRdx/Rchg(34), Thundr-Acc/Dmg/EndRdx(37)
    Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Rchg(21)
    Level 2: Siphon Power -- Acc-I(A), RechRdx-I(17)
    Level 4: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(25)
    Level 6: Frostbite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(9), Posi-Dam%(25)
    Level 8: Shiver -- Acc-I(A)
    Level 10: Siphon Speed -- Acc-I(A)
    Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(43)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17)
    Level 18: Flash Freeze -- WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), WotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), WotController-EndRdx/Rchg(19), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(34), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(40), WotController-Rchg/Dam%(43)
    Level 20: Super Jump -- ULeap-Stlth(A)
    Level 22: Spring Attack -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(46)
    Level 24: Boxing -- Empty(A)
    Level 26: Glacier -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/Hold(27), BasGaze-Rchg/Hold(37)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(29)
    Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(34), RedFtn-EndRdx(40)
    Level 32: Jack Frost -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(33), SvgnRt-Acc/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(33), SvgnRt-Acc(39), SvgnRt-PetResDam(40)
    Level 35: Transference -- Acc-I(A), EndMod-I(36), EndMod-I(36)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), EndRdx-I(39)
    Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dam%(42), Posi-Acc/Dmg/EndRdx(43)
    Level 44: Rock Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
    Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 49: Hurl Boulder -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(50), Thundr-Acc/Dmg/Rchg(50), Thundr-Acc/Dmg(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(11)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11)
    Level 50: Musculature Total Radial Revamp
    ------------



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  4. I took Bonfire for the first time on my fire/storm because of this proc.... and slotted with purples, its a monster. Mobs just melt when I get two bonfires out, it actually makes me feel a little dirty while farming.

    Some mobs, I don't even use fire cages on so I can watch the flopping after freezing rain and bonfire. In fact, yesterday we just used bonfire to protect the reactor during a respec run.

    They never got close....
  5. I've had a bubbler since issue 9, and I've respec-ed in and out of Repulsion Field and Force Bubble over the years. Mostly, once past 40th level I respec out of Repulsion Field due to actually having S/L res softcapped. By then, the guys you don't want to hit you are too powerful themselves to be affected by RF. And Force Bubble, is really just a laugh power for me. Its rare you find yourself in a situation that demands it, so its more just me having fun when I use it.

    So my advise, if you have room I would take either. With Repulsion Field, some of the knockback sets have pretty good set bonuses. With Force Bubble, you could always take it at 50th level and one slot it with a endurance reduction if you needed the slots elsewhere (which is what I did).

    Or you could just skip both, and take something else.
  6. Note, this build is a 'work in progress' and I'm sure I've missed a few things. But it's still should be able to give you a few ideas (I hope). As to "Twilight Grasp' not following Local Man's advice, I decided to switch it up a bit (I already have 3 darks with Touch of Nictus slotted there) and see how the Numina proc would work out there (and plus the def set bonus).


