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  1. The AFK Death Shaman farm was about experience, not influence. Back then on a really top grade farm, it was about 20 hours to go from level 1 to level 50 and at the end, you'd have enough money to buy your SOs. There were no IOs or auction house, so not a huge amount of cash.

    I believe the main tanker used had had almost 2 billion influence. I think he was the first one to break 1 billion, but that was farming for literally MONTHS.
  2. The big differences in the build is the Mez protection.....love love love it. Mental blast is up all the time (cast is 1.67 recharge is 1.6). I've had good luck with the resistance debuff in my other characters so I added them where I could. And for the force proc, I have it in Hurricane so it will probably be up when available, and honestly, I wasn't sure if the proc ont Tornado would work for me.

    In a group, I often won't cast the tornados as they tend to annoy people. Although I love the chaos it causes solo....

    On my Earth/Storm, I actually don't take Maneuvers or Tactics and instead took Medicine for the Heal Self.....I originally had Earth and liked the heal quite a bit, but the defense is now "useless" from Rock Armor and I hate the animation. So mez protection and resistance it is.
  3. Very interesting build. How is the damage? It looks like you rely on your pets to do all your damage. While I love the potential damage from Water Spout and Tornado, I like to be able to do damage on my own.

    Here's what I'd do. You're still capped on range and with Hurricane up, most melee can't get to you and the very few who can are incarnate capped. This build caps your S/L resists, easily perma-hastens and gives you perma-Indomitable Will (Mez protection). I'd consider dropping Manuevers since you are ranged capped without it, but not sure what to replace it with....O2 boost, Burnout, Hover/Fly.


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  4. Here is my soon to be SS/WP build. I just came back from an 11 month break and need to pick up the ATOs. I lose a bit of defense, but Rise to the Challenge soft caps me in melee (people forget it has a nice -to hit debuff on it). But this build picks up 5.5 hitpoints a second (not much granted) but it does pick up 2 aoe attacks. I use this build for incarnate and TV farming.

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  5. Some friends and I are coming back from a long absence and we're going to make new toons. I'm definitely going with Titan Weapons and I'm leaning toward Willpower (I might consider Invul).

    Should I go scrapper, brute or tank?

    Thoughts?
  6. I've been away for almost a year, so I haven't really seen the new builds, dealt with ATOs or enhancement boosters. Can you make any suggestions to beef up my build. It's a bit light on melee and aoes. It looks like with the new stuff I should be able to eek out better results. What numbers do I need to aim for? Which Incarnation slots should I go for? Thanks in advance.

