Player_of_Pur

Apprentice
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  1. That's the exact reason I want to keep Superior Invis: I like having the option of stealthing mishes when necessary.

    I forgot that Soulbound Allegiance had a Dam/Rech enhancement. I've removed the rech and the dam from Phantom Army, put it back down to five slots, and used the SA dam/rech instead freeing up another slot:
    Level 18: Phantom Army -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Rchg(19), ExRmnt-Dmg/EndRdx(21), S'bndAl-Dmg/Rchg(31)

    With two extra slots now, I can either get another Expedient Reinforcement recharge bonus in Phantasm or throw the Overwhelming Force Proc in there (still leaving me with an extra slot to put somewhere):
    Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(46), ExRmnt-EndRdx/Dmg/Rchg(50)
    Level 32: Phantasm -- Dmg-I(A), Dmg-I(40), OvForce-Dam/KB(46)

    IIRC, attack chain should be Blind->SW->Ice Blast->SW. Thoughts on slotting Blind for Hold vs. Damage?
  2. So after finally managing to get an Illusion Controller up high enough that I might actually make it to 50, it becomes time to look into builds.

    And I'm having a bit of trouble.

    I've heard all sorts of nummy things about Ill/ and soloing various AVs, etc, and would like a build that is able to do this as well.

    Below is what I've been working on so far.
    Perma-PA, Hasten, Fade, SA.

    I still have a slot to place.
    I'd like to keep Superior Invis.
    I can do without a travel power.
    I was thinking of going Agility, Ion, Reactive (unless the numbers on Degenerative are worth it). Don't know what kind of pet to take, or if it even really matters. I'm stuck between Ageless and Clarion: on the one hand, recharge; on the other hand, everything's perma that needs to be and if I have enough endurance/recovery, Ageless will be giving me a bit of a buffer (how important is that buffer?). Hybrid; all I know is I'm pretty sure I don't want to be taunting baddies off my pets.

    A couple questions:
    1. Is this enough defense? From what I can tell, I'm almost softcapped to smash/lethal, and "softcapped" to all with Darkest Night.
    2. Is this enough KB protection? For some reason I seem to recall seeing mag 12 protection being tossed around at one point. Should I be gunning for 12 or is 4 enough?
    3. Is Will of the Controller better off in something other than Spectral Terror? I've been leveling with the set in him, and I kind of like that he (sometimes) does damage.
    4. Is 54% global accuracy enough such that things like Soul Absorption and Phantasm will be hitting fairly often (if not, I'm going to have to rework a lot of the build, I think).
    5. Phantasm feels under-slotted. Thoughts on giving him the leftover slot and giving him the Overwhelming Force Proc (not such a big deal when fighting AVs; this would be for when fighting normal mobs), or slotting him with something else, or is the slot better off elsewhere?
    6. Will I have enough recovery? On paper it looks fine, but I have a hard time getting a feel for how much end I need/am using until I actually try it out.

