Scirion

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  1. So, I'm going to assume that 107 views and 0 replies means I didn't miss anything... However, I've been debating a bit. Is the mag 2 Hold protection from Acrobatics really worth the two power selections it takes to get? I can easily get the KB protection from IO's, and rarely use travel powers at all, much less SJ. So, my thinking was I could take Hover and Fly (Fly being much more useful when I need it, mainly for the rare Shadow Shard TF) early, in place of SJ and Acrobatics, and then have another power selection free by the end. What, exactly, I'm not sure. Maybe the snipe or something. *shrug*

    Would this make sense? I've been considering doing the same on my Dark Armor Scrapper, as well.
  2. As someone who has run two Shield tanks to 50 (Currently a Shield/Dark/Fire), I have yet to find a primary that is more fun, and easier to make "good".

    The main downside I've found with Shield so far is that, by sheer (bad) luck, it *is* possible to fail a Master run via an AV getting a critical hit through your defenses, and one-shotting you. I've had this happen on Statesman (Dr. Aeon hit with Total Focus for well over 2,600 damage) and... Either Tin Mage or Apex (I can't keep the two straight), Bobcat hit me with Eviscerate for somewhere around 3,800 damage. I'm not including Devouring Earth in the downsides, because they cheat, and don't count.


    The upsides are a taunt aura that boosts damage, an excellent "Tankernuke" (Shield Charge), a combination of positional defense along with resistance to everything except Psi, and a very effective Tier 9 in One with the Shield.
  3. There was a dev post a while (like, a year or so?) back, I wanna say it was from BAB... If I remember correctly, it amounted to something along the lines of "Not going to happen. Ever.".

    But with any luck, they'll change their mind, because I'd love to have it, myself. Of course, Dark Blast for Blasters would be nice, too. >.>
  4. Here's my current project build for my Rad/Fire... I've started bidding on the lower level IO's (Working on Decimation right now), as he's only 44 right now. Glaring errors I've corrected recently were an excess set of Eradication, thus missing out on a set bonus, and moving slots from Fire Sword to X-Ray Beam (to get better bonuses out of Decimation rather than the Crushing Impact I had in Fire Sword at the time). A few side notes: The +Stealth proc in Super Jump was entirely for giggles. I have no real reason for slotting it, and likely won't end up buying it anyways. Hover, with it's two slots of LotG was entirely a whim, I had no idea what to use the last power selection on, and being able to add another 7.5% Recharge and 12% Regen seemed like the best option at the time (3AM this morning, to be exact... >.>). If anyone has a better suggestion for replacing Hover, I'm open. :)

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Blaster
    Primary Power Set: Radiation Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Flight
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: X-Ray Beam -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(48)
    Level 1: Ring of Fire -- Empty(A)
    Level 2: Irradiate -- Erad-Dmg(A), Erad-Acc/Rchg(3), Erad-Dmg/Rchg(3), Erad-Acc/Dmg/Rchg(19), ShldBrk-Acc/Rchg(23), ShldBrk-Acc/DefDeb(31)
    Level 4: Combustion -- Erad-Dmg(A), Erad-Acc/Rchg(5), Erad-Dmg/Rchg(5), Erad-Acc/Dmg/Rchg(19), C'ngBlow-Acc/Dmg(23), C'ngBlow-Dmg/EndRdx(31)
    Level 6: Combat Jumping -- GftotA-Def(A), GftotA-Def/EndRdx(9), LkGmblr-Rchg+(42)
    Level 8: Super Jump -- ULeap-Stlth(A)
    Level 10: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Rchg(11), Erad-Dmg/Rchg(11), Erad-Acc/Dmg/Rchg(21), C'ngBlow-Acc/Dmg(25), C'ngBlow-Dmg/EndRdx(31)
    Level 12: Aim -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Cosmic Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(43), Decim-Acc/Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46)
    Level 20: Acrobatics -- EndRdx-I(A)
    Level 22: Blazing Aura -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(25), Sciroc-Acc/Dmg(36), EndRdx-I(48)
    Level 24: Assault -- EndRdx-I(A)
    Level 26: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(33), JavVoll-Acc/End/Rech(33)
    Level 28: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(34), C'ngBlow-Dmg/Rchg(34), C'ngBlow-Acc/Rchg(34)
    Level 30: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Acc/EndRdx/Rchg(43)
    Level 32: Atomic Blast -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
    Level 35: Burn -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(42)
    Level 38: Hot Feet -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(45), EndRdx-I(46)
    Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam(45)
    Level 47: Force of Nature -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 49: Hover -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(7), Numna-Regen/Rcvry+(9), Numna-Heal(21)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(7)
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 4.875% Defense(Smashing)
    • 4.875% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 18.63% Defense(Energy)
    • 18.63% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.75% Defense(Melee)
    • 10.81% Defense(Ranged)
    • 3% Defense(AoE)
    • 13.5% Max End
    • 18% Enhancement(Accuracy)
    • 46.25% Enhancement(RechargeTime)
    • 194.27 HP (16.12%) HitPoints
    • MezResist(Immobilize) 8.8%
    • MezResist(Stun) 2.2%
    • 16.5% (0.276 End/sec) Recovery
    • 42% (2.113 HP/sec) Regeneration
    • 1.575% Resistance(Fire)
    • 1.575% Resistance(Cold)
    • 3.125% Resistance(Negative)




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  5. Miracle: +Recovery slotted in, say... Aid Other. Who gets the chance for recovery, the target, or the caster?
  6. Rad/Fire Blaster. 3 Click PBAoE's by level 10. 9 AoE's (between Targeted AoE's, Location AoE's and PBAoE's, both Click and Toggle, counting Consume as one of them) by 38. Plus the opportunity for Bonfire (Location AoE) and Rise of the Phoenix (Yes, I'm counting it as an attack) by 50.

