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Posts
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I already have maneuvers at 14. My reasoning for grant invisibility is I was running out of ideas for powers. I figured I could just cast grant invis on my pets before a big battle. I wouldn't bother trying to keep it up, but it might be nice to have at least in the beginning
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I just updated mids so it has time and beam and all the new goodies now, and I found out that it looks like I'm gonna have lots of extra spots for powers to play with. Not sure if I took the right ones, and I really don't know what I should be slotting.
Villain Plan by Mids' Villain Designer 1.95
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 49 Natural Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Time Manipulation
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Call Genin- (A) Empty
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Level 1: Brawl- (A) Empty
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Level 2: Rest- (A) Empty
Level 2: Swift- (A) Empty
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PS I took grant invisibility to bump def up that much more. Does that make sense? -
So I'm relatively new (been playing a long time but never really played) and I'm not sure I understand slotting. For my theme I want my char in the air pretty much all the time if possible, so I skipped hot feet and incinerate. Anyway, if anybody could help me out with slotting and enhancements that would be great. keep in mind this is a build for leveling and on a small budget, so no expensive enhancements either.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Char- (A) Empty
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Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
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Level 2: Swift- (A) Empty
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