    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Pretty Darkness_v02: Level 50 Magic Controller
    Primary Power Set: Darkness Control
    Secondary Power Set: Darkness Affinity
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Dark Grasp -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SWotController-EndRdx/Rchg(7), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(29), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(37), SWotController-Rchg/Dmg%(42)
    Level 1: Twilight Grasp -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(27), Numna-Heal(37), Numna-Regen/Rcvry+(40)
    Level 2: Tar Patch -- RechRdx-I(A)
    Level 4: Shadowy Binds -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(37)
    Level 6: Living Shadows -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(7), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-ToHitDeb/EndRdx(25), HO:Nucle(36)
    Level 8: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(9), Cloud-Acc/Rchg(9), Cloud-ToHitDeb/EndRdx/Rchg(29), Cloud-Acc/EndRdx/Rchg(36), Cloud-%Dam(46)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21)
    Level 12: Howling Twilight -- RechRdx-I(A), RechRdx-I(15)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), S'fstPrt-ResDam/Def+(17), S'fstPrt-ResDam/EndRdx(31), Ksmt-ToHit+(40), Ksmt-Def/EndRdx(42)
    Level 18: Haunt -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-+Res(Pets)(43)
    Level 20: Fade -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(21), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def(31)
    Level 22: Possess -- CoPers-Conf%(A), CoPers-Conf(23), CoPers-Conf/Rchg(42), CoPers-Conf/EndRdx(43), CoPers-Acc/Conf/Rchg(46), CoPers-Acc/Rchg(46)
    Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(25)
    Level 26: Shadow Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(27)
    Level 28: Soul Absorption -- RechRdx-I(A)
    Level 30: Darkest Night -- EndRdx-I(A)
    Level 32: Umbra Beast -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
    Level 35: Heart of Darkness -- Amaze-EndRdx/Stun(A), Amaze-Acc/Stun/Rchg(36)
    Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(39), Cloud-Acc/Rchg(39), Cloud-ToHitDeb/EndRdx/Rchg(39), Cloud-Acc/EndRdx/Rchg(40), Cloud-%Dam(45)
    Level 41: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 44: Dark Embrace -- HO:Ribo(A), HO:Ribo(45), HO:Ribo(45)
    Level 47: Dark Consumption -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Rchg(48), Sciroc-Acc/Dmg/EndRdx(48), Sciroc-Dmg/Rchg(48)
    Level 49: Summon Seer -- C'Arms-EndRdx/Dmg/Rchg(A), C'Arms-Acc/Dmg/Rchg(50), C'Arms-Acc/Dmg(50), C'Arms-Dmg/EndRdx(50)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(11)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- EndMod-I(A)
    Level 4: Ninja Run
    Level 50: Musculature Radial Paragon
    ------------



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  7. Not to lit any wars, but having both a FF and a Trap fender.... you're way better off if you're thinking about solo-ing to choose Trap instead of FF. I love my FF, even if she is a /elec but my trap/ar just blows her out of the water in being able to solo missions. In fact, out side of a few missions (like a ship raid) I like to think my trap fender helps the team even more then my bubbler who can almost soft cap the team's defense.

    So if you want mez protection, go trap... you get alot more in you tool box besides just more KB or bubbles.
  8. Once was playing my tank, and got mad at our scapper for going all lock-happy and messing up my pulls. After some testy texting, and another room his way and then mine, I agreed he was correct and we start doing things his way.

    But then, anyone who ever played a emp fender has a story of a lock-mad toon yelling for not keeping them alive two rooms ahead.

    My fav tanker-lock was this Stone in a AE mission, who would agg one mob before jumping into the next... then wonder why all us non-50s were dying when his last group didn't. Then taunted to how we were such wimps because he wasn't dying.

    And my last story, is a friend's when he was playing Starwars last week... and in the group he was in, one of the players jumped in and started a second battle before the group was done with the first. So the 'leader' asked him what he was thinking, and the guy answered;

    "Afro Circus, Polkadot, Polkadot!"

    And all was forgiven....
  9. As Local Man has said a number of times on the Troller forum, 8 pts of KB protection is a waste. There is very little in the game that 4 pts can't take care of, and if you do end up needing more, its going to be 12 pts.

    As to Rain vs Breath, I would usually go Breath for the simple fact that it doesn't cause fleeing like Rain does.

    As to the rest of the build, there are a few choices I won't have made but all in all its a workable build. Just kinda wondering why you didn't go for soft-capped Ranged Defense since for my f/f blaster, that's mostly of what defeats me. Most mobs don't last more then one swipe, so S/L isn't so important when you compare it to the few on the edges (and out of your aoe's) who start to unload on you.

    But really I would trade all my res/def away if I could get a power that could keep the mobs tight and not fleeing all over the place while I ran thru my aoe chain the second time. Your best defense as a blaster is to defeat them before they defeat you.
  10. This thread reminds me of something a friend told me when he was playing starwars online and someone did something really dumb and the teamleader asked what he was thinking. His reply was;

    "Afro, polka dot, polka dot, polka dot afro!"