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Darkness Affinity
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Blind -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(7), Decim-Dmg/Rchg(9), Decim-Dmg/EndRdx(9), Decim-Acc/Dmg(42)
    Level 1: Twilight Grasp -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal(34), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Rchg(37)
    Level 2: Spectral Wounds -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Acc/Rchg(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Dmg/Rchg(5)
    Level 4: Tar Patch -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/Dmg/Slow(13), TmpRdns-Dmg/Slow(40), TmpRdns-Rng/Slow(40), TmpRdns-Acc/Slow(43)
    Level 6: Flash -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Rchg/Hold(31), BasGaze-Acc/Rchg(31)
    Level 8: Superior Invisibility -- LkGmblr-Rchg+(A)
    Level 10: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(11), DarkWD-Rchg/EndRdx(11), DarkWD-ToHitDeb(13)
    Level 12: Group Invisibility -- LkGmblr-Rchg+(A)
    Level 14: Howling Twilight -- Amaze-ToHitDeb%(A), Amaze-EndRdx/Stun(15), Amaze-Acc/Rchg(15), Amaze-Acc/Stun/Rchg(17), Amaze-Stun/Rchg(17)
    Level 16: Shadow Fall -- LkGmblr-Rchg+(A)
    Level 18: Phantom Army -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Rchg(19), ExRmnt-Dmg/EndRdx(21), RechRdx-I(31), Dmg-I(46)
    Level 20: Fade -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(34), LkGmblr-Def/EndRdx/Rchg(34)
    Level 22: Deceive -- CoPers-Conf%(A), CoPers-Conf/EndRdx(23), CoPers-Acc/Rchg(23), CoPers-Acc/Conf/Rchg(25), CoPers-Conf/Rchg(25)
    Level 24: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(46)
    Level 26: Spectral Terror -- SWotController-Rchg/Dmg%(A), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(27), SWotController-EndRdx/Rchg(27), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(29), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(29)
    Level 28: Soul Absorption -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(33), DarkWD-Rchg/EndRdx(33), DarkWD-ToHitDeb(33)
    Level 30: Super Jump -- Jump-I(A)
    Level 32: Phantasm -- Dmg-I(A), Dmg-I(40)
    Level 35: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(37)
    Level 38: Dark Servant -- DarkWD-Slow%(A), DarkWD-ToHitDeb(39), DarkWD-ToHitDeb/EndRdx(39), DarkWD-ToHitdeb/Rchg/EndRdx(39)
    Level 41: Frozen Armor -- RedFtn-Def(A), RedFtn-Def/EndRdx(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-EndRdx(43), RedFtn-Def/Rchg(43)
    Level 44: Ice Storm -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(45), Ragnrk-Acc/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Dmg/Rchg(46)
    Level 47: Frost Breath -- Posi-Dam%(A), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(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 -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A)
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    ------------
    ------------
    Set Bonus Totals:
    • 17% DamageBuff(Smashing)
    • 17% DamageBuff(Lethal)
    • 17% DamageBuff(Fire)
    • 17% DamageBuff(Cold)
    • 17% DamageBuff(Energy)
    • 17% DamageBuff(Negative)
    • 17% DamageBuff(Toxic)
    • 17% DamageBuff(Psionic)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 5.4% Max End
    • 4% Enhancement(Held)
    • 1.5% Enhancement(SpeedRunning)
    • 4.4% Enhancement(Terrorized)
    • 1.5% Enhancement(SpeedFlying)
    • 8% Enhancement(Sleep)
    • 8% Enhancement(Immobilized)
    • 54% Enhancement(Accuracy)
    • 8% Enhancement(Confused)
    • 1.5% Enhancement(JumpHeight)
    • 148.8% Enhancement(RechargeTime)
    • 4% Enhancement(Stunned)
    • 1.5% Enhancement(SpeedJumping)
    • 4% Enhancement(Heal)
    • 110.6 HP (10.88%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilized) 10.2%
    • MezResist(Sleep) 2.5%
    • MezResist(Stunned) 2.5%
    • MezResist(Terrorized) 4.7%
    • 25.5% (0.43 End/sec) Recovery
    • 26% (1.1 HP/sec) Regeneration
    • 9.13% Resistance(Fire)
    • 9.13% Resistance(Cold)

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  3. Pur will come!

    Now Pur just needs to decide what to pair with Water Blast...

    Hmm...
  4. My current "water" toon is a grav/stone (grav coloured blue, stone is gemmy coloured blue, supposed to be ice).

    Grav puts those ripply effects in the air, makes it look like water ripples.

    As for secondaries, Kin, ff, sonics on 'trollers would do the trick, or Stone (frozen water!), psi, or thorns (blowfish ) on a dom.
  5. Nekoran here again! And Hail of Bullets is waiting in Atlas.
  6. Hi there, Nekoran here!

    Finally found a name I like, Up Draft will be waiting by Kalinda

    Since we have a kin, does that mean I can take leadership instead of fitness?
  7. [ QUOTE ]
    Course I'm more one of those that don't mind the PL broadcasts in PI. I know that not all have the time I've spent on my Blaster and if they want to PL its there 15$ and there inflencue/infame let them play how they want *shrugs* never understood the PL hate.

