Pinkpup

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  1. Anyone who tells a /rad troller just to heal.... best put them on /ignore!

    And that's coming from someone who is playing a new elec/rad troller (15th lvl now). In the grind of Praetoria, I rarely use my heal cus I'm too busy debuffing and holding.

    As my first troller was a ice/kin, which is one of the safest low level toons I ever had. I actually was sad when I had to leave Hollows (back in the day when people use to avoid Hollows). But its downside is at higher levels, ice isn't that great on damage as some other sets are.

    Trick Arrow is alot of fun, and Plant is plain crazy... I always like it when a Plant troller joins a team I'm on.
  2. I actually have a emp with these very powers, was the second toon I made up years ago and my first 50.

    *I love Kinetic Crash IOs as a set but you really should slot one of your attach powers with a straight damage IO set. Knock back is all great fun, but you don't want it so often that even you get sick of the KB. And I think having Power Bolt, Power Blast, Power Burst, and Explosive Blast slotted with KB recipes is a tad too much.

    *Fortitude - Red Fortune is a bad choice in my mind since most folks you be teaming with at higher levels will already be soft-cap in defense. And be sure, you can keep at least half the members of your full team Fort-ed.

    *Clear Mind - I might have gone with a range IO there.

    *Recovery Aura - Performance Shifter is all nice and good there, but its a bit of a waste of money. Just throw in three crafted recharge and two crafted endurance IOs.

    *Stamina - Think you're over-slotted there... max I would do is three, cus after all you got a fast recharge on your auras.

    *Adrenalin Boost - Doctored Wounds is so wrong for that power! If any power needs to be slotted for the receiver, its this one. Slot it for the damage dealer on your team, not for some set minor bonus.

    *Power Build Up- Are you using this to increase your heals/buffs, or your attacks... cus if its the first, don't think you need five Gaussian's Synch.

    *Temp Invulnerability - Two words, soft cap....
  3. Pinkpup

    Fort Order?

    Depends on the overall level of your team, and how you got it slotted. Most times, I go with the guys throwing out the damage (blasters, brutes, corruptors, and scappers). If I have a Kheldian on the team, they usually get it as well. If we have a fender with dark/sonic/etc, they get it at times.

    Really it depends on how the team is doing, more then any hard list to look at during play. But please don't cast it on a upper level tank (lvl 38+) cus that was what you did when all you guys where 12th level. There are better folks to cast it on in higher level teams.
  4. Just started a elec/rad, so far enjoying myself even as a 5th lvl troller.
  5. My order would be;

    Speed Boost (always SB everyone on a team, unless they tell you otherwise)
    Fulcrum Shift (damage buffs are always welcome)
    Control (actually I would do a hold, then a FS)
    Siphon Speed (faster you, means faster team buffs)
    Damage (Since you cast FS, you might as well get involved in the fun)
    Transfusion & Transference as needed.

    But it should be noted, not all teams play the same... so adapt.
  6. Quote:
    Originally Posted by PC_guy View Post
    this

    you could spend 4 days just doing tips and hero merit rolling lotg procs and doubling (probably tripling) your money.
    And I doubt you could build the above for 100 mil anyways....
  7. Quote:
    Originally Posted by Blazzin View Post
    This is actual level 50 I have right now, I was thinking of retooling her. But to answer your question Pinkpup, I was looking at moving away from a 'farming' build or actually use the secondary build for a all around tf type fire/kin.

    And as for the transfusion, I slotted her that way for a couple reasons, for +sta +dam +hp set bonus, also to sap more end when I use my heals, but I am open to switch things around.
    Ok, that helps... so we're talking a second build, not for farming (since I'm guessing your first build is for that). And for task forces mainly, with some GM hunts, ship raids, and AV missions occasionally.

    Hmm... if it was me, I would try non-standard slotting. Something off the beaten path so to speak.

    Ok... hard to come up with one in 15 mins but here is my try.