    After everyone stop laughing, all was forgiven.
  11. Quote:
    Originally Posted by I Burnt The Toast View Post
    Personally I do not think an emp is needed on any team..any defender imo is good mitigation.
    I mostly agree, but some pugs just do better with a emp on board. And I hate to say, more then once I've been too busy to notice how much our team emp been keeping the team alive. Its easy to miss, with all the blasting and smashing going on.


    And as one of those lazy emps that show-up twice a week to buff the hami taunt tank, all you Incarnate heal folks are more then welcome to take over for me.
  12. Quote:
    Originally Posted by Rigel_Kent View Post
    Is it your position that PUGs without empaths get lots of teamwipes?

    Ok.. late on the reply but here it goes;

    No, unless you happen to be on my ITFs lately which do seem to have a higher number of team wipes for some reason then I use to get as leader. But I was speaking more of certain trials that really do go better with a emp or two and instead having to rely on just folks doing their Destiny.

    Teamwipes can happen anytime, with anyone... I find it really amazing when you're on a team you didn't think would. Like my last ITF, had good mix powers and still suffered a few due to Dif just being a bit too high.
  13. Pinkpup

    Fix my kheld?

    Quote:
    Originally Posted by Profit View Post
    And I like lightform as well, I just didn't want to use perma lightform.
    May I ask why?


    For on my pb, I have my human only perma-lightform build and then my more normal 'dancer' build for mid and low level task forces. Both are fun, but my human build was the first toon I even got to the end of the Underground Trial who wasn't dying every five seconds.
  14. Pinkpup

    Tanks

    Quote:
    Originally Posted by Vitality View Post
    I think it is really as simple as...do you want more damage...or more inherent survivability?
    Or another way to put it, do you just want to be one who does damage or one that the team looks too to lead them into the battle.

    Its great playing my brute, but with my shield tank I can taunt AVs that would have just defeat my brute with a couple of good hits. And if you like being team leader, a tank is a solid choice because then you know agg will be handle right.
  15. Pinkpup

    /storm help.

    Quote:
    Originally Posted by humulass View Post
    how does hurr and hotfeet line up(or is hurr just used as a clicky for the - to hit)
    If you fire cage first, then you don't need to worry. But on my farm build, I don't have hurricane and don't even miss it. After Flash Fire, I do Fire Cages, then Freezing Rain, Fire Cages again, then dive in and go wild. Lightning Storm is a great bodyguard for any who get close, and you can take Psionic Mastery for Psionic Tornado for another AOE. I even throw out Tornado when I solo just for some added fun. Because when you solo, having a few getting knocked back actually helps as you melt those that did get caught by fire cages.

    But nowadays, the pre-50th level endurance problems can be handle alot easier then in my day. Load up with Blues, stick some in your inbox, make sure you always got the temp power 'Recovery Serum' to use, and get the Accolades 'Geas of the Kind Ones'. But once you get Cardiac and the Incarnate Power Ageless, your endurance problems go away and you can really go bat crazy.


    Finally, playing a fire/storm is never boring and while you need to be careful not to agg a whole room, you got enough tools to take down one or more mobs with easy. So beside being a great team toon, its arguably the second best troller for farming.

    But its not the cheapest of builds, since you want a good recharge (mine's 175% with hasten).
  16. Pinkpup

    /storm help.

    Fire/Storm.... fast pace, crazy chaos fun even with the endurance problems (which are taken care of once you get your alpha cardiac). I recently screwed myself by doing all the DA missions with my fire/storm at +3/8, and mostly just steamed-rolled my way thru. Then I started the same with my elec/rad at 0/4, and was shocked how often I was dying till I figured I had to slow it down.