    [/ QUOTE ]

    Most people don't hate PLing per se, although there are exceptions. What people don't like is the results of PLs, because it does affect them. These people also tend to feel the same way towards people who buy or "inherit" an account.

    Basically, when you're on a (relatively) high level team, you expect people to know what they're doing. All well and fine a level 10 tanker doesn't realize what their shields do, but a level 40 tanker should not only know what their shields do, but which are best/necessary in certain situations, etc. Someone who gets PLd (and I'm not saying everyone is like this, but there's enough to make an issue out of it) doesn't play with their character either solo, or on teams, and comes out of their PL with a toon that has more than 25 different powers, and no idea how they work (as I said, this is a generalization; This isn't true for everyone). They then join teams, and cause either themselves, or their teammates to die, slowing down combat, asking questions that anyone should know after their first couple of missions, and generally making a nuisance of themselves.

    If PLd people actually took the time to figure out how their powers worked, and ran some stuff solo, or with a friend to test out certain powers, looked up numbers in builders or on the forums, and didn't join teams until they knew what they were doing, a lot less people would have an issue with PLing. Unfortunately, usually the kind of people who'd put that kind of thought into a toon's build aren't as likely to seek out PLs, and vice-versa.

    Additionally, the annoying tells, e-mails and other spams that advertise PLing services don't help.
  8. Heh, got my fire/rad up to lvl 36 in just over a week.
    I followed the build exactly, except for:
    10: hover
    14: fly
    16: swift
    That gave me an extra power at 24 (acro), so I picked up smoke.
    The lvl 21-22 range, I went to Striga, and looked for the big groups of minions... but there weren't enough to make leveling there as fast as I had been used to. I only stayed there for one level, heading to TV at 22.
    At 31, I went to Crey's, stayed near the entrance, and hunted the groups of crey/freaks that would spawn. Slow goin', and eventually I just gave up and did the Croatoa TF with some SG mates
    After Imps, I stayed in Crey's for a bit, workin' on the spawns that had bosses now, too, but it was just too slow, so I switched to runnin' Warburg mishes on Tenacious.
    On average, at lvl 36, I think the toon had averaged 2 hours per level on the whole.
  9. That top-end poison debuff sure is great... if you send a pet into melee range. IMHO, if you're a MM going with ranged pets, you're not as likely to take that power... I know I didn't. So I'm thinking it could be tricky to find an MM who has both ranged pets and (the name escapes me right now) the top-end poison debuff.
  10. [ QUOTE ]
    I almost always lead with breath, followed by envenom on my attack target.

    [/ QUOTE ]
    I have a level 38 bots/poison, and I've noticed that when I lead off with NB, I tend to take the alpha strike, plus the next couple of attacks, before my bots can do enough to grab their aggro. (NOTE: Being the squishiest of the squishies, that is a BAD thing!)
    Sure, NB slows baddies' recharge, but until they use up their attack chain, they attack like normal.
    What I usually do is set my pets to attacking first, and then throw off my debuffs (envenom, then weaken and NB, or if its a particularly nasty baddie, envenom, then paralytic poison). That way, they take the aggro from the mob, and I can still debuff the heck out of 'em without (much) fear of drawing aggro.
    I throw envenom on first in almost any fight (after the bots attack, of course), even before the hold, so that the bots get just that little bit of extra -RES time to do more damage. Doing it in this order, I can take out a purple lieutenant (most of the time...some are more resistant to lasers than others...) before the hold wears off.

    [ QUOTE ]
    [ QUOTE ]
    4) Neurotoxic Breath: [...] The cone is –immense-, easily the broadest I’ve ever seen, at a good 60 degrees.

    [/ QUOTE ]
    Actually, Terrify probably has the largest cone in the game, seeing as how you can hit enemies you can't even see with it...