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  8. And it helps if you tell us if you're already 50th lvl or working yourself there. And of course, what the build is mainly for, as in farming, task forces, or AV missions.


    And I am wondering why you slotted Transfusion the way that you did. Transference should be able to take care of all your endurance problems.
  9. Pinkpup

    PB exing build

    Quote:
    Originally Posted by Big_Soto View Post
    On my second build I have got Nova and Dwarf as soon as they were available. Whenever I ex down under lvl 20 I play my Nova and just do heavy damage. When I ex to lvl 20 and above I switch between Dwarf and Nova according to what the team needs. I selected Essence Boost, Reform Essence, Quantum Flight, Conserve Energy, Build Up, Glowing Touch, and Photon Seekers from the human side. I got a few other powers like Hasten to help, but I am mainly in nova or dwarf since I could mainly focus on slotting the two forms to the best I could.
    True enough.... I have one of my builds for my WS set-up for the old Positron TF (heavy on Nova attacks), and the other build is a more normal perm-eclipse human/dwarf. My PB is principality a dancing tri-form, but if I took the time to make her other build.... I might do a human/dwarf.
  10. its wonky....

    Thunderstrike Set in your single attack attack power that can debuff.
    A purple in Caltrops, plus the Positron's Blast are a waste as well. Sure it looks good in Mids (possible damage of 228 pts) but not sure its worth the cost when most prefer just a fast recharge to throw more down for the out of the box slow.
    Triage Beacon - one too many slots for Doc Wounds... the 1.26% res for toxic isn't worth it.
    Acid Mortar, weird slotting.... just find a debuff set you like and slot at max maybe 4.
    Slug- I like putting Kinetic Crash there for the set KB protection with four, then two damage IOs for the added pts.
    Posion Trap - Recharge??? Really??? Why? Even with normal hasten recharge, you can put one down per mob most days... not sure if it stacks. On my Respec tf, I was able to put 4 down at reactor with a toon that has normal recharge rates.
    Stamina - one slot too many.
    Seeker Drones - Damage???? all that for 64 points.... just put a debuff set in it and be happy. Its your alpha strike taker anyways.
    Trip Mine _ I would slot it with Eradication myself.
    Temp Invul - not sure if the Steadfast Pro/Res +Def is worth your time.
  11. Pinkpup

    PB exing build

    Quote:
    Originally Posted by PC_guy View Post
    well the entire build was centered around being perma hasten/DP at max level and retaining as much of it as possible when ex'd (which is why nova is over slotted since i figure is what i'll be running most in low level tfs). cj and stealth are both set mules.

    all of the IOs used i've already got, not like its hard to make money in this game.

    all I had planned to use dwarf for was mez prot and another heal the damage for the powers are meh and i planned to run nova from, say, 30 below and human from 30 above. unless im missing something with dwarf, why would i slot it?
    Ok... then I would slot more to-hit in your bright nova, maybe a Performance Shifter Chance for End proc or a Gaussian's Synch Chance for Build-up too.

    For your Nova attack powers, I would advise to slot all with a Achilles Heel: Chance for res debuff proc. It really, really helps on task forces when you're low on debuffs against a AV.

    As for your mules, I would say move the extra slots to other powers. A Kheldian is always a balancing act on where to put them... if its a mule power, that's the last place I would put some extra precious slots.


    Dwarf, your call... but I would still put one slot in the heal for emergences. Maybe put two extra slots in the White Dwarf power itself to make it possible to turtle-up for the same reason.


    Here is my PB... its a early build for me, so it does have some mistakes but too lazy to fix them now.

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  12. Here is my trap/ar, built for ninja run as their only traveling power. Just did a Respec tf today, was able to have two mortars and 4 poison traps out at a time around the reactor. As for not having Time Bomb, didn't think it was worth the slot... have it on my Device/AR blaster and hardly use it (even at its higher damage).