    And to show how powerful a fire/storm is, your fire imps are just little meat shields that do some clean-up work. More then once I forgot to throw them out, and the only dif is I take a little more damage.
  17. Pinkpup

    TA/A Build

    Here is my try... and yes I know there's a damage proc in Flash. But the set adds to the ranged defense, so just don't shoot Flash till the dive into the mob has already started. As for Acrobatics, no one uses that anymore. Burnout gives you back-to-back Rain of Arrows and Oil Slick Arrow. Also, you may want to move the Positron's Blast proc back to Rain because of the faster recharge time that it has. In other words, two chances instead of just one.

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  18. Quote:
    Originally Posted by Necrotech_Master View Post
    and i think a bunch of ill/* trollers would be great, 24 (essentially) unkillable tanks + 8 phantasm + 8 more unkillable decoys from the phantasm
    Back about four years ago, I use to play my FF/Elec defender off & on with a super group were everyone was a ill/* trollers. This team could just roll thru missions, and where pretty amazing with bunching up mobs with their stormy powers. Kinda miss those folks now, because it was always fun being around.
  19. Hmm...

    Destiny - I go 'Incandescence' cus it fits your theme and great for the TPN trial. But my advise is to still get 'Clarion' as a back-up for those special missions when the mez gets heavy. Alot of my toons have two or more Destiny powers just in case.

    Lore - Single target damage-wise it goes Cimerorans, Warworks, and Phantom being the top three but you could go Polar Lights for the better aoe damage. Really up to you, since some folks just go for theme.

    Interface - Since most go 'Reactive', I go 'Diamagnetic'.

    Judgement - Alot of people go 'Ion' due to the larger max targets then 'Pyronic'. But I've been picking 'Vorpal' with alot of my newer toons and so far I like it. The cone is pretty wide, and 'Radial Final Judgement' does max out at the same as 'Ion' target-wise.
  20. Here is my second try, which I think I have a bit too much ranged defense with all the -to hit.

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Pretty Darkness_v02: Level 50 Magic Controller
    Primary Power Set: Darkness Control
    Secondary Power Set: Darkness Affinity
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Dark Grasp -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SWotController-EndRdx/Rchg(7), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(29), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(37), SWotController-Rchg/Dmg%(42)
    Level 1: Twilight Grasp -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(27), Numna-Heal(37), Numna-Regen/Rcvry+(40)
    Level 2: Tar Patch -- RechRdx-I(A)
    Level 4: Shadowy Binds -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(37)
    Level 6: Living Shadows -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(7), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-ToHitDeb/EndRdx(25), HO:Nucle(36)
    Level 8: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(9), Cloud-Acc/Rchg(9), Cloud-ToHitDeb/EndRdx/Rchg(29), Cloud-Acc/EndRdx/Rchg(36), Cloud-%Dam(46)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21)
    Level 12: Howling Twilight -- RechRdx-I(A), RechRdx-I(15)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), S'fstPrt-ResDam/Def+(17), S'fstPrt-ResDam/EndRdx(31), Ksmt-ToHit+(40), Ksmt-Def/EndRdx(42)
    Level 18: Haunt -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-+Res(Pets)(43)
    Level 20: Fade -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(21), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def(31)
    Level 22: Possess -- CoPers-Conf%(A), CoPers-Conf(23), CoPers-Conf/Rchg(42), CoPers-Conf/EndRdx(43), CoPers-Acc/Conf/Rchg(46), CoPers-Acc/Rchg(46)
    Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(25)
    Level 26: Shadow Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(27)
    Level 28: Soul Absorption -- RechRdx-I(A)
    Level 30: Darkest Night -- EndRdx-I(A)
    Level 32: Umbra Beast -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
    Level 35: Heart of Darkness -- Amaze-EndRdx/Stun(A), Amaze-Acc/Stun/Rchg(36)
    Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(39), Cloud-Acc/Rchg(39), Cloud-ToHitDeb/EndRdx/Rchg(39), Cloud-Acc/EndRdx/Rchg(40), Cloud-%Dam(45)
    Level 41: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 44: Dark Embrace -- HO:Ribo(A), HO:Ribo(45), HO:Ribo(45)
    Level 47: Dark Consumption -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Rchg(48), Sciroc-Acc/Dmg/EndRdx(48), Sciroc-Dmg/Rchg(48)
    Level 49: Summon Seer -- C'Arms-EndRdx/Dmg/Rchg(A), C'Arms-Acc/Dmg/Rchg(50), C'Arms-Acc/Dmg(50), C'Arms-Dmg/EndRdx(50)
    Level 50: Musculature Radial Paragon
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(11)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- EndMod-I(A)
    Level 4: Ninja Run