    [/ QUOTE ]
    Yes.
    NB seems to be quite a wide cone, but also quite short...I don't know if I'd say 60 degrees, but definitely not a line, either
    Terrify does seem to be the widest cone in the game, personal experience putting it very close to 180 degrees, but it is, like NB, quite short.
  11. I am aware of the helpful invisibility of the illusion controller
    However, I felt it came a little too late to deserve special mention in this particular guide.

    Also, although FF is quite adept at keeping damage away, I didn't want to specifically mention any particular power set, because this was supposed to be a general faq: I didn't want to have to go in to the points of each primary and secondary, not to mention I don't have experience with quite a few Plus, I would hope that, in picking power sets, the individual player is aware of the advantages and disadvantages of the powers they choose.

    On a side note, I would like to point out that swift and hurdle (fitness) are like a poor man's travel power Neither are nearly as fast as the ones you can pick at 14, but they both get you there faster than sprint
  12. Guide to travelling in The Hollows (and other places)

    (I'm mentioning The Hollows specifically because it's the first (and really the only) hazard zone you must go to without a travel power: this can make navigation difficult)

    Okay, so you just became level 5 and your most recent contact has sent you to Wincott in The Hollows. This seems to be an easy enough task. But then Wincott proceeds to give you missions which take you farther and farther from the safety of Atlas Gate, and you find yourself dying from mobs more than ten levels higher than you. This isn't such an inconvenience for you, but if you are on a team, and trying to get to a mission on the other side of the map, half the team dying and needing to start over again can get pretty frustrating.

    One way around this is to get one person with recall friend - which you can't get until level 6 - send them on ahead, and proceed to bring in the rest of the crew. This is all well and fine, but they still need to be alive when they get there.

    Wakies don't generally work too well either, as you usually wake up right in the middle of the mob that killed you.

    So how do you get where you want to go?

    First things first:

    1. Zoom WAY WAY out, and move your camera when needed
    You know how to work your camera view, right? If not, learn. It's not just handy for travelling, but for fighting and finding things, too.
    The first thing you want to do is zoom your camera out to as far as it can go. You can see the most terrain that way, and will be better informed as to the location of baddies.
    So, you're running...you don't see anything...and suddenly you get blasted from behind and die. What happened? There was nobody there! MAKE SURE TO LOOK AROUND CORNERS. If you don't want to waste the time, just give corners a wide berth. In the civilian zones at least, baddies like to hang around street corners. The Hollows isn't as bad for this, as they tend to stand right in the middle of the street.


    2. Find your TAB button
    Not a lot of people find this useful in a fight, but it's quite useful for finding hard-to-see baddies. You'll actually use this more often in cities, where mobs can look like citizens from far away, but it's also helpful in hazard areas, as well.
    While you're travelling, if there are any obstacles around, try hitting tab constantly as you move. It may be annoying at first, but you'll thank me when a mob you couldn't see because a tree was in your way suddenly shows up on your radar.
    If you've changed your "find next baddie" button to something else, locate it and use it. It will be your best friend next to zoom.


    3. Fences
    YOU may be able to see through fences, but most mobs can't! Think of it this way; if you can't go through it, they can't see through it. Granted this is a very loose approximation, and you should still take care to stay as far away as possible, but if you must pass close by, see if there's a fence you can stick inbetween you and the bad guys. Even those flimsy chain link fences, or the ones that only go knee-high with the fancy metal work on top make a good barrier.


    4. Travel with a team
    This can be both a good thing, and a bad thing. Sure you can take on bigger and badder mobs together, but it can also lead to party wipes if one or all of you aggro the wrong group. If one of your members has an area toggle (doubtful at this low level), then sticking together may in fact be the best idea. However, most of the time, I would advise against it.


    5. Be prepared to take the long way around.
    Grendul's Gulch located right in the center of the map can be full of nasty baddies, but that's not entirely what I'm talking about. Sure, if you want to avoid the area altogether and stay on the high ground, that's your decision. But what I mean is, if there is a group of baddies blocking the area you need to go through, find another path: don't charge through and trust your natural resilience to take up most of the damage. Even tanks at this level are fairly squishy. Your team would rather wait an extra minute for you to go around a particularly ill-placed mob, than to wait the extra five or more minutes for you to make your way back from Atlas hospital.