    Villain Plan by Mids' Villain Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Shadowcult 2: Level 50 Magic Corruptor
    Primary Power Set: Dual Pistols
    Secondary Power Set: Dark Miasma
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Pistols -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Dmg(5), Achilles-ResDeb%(7)
    Level 1: Twilight Grasp -- Numna-Heal(A), Numna-Regen/Rcvry+(7), Numna-Heal/EndRdx(9), Numna-EndRdx/Rchg(9), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(25)
    Level 2: Tar Patch -- RechRdx-I(A)
    Level 4: Empty Clips -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(11), Ragnrk-Acc/Dmg/Rchg(13), Ragnrk-Dmg/Rchg(13), Ragnrk-Dmg(15)
    Level 6: Swap Ammo
    Level 8: Bullet Rain -- SMotCorruptor-Dmg/Rchg(A), SMotCorruptor-Acc/Dmg/Rchg(17), SMotCorruptor-Dmg/EndRdx/Rchg(19), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(19), SMotCorruptor-Rchg/Dmg%(21), SMotCorruptor-Acc/Dmg(48)
    Level 10: Howling Twilight -- RechRdx-I(A)
    Level 12: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(15), LkGmblr-Rchg+(17)
    Level 14: Darkest Night -- EndRdx-I(A)
    Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), HO:Cyto(25)
    Level 18: Executioner's Shot -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(27), Thundr-Acc/Dmg(27), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(31)
    Level 20: Shadow Fall -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(23), GA-3defTpProc(31), LkGmblr-Rchg+(31), LkGmblr-Def(33), HO:Cyto(33)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(45)
    Level 24: Kick -- HO:Nucle(A)
    Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(39)
    Level 28: Petrifying Gaze -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-Acc/Hold(36), Lock-Acc/Rchg(37), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(43)
    Level 30: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(34), HO:Ribo(37)
    Level 32: Hail of Bullets -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg/Rchg(33), Armgdn-Dmg(34), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Dam%(45)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), HO:Cyto(42)
    Level 38: Dark Servant -- Theft-Heal/Rchg(A), Theft-Acc/Heal(42), Theft-Heal(43), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-Acc/Hold(48)
    Level 41: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/EndRdx/Rchg(46), HO:Ribo(46)
    Level 44: Soul Storm -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-Acc/Hold(48), Lock-Acc/Rchg(50), Lock-Rchg/Hold(50), Lock-EndRdx/Rchg/Hold(50)
    Level 47: Super Speed -- Winter-ResSlow(A)
    Level 49: Tactics -- EndRdx-I(A)
    Level 1: Brawl -- HO:Nucle(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Scourge
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(36), P'Shift-EndMod(40), P'Shift-EndMod/Rchg(42)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 50: Cardiac Core Paragon
    Level 6: Chemical Ammunition
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition
    Level 50: Rebirth Radial Epiphany
    Level 50: Polar Lights Radial Superior Ally
    Level 50: Diamagnetic Radial Flawless Interface
    Level 50: Void Radial Final Judgement
    ------------


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    http://www.cohplanner.com/mids/downl...1AFE7F6B14FEDF
  7. Years ago I made a magic based character, themed around a natural shaman type. Back them the best way to make that was Earth/Storm. I picked him back up to get him to 50 and noted how much things had changed, especially with Tornado and ThunderStorm.

    Unfortunately, tornado and the epic Psionic tornado are very annoying in a group. Here's the question.....

    Am I right to think that Earth/storm doesn't bring much to a group?

    On paper he seems awesome, capping ranged defense, permanent-mez protection, almost immunity to melee, high resistance and great control. But looking at Cold , I get pretty much the same stuff (except Hurricane), but I would give shields and -regen. Thoughts?
  8. I've had several questions and a couple of offers with the top be just short of 2 billion (he needs another day or so to gather the last part). I'll finish bids on Friday and PM the winner.

    And to the guy with the friend who has the PVP 3% defense IO, I would be interested.
  9. I have a build that caps S/L, but I think I'll leave it at 30% melee. Looking at the fire farms, it doesn't seem that the attacks (mainly Scorch and Breath of Fire that I've seen) are all fire with no other adder. I'm afraid if I specced into S/L I'd actually have to work or pay attention in the farms...lol
  10. If you're interested please send me a tell in game or a PM here.
  11. I have a fire/fire/mu brute that I use for farming and to help some unfortunate too s past minor leveling hurdles. Right now she has about 32% melee defense. I'm going to respec her soon and try to get that higher, but which defense should I aim for? Is Smashing/lethal or melee better for this character?

    I do run regular missions and task forces with her. Right now I'm running snowmen, not sure which farm I'll run layer (not sure how she'll fair in TV or demonboat).
  12. I looked at the power boosts, but the animation on each bubble is a bit of 2 seconds (according to Mids) which means with I can get 6 or 7 off each power boost, or pretty much 3 people. I'd probably forget people if I had to do them in 3 sections. With three recharge IOs it would recharge in 45 seconds for the Soul Boost and 90 seconds for the Power version.

    Wouldn't Enzymes be better? From what I can see it has a 33% defense buff instead of 20%. One the bright side I have well over 100 HOs from when that was "endgame".

    Here is the current build if I slot IOs....

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  13. Ok....so I've decided to literally dust off my old Force Field/Rad defender, but wasn't sure which way to go with the epics.