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  21. Pinkpup

    Plant or Fire

    Quote:
    Originally Posted by Oedipus_Tex View Post
    I agree that the issue of enemies being spread out is much overlooked in powerset discussions. It may be my imagination, but it definitely feels like mob sizes have been getting gradually more and more spread out with each new map.
    In the newer missions, I've noticed the same thing. The DA missions are the worst for my fire/storm, since I almost agg the next mob.
  22. Pinkpup

    Local Man Help!

    Nemu... I am impressed with your build. Throw Destiny/Clarion in the mix, and you get what JordieLc was looking for.
  23. Pinkpup

    Plant or Fire

    One of my fav toons is a fire/storm troller, tricked out to help with the endurance problems. She's a wreaking ball, who can agg a whole room without even trying and still defeat all comers. Doing DA missions right now, and she is just rolling thru most of the missions even set on +2/8 unlike my poor elec/rad troller who is doing the same missions solo as well.

    So really only advise I can give to you is learn to control your endurance use to be all you can be. Once you got that fixed or under control, you can go and rock the town and have crazy fun in almost any mission. In fact, my fire/storm is my default toon when people are looking for damage dealers for a TF... and that's saying something when I also have a ss/fa brute and a fire/fire blaster.
  24. I have only one tank, a mace/shield tank which is likely one of my cheaper builds nowadays. Mostly I use him to lead ITFs, and visit Warberg for some missiles, and have tanked Lord R during a Stateman's TF before all these ipowers just to see if I could.

    All in all, happy with my choice for a tank and likely will keep her for many years. Which all in all is kinda funny, since I only made her so I could level pact with my friend's shield scapper.
  25. Would like some reviews in case I've missed anything. Kinda my main, since I had alot of fun with her back in the days of Issue 9. Decided to polish her up a bit, get some Ranged Defense finally since Arctic Air is so nice with purples.

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    BR_i23: Level 50 Natural Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Block of Ice -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(43)
    Level 1: Transfusion -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(5), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(21), Numna-Heal(37), Numna-Regen/Rcvry+(43)
    Level 2: Frostbite -- WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), WotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(5), WotController-EndRdx/Rchg(11), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(17), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(40), WotController-Rchg/Dam%(42)
    Level 4: Siphon Power -- Acc-I(A)
    Level 6: Arctic Air -- CoPers-Conf%(A), CoPers-Conf/EndRdx(7), CoPers-Conf(7), CoPers-Conf/Rchg(23), CoPers-Acc/Conf/Rchg(39), CoPers-Acc/Rchg(40)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(40)
    Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(46)
    Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(37)
    Level 16: Increase Density -- ResDam-I(A), ResDam-I(17)
    Level 18: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(19), S'fstPrt-ResKB(19)
    Level 20: Speed Boost -- EndMod-I(A), EndMod-I(21)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(46)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(45)
    Level 26: Glacier -- Lock-Acc/Hold(A), Lock-Acc/Rchg(27), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(29), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-%Hold(43)
    Level 28: Inertial Reduction -- ULeap-Stlth(A)
    Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(39), RedFtn-EndRdx(46)
    Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
    Level 35: Transference -- Acc-I(A), EndMod-I(36)
    Level 38: Fulcrum Shift -- Acc-I(A)
    Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), LkGmblr-Rchg+(42)
    Level 44: Mind Over Body -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(45)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), FrcFbk-Rechg%(50)
    Level 49: Tactics -- GSFC-Build%(A), GSFC-ToHit/Rchg/EndRdx(50)
    Level 50: Intuition Radial Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(9)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(9)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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