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This is the fire/kin/stone I use softcap to S/L with melee at 20%, 75%recharge. end rec @ 3.25/s
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
WUTBEAST: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char- (A) Unbreakable Constraint - Endurance/Hold
- (7) Unbreakable Constraint - Hold
- (25) Unbreakable Constraint - Hold/Recharge
- (40) Unbreakable Constraint - Accuracy/Hold/Recharge
- (40) Unbreakable Constraint - Accuracy/Recharge
- (A) Theft of Essence - Healing/Recharge
- (43) Theft of Essence - Accuracy/Endurance/Healing
- (45) Theft of Essence - Accuracy/Healing
- (46) Theft of Essence - Accuracy/Endurance/Recharge
- (46) Theft of Essence - Chance for +Endurance
- (A) Trap of the Hunter - Chance of Damage(Lethal)
- (3) Positron's Blast - Chance of Damage(Energy)
- (3) Gravitational Anchor - Chance for Hold
- (5) Trap of the Hunter - Immobilize/Accuracy
- (5) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (7) Trap of the Hunter - Accuracy/Endurance
- (A) Enfeebled Operation - Accuracy/Recharge
- (15) Enfeebled Operation - Endurance/Immobilize
- (46) Enfeebled Operation - Accuracy/Endurance
- (50) Enfeebled Operation - Immobilize/Range
- (50) Enfeebled Operation - Accuracy/Immobilize
- (50) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Jumping IO
- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (11) Accuracy IO
- (40) Accuracy IO
- (A) Armageddon - Chance for Fire Damage
- (13) Obliteration - Chance for Smashing Damage
- (13) Eradication - Chance for Energy Damage
- (15) Scirocco's Dervish - Chance of Damage(Lethal)
- (34) Impeded Swiftness - Chance of Damage(Smashing)
- (37) Endurance Reduction IO
- (A) Miracle - +Recovery
- (A) Kinetic Combat - Accuracy/Damage
- (17) Kinetic Combat - Damage/Endurance
- (17) Kinetic Combat - Damage/Endurance/Recharge
- (34) Kinetic Combat - Damage/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (19) Reactive Armor - Resistance/Recharge
- (19) Reactive Armor - Resistance/Endurance/Recharge
- (29) Reactive Armor - Resistance
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Endurance Modification IO
- (A) Luck of the Gambler - Recharge Speed
- (23) HamiO:Cytoskeleton Exposure
- (23) HamiO:Cytoskeleton Exposure
- (A) Luck of the Gambler - Recharge Speed
- (25) HamiO:Cytoskeleton Exposure
- (A) Rectified Reticle - To Hit Buff
- (27) Rectified Reticle - To Hit Buff/Recharge
- (27) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (29) Karma - Knockback Protection
- (A) Absolute Amazement - Endurance/Stun
- (31) Absolute Amazement - Stun
- (31) Absolute Amazement - Accuracy/Recharge
- (31) Absolute Amazement - Stun/Recharge
- (34) Absolute Amazement - Accuracy/Stun/Recharge
- (A) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (33) Expedient Reinforcement - Damage/Endurance
- (A) Efficacy Adaptor - EndMod
- (36) Efficacy Adaptor - EndMod/Recharge
- (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (36) Efficacy Adaptor - Accuracy/Recharge
- (37) Efficacy Adaptor - EndMod/Endurance
- (37) Efficacy Adaptor - EndMod/Accuracy
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Accuracy IO
- (39) Accuracy IO
- (A) Force Feedback - Chance for +Recharge
- (42) Ragnarok - Damage
- (42) Ragnarok - Damage/Recharge
- (42) Ragnarok - Accuracy/Damage/Recharge
- (43) Ragnarok - Accuracy/Recharge
- (43) Ragnarok - Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (45) HamiO:Cytoskeleton Exposure
- (45) HamiO:Cytoskeleton Exposure
- (A) Kinetic Combat - Accuracy/Damage
- (48) Kinetic Combat - Damage/Endurance
- (48) Kinetic Combat - Damage/Endurance/Recharge
- (48) Kinetic Combat - Damage/Recharge
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
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Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 14.7% Defense(Smashing)
- 14.7% Defense(Lethal)
- 1.25% Defense(Energy)
- 1.25% Defense(Negative)
- 9.69% Defense(Melee)
- 0.63% Defense(Ranged)
- 1.8% Max End
- 75% Enhancement(RechargeTime)
- 54% Enhancement(Accuracy)
- 8% Enhancement(Immobilize)
- 5% Enhancement(Heal)
- 5% FlySpeed
- 61 HP (6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 9.1%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 13.5% (0.23 End/sec) Recovery
- 20% (0.85 HP/sec) Regeneration
- 7.56% Resistance(Fire)
- 7.56% Resistance(Cold)
- 1.88% Resistance(Negative)
- 5% RunSpeed
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Quote:lolololfire/dark being too powerful in comparison to some of the **** these devs produce.The more things change the more they stay the same it seems. This question has been asked for years and so far the developers have simply stated that because of the controller-ish nature of Miasma it has a lot of potential to be too much control and far too powerful. They have said it would only appear for controllers if it is heavily modified.