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Little Prank: Level 50 Magic Defender
    Primary Power Set: Traps
    Secondary Power Set: Assault Rifle
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Caltrops -- ImpSwft-Dam%(A), ImpSwft-Dmg/Slow(7)
    Level 1: Burst -- Achilles-ResDeb%(A), Mael'Fry-Dmg/Rchg(3), Mael'Fry-Dmg/EndRdx(3), UndDef-DefDeb(31), Achilles-DefDeb(34), UndDef-DefDeb/Rchg(42)
    Level 2: Slug -- Volly-Acc/Dmg(A), Volly-Dmg/EndRdx(5), Volly-Dmg/Rchg(5), Entrpc-Heal%(31), Entrpc-Acc/Dmg(46)
    Level 4: Triage Beacon -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(7), RgnTis-Heal/Rchg(21), RgnTis-Heal/EndRdx/Rchg(33), RgnTis-Regen+(33)
    Level 6: Acid Mortar -- UndDef-DefDeb(A), UndDef-DefDeb/Rchg(9), UndDef-DefDeb/EndRdx(34)
    Level 8: Buckshot -- KinCrsh-Dmg/KB(A), KinCrsh-Dmg/EndRdx/KB(9), KinCrsh-Acc/KB(13), KinCrsh-Acc/Dmg/KB(17), KinCrsh-Rchg/KB(36), KinCrsh-Rechg/EndRdx(37)
    Level 10: Force Field Generator -- GftotA-Run+(A), GftotA-Def(11), GftotA-Def/EndRdx(11), LkGmblr-Rchg+(50)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Swift -- Run-I(A), Run-I(15), Run-I(15)
    Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(17)
    Level 18: Seeker Drones -- DampS-ToHitDeb/Rchg(A), DampS-ToHitDeb(19), SipInsght-ToHitDeb(19), SipInsght-Acc/ToHitDeb(40)
    Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-End%(21), P'Shift-EndMod(40)
    Level 22: Sniper Rifle -- ExpltW-Acc/Dmg(A), ExpltW-Dmg/EndRdx(23), Mael'Fry-Dmg/Rchg(23), Mael'Fry-Dmg/EndRdx(43)
    Level 24: Poison Trap -- Lock-%Hold(A), G'Wdw-Dam%(25), G'Wdw-Acc/Hold/Rchg(25), Lock-EndRdx/Rchg/Hold(37)
    Level 26: Trip Mine -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(27), FrcFbk-Rchg/KB(27), FrcFbk-Dmg/EndRdx/KB(34), FrcFbk-Rchg/EndRdx(37)
    Level 28: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
    Level 30: Beanbag -- Stgr-EndRdx/Stun(A), Stgr-Acc/Stun/Rchg(31), RzDz-Stun/Rng(36), RzDz-Immob%(43)
    Level 32: Assault -- EndRdx-I(A), EndRdx-I(33)
    Level 35: Tactics -- GSFC-Build%(A), GSFC-ToHit(36)
    Level 38: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
    Level 41: Oppressive Gloom -- Stgr-Acc/Rchg(A), Stgr-EndRdx/Stun(42)
    Level 44: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(45), EnManip-EndMod(45), EnManip-EndMod/Rchg(45), EnManip-Stun%(46), Oblit-Dmg/Rchg(46)
    Level 47: Soul Drain -- GSFC-Rchg/EndRdx(A), GSFC-ToHit(48), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48)
    Level 49: Soul Transfer -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 0: Ninja Run



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  13. Pinkpup

    PB exing build

    " this is better?"

    No.....

    *Slot Nova at least with two... I have a Fly stealth proc in mine.
    *Move Stamina back to level 28 and above, because you won't need it till you're in human form alot.
    *Quantum Shield, I would likely pick something else. Its not that its a bad power, but if you get into a situation when you need a high defense, just go dwarf.
    *Combat Jumping, unless its a mule for LoTG 7% recharge proc alone... I would drop it, again you got dwarf form.
    *Stealth, same as Combat Jump but this time having Nova/Fly stealth proc.
    *White Dwarf, you want it at 20th lvl.