    6. Learn the colours of baddies.
    They walk you through this (briefly) in the tutorial, but some people don't read it, or don't even take the tutorial (which you should, as you get a badge for killing the contaminated). Summary:
    Grey, no arrows -->not even a challenge: take on huge groups if you want, they might not even notice you if you're too high
    Grey, 3 arrows -->not a challenge, but watch for bosses of this colour, they might do some damage
    Green, 2 arrows -->will do damage to you, but not too dangerous in large groups
    Blue, 1 arrow -->don't take on big groups, but small groups should be fine
    White, no arrows -->at this level, your archetype doesn't matter: unless you're in a group, I wouldn't attempt taking on more than about 5 at the VERY most.
    Yellow, 1 arrow -->a group of 3 is probably the most you'll be able to handle: pay attention though
    Orange, 2 arrows -->only one at a time, unless you're feeling quite brave: then two
    Red, 3 arrows -->don't even try
    Purple, no arrows-->RUN AWAY! you may be able to take a hit from these guys, but more than one and you're probably dead.
    NOTE: this refers to groups of MINIONS all this colour. If there are lieutenants in the group, look at the description two down the list: if there are bosses, look three.

    So, how does this relate to travelling? Well, if you're trying to get somewhere quickly, you gotta know which groups you can handle, and which ones to avoid completely.
    You should be pretty safe taking passing damage from up to a green group. The thing you have to remember in The Hollows is that those rocks the trolls and igneous throw can include knockback, which is bad if the group decides to swarm you while you're on the ground. If the group is too high, you might find you can't even get back up until you die. Igneous bosses can also hold you, and the circle have all kinds of wonderful status effects you don't wanna be on the receiving end of.


    7. Learn the distance of the mob's perception
    In The Hollows at least, there will almost always be room to squeeze between mobs without them noticing, if the terrain isn't too weird. If you need to go between two troll mobs, go right down the middle, and you should be safe. The same with outcasts and circle.
    The only mob that needs special mention are the igneous: they hide on or under the ground (those funny looking white rocks you may have noticed, and the fire and smoke) and generally don't pop up unless you're quite close. The white groups have a bit larger area of perception than the flames.
    NOTE: White groups will almost never contain bosses: the flames almost always will


    8. Listen to the chatter
    A lot of people will turn NPC chatter off, because they find it annoying (I personally find it amusing: bad guys say the funniest things sometimes ). If you are one of these people, TURN IT BACK ON...NOW! Unlike the tab button, you can hear NPC chatter from around corners and behind obstacles: this can alert you to mobs hiding around a corner a lot faster. Plus, once you start to recognize the names of your mobs, you can identify what type of baddies are lying in wait, and what they are doing, and the approximate make-up of the group (all one type, a single different type, or about half and half).


    9. Going over buildings
    So, there's a group of baddies blocking every avenue in the direction you wish to go, and you just wish those buildings would get out of your way.
    NOTE: while climbing a building, always listen for chatter coming from the roof: you don't want to get to the top just to find another group waiting for you.
    Look for handy fire-escapes that will get you up and over the building.
    Failing that, most buildings have windows with ledges that stick out just enough to stand on. Go right up to the building under a window and jump. You should land on the window ledge instead of falling to the ground. Press forward into the building, stop, and jump again. Using this method, you should be able to scale even the tallest building.


    10. Call for taxi
    Once again, you've got to listen to the chatter, but this time of the other players.
    You've used the broadcast chat before, right? To announce that you're looking for a team, or members, or just general help. Well, now you're going to be scanning the airwaves for people offering you help. The Hollows usually has one or two high-level characters running around offering healing, resurrection, or travel arrangements to anywhere: they've been through all this before and know how hard it is to get around as a level 5-7.
    If you don't see anybody offering, speak up. Announce your need as clearly and in as few words as possible, then wait. If there is anybody on call at that time, they will be watching the broadcasts for just such pleas.
    If you die en route, don't hospital right away. Put out a request for a rez. If this doesn't work, then you're just going to have to suck it up and make the journey again.
    Taxibots are players that are specifically made for transport. Try calling for a taxibot over the airwaves.
    DO NOT spam your request. Try one or two times within 2-3 minute intervals. If no one answers, it's because they are not there. Please do not fill the airwaves with trash.