    When I've finished IOing him out, he should be capped to all positions and nearly capped to S/L resists. I'll post the build later, but my main sticking point is which epic power pool to take and which Incarnate path to take. If you have a good build, please post it.

    Psychic Master has a good damaging hold, s/l and psi resists and world of confusion (which seems very fun).

    Soul Mastery has soul drain, s/l and dark/toxic resists and a good hold with great graphics (would mean having to go to villain, but that isn't too big of a deal).

    I originally took Power Mastery for Conserve Power (used to be more important before they added the endurance buff to team play), higher s/l resists, Force of Nature is a good panic button and I liked having Total Focus.

    As for the Incarnate slot, Cardiac Core would give me some plenty of breathing room on endurance and would cap my s/l resists easily. Musculature would give some needed damage help, but really.....defenders are really going to do that much damage. Nerve would be nice, but I'm already capping my defenses and anyone on my team in my bubble and I don't need accuracy. Spiritual doesn't seem all that good either since my powers already recharge very fast, even without hasten (Neutrino bolt, bubbles is spamable, etc...)

    Thanks for the help.
  14. I have a 53 Microfilament Hami O. It's 38.2% speed/endurance reduction. The last one on the Marketplace sold for 1.5 billion. Anyone interested? Please send a PM if you are and how much you'll offer.
  15. So looking at Mids that means I'm just skipping Nimble Slash and Confront, right?
  16. I was going to go with just Sweep and Attack Vitals. Should be plenty of attacks.
  17. I'm going to update my katana/regen to Dual blades and willpower, question is which archetype would be better? Brute would have more hit points and on a team with multiple buffers would have more resists. Scrapper does more damage (the damage for a brute at 80% fury is almost identical to a Scrapper before crits).

    I've seen several people talk about how their DB/WP or Kat/Regen solo AVs, but I haven't been able to find any quality builds.

    Thoughts?
  18. Realm

    My SS/WP Farmer

    How's this look? My S/L Defense is 26.2% and resists are 52.2%, regenerate over 120 hps a second and Foot Stomp recharges in 4.6 to 6 seconds depending on recharge proc. Any Suggestions?

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Blighted Harvest - FB: Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Pyre Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(27)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(5), ImpArm-ResDam(37), ImpArm-ResDam/EndRdx(39), S'fstPrt-ResDam/Def+(39)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(27)
    Level 4: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam/Rchg(43)
    Level 6: Fast Healing -- Numna-Heal(A), Numna-Heal/Rchg(11), Numna-Heal/EndRdx(15)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11)
    Level 12: Knockout Blow -- Hectmb-Dmg/Rchg(A), Hectmb-Dam%(15), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Acc/Rchg(17), Hectmb-Dmg/EndRdx(29)
    Level 14: Swift -- Run-I(A)
    Level 16: Rise to the Challenge -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(19), Mrcl-Rcvry+(19), HO:Golgi(46)
    Level 18: Rage -- GSFC-Build%(A), GSFC-ToHit/EndRdx(21), GSFC-ToHit(21), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(37)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(34), Numna-Heal/EndRdx(34), RgnTis-Regen+(36)
    Level 22: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(40)
    Level 24: Stamina -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(25), Efficacy-Acc/Rchg(25), Efficacy-EndMod(31), Efficacy-EndMod/Acc/Rchg(40), Efficacy-EndMod/Rchg(40)
    Level 26: Boxing -- Acc-I(A)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 32: Foot Stomp -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(33), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), FrcFbk-Rechg%(43)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(50)
    Level 38: Strength of Will -- ResDam-I(A)
    Level 41: Ring of Fire -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(42), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(43)
    Level 44: Fire Blast -- Dev'n-Hold%(A), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg(45), Dev'n-Dmg/EndRdx(46)
    Level 47: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50)
    Level 49: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- IntRdx-I(A)
    Level 1: Fury
    Level 2: Ninja Run