    As for your Nova powers... I would say over-slotted in my opinion. Max I would go is four, with a Achilles-ResDed% in anything that can take it. And your IOs sets are pretty expensive, I would go more with a mid range price set.

    White Dwarf... you need some slots in them, say a total of 5 between the first 3 powers. And put some Res in White Dwarf power itself... its nice to be able to have it as a panic button or back-up team tank.
  14. Briarpatch covers it pretty much... can't believe I forgot about range IOs.

    And of course, Fly... and Hasten.

    And five LoTG 7.5% recharge procs if you can find the slots for them.


    And if you have the slots, add another range to your Rez.... its nice to able to do a fast fly-by Res on someone besides a teammate.


    Really I never had a problem playing a emp on the raids I've been on.... usually the problem is someone else (like one, were these two non-teamed tanks kept getting yellow agg and bring down the green team). Of all the jobs you can get, the yellow team is usually the worst cus you never know how good the scappers on it are. Yellow agg.... you need some solid tanks, so you just need to zip around healing and buffing. Main Hami Agg team, its just keeping your Stone alive and buffed, and a eye on the fellow emp and kin.

    I won't be surprised if you find yourself on the Hami Agg team more then any other, the Raid Leader usually likes known and reliable players there.
  15. Quote:
    Originally Posted by Circuit_Boy View Post
    My rationale is that Sprint is always with you, even when you exemp down below 6 / 14 (depending on your Vet status). .
    Lets hope he never has to lead someone out to complete the mission when solo. That's why I wouldn't put it in Sprint.
  16. I done a few hami raids on the Yellow Teams as team emp, and even done emp duty on Hami Agg team on Justice.


    The one and only thing you need as a empathy on a hami raid is recharge.... buffs/heals up as fast as you possibly can. As for defense... keep a few EoE for yourself.
  17. My only advise from this point on is.... don't try to be everything for your team. You bring alot to the table as a D4, so don't think you need to cover all the bases (like having leadership or recall friend). Plug any holes you find in your build first, then worry about the rest of the team. No teamleader in their right mind is going to turn you away just because you can't stealth a mission or don't have the leadership pool (unless you're on a all leadership theme team).
  18. Quote:
    Originally Posted by Local_Man View Post
    Fire Imps: I like the same slotting as Phantom Army -- 4 Expediant Reinforcement, plus the Call to Arms triples until 50, then replace those with Dam/Rech and Chance for Build Up from the purple Soulbound set. Imps run around a lot, so those +5% Defense procs are mostly worthless. Same with the Resistance procs. It is far better to have lots of recharge, so you can call up more Imps when they die. I would take O2 Boost over Smoke, because you can heal your imps and unmez them.
    I have all those Defense/Resistance Procs in my build for imps, cus I use them as meatshields only. As long as they're taking the melee damage instead of me, I really don't care if they do a single point of damage.... cus as a Fire/Storm, I am the guy doing the damage. As for recharge, I has gotten mine down to like 90 seconds which is more then enough. Most times, either they get wiped out so quick that you will have other things on your mind ( like keeping alive) then trying to recast, or they're dancing around you in prefect health after the mob is wiped-out. Most times, I only lose one imp in the first couple mobs on my farm missions.

    And in the ITF I was just in, they kept getting wiped as soon as I summoned them and I ended up not worrying about it.


    And you need the Performance Shifter:Chance for +End in Stamina.... it goes off alot, and in my case the ten points helps out alot.

    Plus, you want to get the recharge time of Conserve Power to as near Perm as possible.
  19. My fire/storm is my main farmer.... so I do have some experience.

    Leadership pools.... drop them! When I farm, I just have Hotfeet and Mind over Body going, and still can drop my endurance to zero with just one attack chain (flashfire,firecages, freezing rain,hot feet, psionic tornado, lightning storm, smoke). If I didn't keep getting blues on drops, it would really suck.