    11. Do not fight along the way
    If your team is waiting for you at the mission, do not fight every group you think you can take, just because you don't want to go around. This will take way too much time, and can really tick off your team. Avoidance is the best way.


    12. Do what you do best
    Tankers, your primary powers revolve around making you take less damage. Turn whatever toggles you have on for protection. Since you won't be fighting along the way, you shouldn't have any endurance worries. Just remember: invulnerability does NOT make you invincible
    Scrappers, your secondaries are good for protection too. Turn your toggles on
    Defenders, a lot of your primaries are just debuffs (which may get you out of a tight situation, but use only when needed if travelling), but some of you have personal and team buffs at this level. Turn on your buffs and, if possible, buff any team members before setting off.
    Controllers, you have the same secondaries as the defenders' primaries, so take the same advice. However, you have some pretty cool tricks at your disposal should you be noticed. If at all possible, throw down one of your area immobilizes. You should get pretty far away before it wears off.
    Blasters, you're basically screwed at this level. You are all about attack, and though you have some immobilizes etc. in your secondaries, they don't come until much later on. See if you can get one of your defenders to buff you, or travel with a tank who can take some of your damage for you.


    13. Pool powers
    So, your team, after dying several times, has finally made it to level six and can choose from your pool powers.

    The obvious choice to avoid all that hardship is hover (flight pool) then, isn't it? NO! Do not take hover for travel. Though you can go over mobs without being noticed, hover is so infuriatingly slow that your team might even go on without you.
    Now, you can take hover, but for the right reasons. Take it to get over obstacles, or up walls, but turn it off when you're past. Take it for added defense, but don't leave it on all the time. Take it for fights so that baddies can't get in melee range. Take it because you eventually want to take flight. But DO NOT take it for travel.

    If you're going to be with this group a while, get together with one of your team mates. Have one of you take recall friend (teleportation), and one take grant invisibility (concealment). Invisible the person with recall friend, they take off and keep going until their invisibility has almost worn off. They teleport you to their location. Repeat until you get to where you need to go, then just bring in the rest of the team. Remember these powers are useful afterwards, too.

    Stealth (concealment) although imperfect can keep you from being noticed.

    Swift and hurdle (fitness) can help in getting over obstacles and getting out of aggro range faster. Pick which one will compliment your playing style. Also, if you plan on taking super speed in the future, swift is a good choice. Take hurdle for super jump.

    If traveling together, maneuvers (leadership) can be a good way to boost defence in case of attack. Remember, the leadership powers affect everybody within range, INCLUDING YOU.

    Combat jumping adds to defense, and allows you to jump a little higher. It also leads into superjump.

    Stimulant (medicine) can help get your teammates away if they've been hit with a status effect, however you have to do one person at a time and IT IS INTERRUPTIBLE.

    Presence at this level does not help travelling at all, in fact it hinders it greatly, only giving you taunt abilities.

    At this level, speed is no good for travelling, which doesn't sound like it makes sense. But you can only take an attack, or hasten when you're this low, and neither will help. However, both can lead to super speed.

    Check your primary and secondary sets, too. If there is something there that will help you more, take it.


    14. The return trip
    All of these tips have been for getting TO your mission or wherever you need to go. Getting back is a lot simpler. You could call for a taxi to one of the gates (remember, you can get into The Hollows from both Atlas Park and Skyway City), or you can go out, find yourself a choice group, and die. You get no debt at this level anyway


    These tips are specifically for the hollows at low levels, but they are useful in any area, the exception being in PvP zones. Just be aware of what's going on around you, and don't think that you're invincible. These should get you through until you get your movement power, and then you usually don't have to worry about things like this, but points still come in useful from time to time. [color:white] [/color]