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Quote:Think you missed the OP's question bud.if ur dueling a stalker with a stalker ur SOL same goes for fighting regen scrappers. I would recommend a well IOed and proced fort with poison dart and shatter armor with max perception to fight a regen stalker (also psi attacks cut through MoG as if it were'nt even on and if he doesn't bring too many greens the stalker should eventually die). A poison MM a cold or a therm for killing regen scrappers. In most cases it'll prolly be a draw but at least these classes have a chance of killing them if they mess up somewhere.
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Your reputation on this post is Negative.Comments on this Post
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Quote:Pretty much sticking to my original build more or less and gonna see how it pans out, im gonna take a couple of slottings used in the other builds posted but I'm not making any major changes - but like you said im cranking up my jump speed a lil.I see where you're coming from with keeping some blasts in there. Personally I like to have Will dom and TK on my emp/psy to for 2v2 situations
. They're also good just for hp sets. I haven't looked at any of the builds in this thread but I would definately keep those blasts.
Edit: Ok well I looked at one of the builds and 4 slotting panacea's seems pointless imo. The only reason i'd ever slot panacea's is for the rech and range bonus. Don't slot them unless you're slotting 5 and 3 slotting heca's in brawl is crazy also. I understand two for a recov bonus but 3 for that amazing fire and cold res?
And yeh. Drop Either Grant invis or Invis for Hurdle. Another thing. If you don't take hurdle you're going to want to crank the values in super jump way uuup. Switch the Unbound leap for the cheaper jump set and use Celerity in Super Speed.
This is just my opinion and how I would do it. Goodluck. -
Quote:Somehow doubt much action will happen if only 2 teams participate in the mean time, but I see what your saying and I guess like you said if they want to, let them.True, but the formed teams shouldn't be held up by the newer ones. The ladder only needs 2 ready teams to begin, if Silit and another team are ready let them start. We'll jump in and challenge someone when we're ready.
I'd rather the newer teams be a little slow to start then the ladder fall apart because people get tired of waiting and find something else to do. Also if they start it up, perhaps the stragglers will get there act together and things will really start moving. -
Quote:This our team hasnt even all been on at the same time yet let alone on test, let alone have a practice as a full roster. I realise that some of the other rosters arn't floating in the same boat as us but you have to appreciate this is effectively the first time some rosters will be playing together.At this particular time in the space time continuum of being I don't feel absolutely one hundred percent comfortable with us starting this league just yet. I feel there needs to be more time for players and teams alike to establish themselves and ensure a stable enviroment before doing so. However, with that in mind I would love to hear what other leaders have to speak on about this topic.
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Quote:Looking good, really appreciated, and I understand what you're both saying just I do have some experience with PvP emping and wanted to try something a little different, obviously not gonna start thinking im playing my psy/em but the dmg will be there.agree with psyrene but here
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edit: Gonna switch one of the concealment powers out for hurdle -
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I guess I didn't phrase this correctly I just want be able to contribute to some damage yes hence why I went with a emp/psy, otherwise without a doubt in my mind I woulda rolled a grav/emp or mind/emp.
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Quote:Build seems good emp wise but meh assault wise - reason im going with defender and not troller is help lock on spikes no will dom no tk blast?how much do you want to spend? if you're going to do it on test then not so much a problem -
60% recharge
1579 Hp with accos
48 kb with acro
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thanks anyway =] -
what you gonna do about the whole emailing yourself insps situation?
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Quote:change the fee's. keep prizesgot the idea from watching Yu Gi Oh...call it COH Battle City Tourney -
2v2 - standard arena set up -
ts,hd off dr on
random maps
tier 1 insp only
no dual ats (no 2 blasters, no two stalkers etc)
same banned powers etc
1 match 10 mins - reset in first 2 mins for dc only. 1 reset per team.
entry fee is one of the following procs (per player)
Panacea + heal
Glad Jav Chance for
Sheild wall tp res
Glad Armor tp res
Apoc Chance for neg
(the full list can be agreed upon)...
Simple rules - winners get losers procs. Winners advance to next round losers are out.
Limit to max of 16 team sign ups for easy math.
match ups would be random
potential for winning teams to get up to 4 procs per person.
thoughts? -
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Fire is highly resisted, once Sonics -res kicks in + procs + scourging = beast, corrs version of rad is just as fast as fire with Neutrino bolt, its also very highly procable including the -res proc, it also has an inbuilt stun which is some what useful for duels/2v2's. Sonic>Rad>Fire for me - Corrs anyway.