    Gale... I have it cus of Containment, use it every time I cast fire cages.

    O2 Boost... teamwise its fine, but I run solo.

    Lightning Storm... its a power you want, not kidding here. I love it, and its saved my *** a number of times. I only wish I could keep up more then two for 30 seconds. Throw it up, and you don't have to worry about some mob punk coming up on your six.


    But here is a warning... my build with all its aoes, can agg the whole room without much effort.


    Here is my build;
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  20. Level 4: Moonbeam

    I would switch it out for Gloom, not a huge fan of snipes unless you're a blaster.

    Level 6: Hover

    Haste, see below.

    Level 14: Fly

    Super Speed - While I like Fly, have it on many toons... with the easy of getting jet packs now and the benefit of SS and Shadow Fall (being able to stealth missions without any special procs), I would default to SS.

    Level 24: Stamina

    You may want to move this back to Level 20. I find I have huge problems with endurance when playing solo... D3 has too many kewl powers!

    Level 26: (one of Gloom, Darkest Night, or Dark Pit?)

    Being a huge fan of Darkest Night, I would vote for that one. But if you're always on good teams that are rolling death mills... I would instead pick something else.
  21. 1. Thx.... will do that.
    2. Going to use Dwarf to scapper/turtling as you mentions... good catch.
    3. Not a big fan of nukes on non-blasters, and wasn't impressed by a 5 slotted Quasar damage when you included the endurance crash.
    4. This is the second build on this toon, the first being more a traditional tri-form I use in certain task forces (use to farm Positron with her). Expense-wise, I can afford this build with more then a few of these sets already in storage (been ticket farming lately).


    And yes, aware of the limits of Health/Stamina when not in human form but thanks for reminding me. Need to see about finding a few more slots for the Dwarf's heal if I'm forced into it due to grabbing too much hate.

    As for Winter's Gift IO.... I happen to have like ten of those due to c/c farming.
  22. I need someone to double check this build before I spend the cash/merits. Any advise is weclome!
    Thanks....

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  23. Pinkpup

    Ice/Kin Build

    After having this toon for about two years, I decided to respec her for a better build with task forces and hami raids in mind. I already got like 70% of the IOs in this build, and about 500 pts of tf merits saved up, and about 1B in influence.

    Any advise is welcome...




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  24. LotG is Luck of the Gambler: Recharge Speed 7.5%... to all your powers, up to a total of five in your build. Most fire/kins who do so (having 5), have a recharge of +80% with IO set Bonus.

    For how to slot your fire imps... just look through the old threads about fire/. Lots of good ideas there.

    As to what to pick-up instead of Fighting... Hmm, I do see alot of fire/kins with Leadership. You can slot Maneuvers with one LotG:RC, then pick-up Tactics for the +tohit. As you will read in the other threads, your total tohit number is very important.


    That's really the best advise I can give you... read up on the other fire/ threads in this forum. There is a ton of them, and it will help you get a better feel for what you can do with yours.
  25. Hmmm....

    Resistance to Smash/Lethal too high (59%)

    Not enough globe recharge... not one LotG +7.5% but a full set of Ragnarok purples. I would say the bare minimum is 3 LotG for anyone serious on farming.

    Stamina over slotted - Five ProS in Stamina get you 49% to Recvry, but two with a Performance Shiflter:Chance for +End gives you 42% + 10pts every 5 seconds (the proc goes off that often). After all, you got Transference when things get tough.

    Transfusion - Reg Tissue are a bit pricey when you could just go with Doc Wounds. And don't really think you need the extra heal IO... 418 is nice but 346 pts of heal should work in most situations. After all, with a casting time of 2 seconds you can just spam it till back up to a healthy green bar.

    Fighting Pool- A number of people will tell you... you don't need it.

    Imps- six slotted Soulbound Allegiance is a bit old school anymore. There's better choices out there that won't take as many slots.

    Hot Feet - I will leave that for the experts to advise. I've done it both ways, and can't say which is better.