    The only issue is endurance (which I think I've cured in my latest Mids build, which will be posted in the Blaster section in a few minutes), and defense, which is generally taken care of by making sure your team has solid aggro control from a Tank (or three).
  7. I've been playing the game for around a year now, and have yet to get a Scrapper past 15 or so. I just continue to lose interest in them, for some reason I currently do not know. About a week ago, I decided to give it another try, and rolled what (so far) appears to be the most endurance-heavy combination possible. MA/Dark. I'm sitting at... 24 right now, I believe, and have not taken the damage aura yet, because as it stands right now, it takes me about two mobs (on a team, mind you) to completely drain my endurance, and need to either rest, or pop several blues. Everything is slotted for end reduction at the moment. (I think I have two in each toggle, and one per attack. I need MORE SLOTS! lol)

    Is there anything else I can do, short of starting on low-level IO's (that I don't really have the money for) to at least *partially* cure the problem?


    So far, I'm loving the combination, but... Running out of endurance ALL THE TIME is starting to annoy me. Even Speed Boost doesn't completely fix it.
  8. *shrug* First off, I'm wasting influence, and (as I stated above) still spending roughly 1B (actually after thinking about it, with the cost of PVP sets, probably closer to 3B) influence less than the OP's build. I don't see this as being a problem.

    Second, in your build, you're spending (assuming you're buying crafted enhancements of the market, which is how I got the majority of the IO's for my build) roughly 1.9B on LotG procs and HO's alone. Rough guess, I'd say I probably spent less than 2B on my entire build. And on top of that, I didn't (in my humble opinion) screw myself over by putting off key powers 2-30 levels (Grant Cover at 49, really?), and skip Taunt, your defining power from your secondary (as a Tanker) until 47.

    And as a side note, you're almost 48 seconds short of perma-hasten. I honestly don't forsee perma-hasten happening without purples or outside buffs (or both). Which makes your point of spending less influence moot.


    Aaaand.... As another side note, Touch of Death is around half the cost of the holy grail of defense builds, Kinetic Combat, while providing better set bonuses. Obliteration was the most expensive set in my build (LotG/Numina's procs not included), and was easily the logical choice for Shield Charge, regardless of the set bonuses. So... Please explain where I'm "wasting influence", because if I can build it cheaper, with the same performance, I would love to know how.

    (also, for the record, my intent is not to sound rude or anything, I'm just trying to make my point, and understand yours. Please don't get offended. )
  9. In my opinion, unless you're honestly planning on PVP'ing regularly, you're putting way more money into this build than you need to. Keep in mind, even if you don't *try*, you have roughly a 90% chance of getting at least one buffer/healer of some sort on your team. When I run my Shield/Dark, I usually end up with at least 3 buffers/healers of some sort (on certain events I will mention later, I usually end up with two Kins, a Sonic/Ice/FF, and one "other", which is WAY MORE than enough to keep you alive on a normal team.)

    Now, here's my current in-game build (minus the two procs in health, the full Obliteration set, and the last piece of Javelin Volley)...

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Dark Melee
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Leaping
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx:50(5), LkGmblr-Def/Rchg:50(15), S'fstPrt-ResDam/Def+:30(19), ResDam-I:50(21)
    Level 1: Shadow Punch -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(7), T'Death-Dmg/Rchg:40(39), T'Death-Acc/Dmg/EndRdx:40(40), T'Death-Dmg/EndRdx/Rchg:40(42), T'Death-Dam%:40(43)
    Level 2: Battle Agility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx:50(5)
    Level 4: Smite -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(7), T'Death-Dmg/Rchg:40(39), T'Death-Acc/Dmg/EndRdx:40(40), T'Death-Dmg/EndRdx/Rchg:40(42), T'Death-Dam%:40(43)
    Level 6: True Grit -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(13), Numna-Heal/EndRdx:50(13), Numna-Heal/Rchg:50(15), ResDam-I:40(19), ResDam-I:40(21)
    Level 8: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(9)
    Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(11), Mocking-Taunt/Rchg/Rng:50(11), Mocking-Acc/Rchg:50(23), Mocking-Taunt/Rng:50(23), Mocking-Rchg:50(25)
    Level 12: Against All Odds -- Taunt-I:50(A)
    Level 14: Phalanx Fighting -- DefBuff-I:50(A)
    Level 16: Siphon Life -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(17), Dct'dW-Heal/Rchg:50(17), Nictus-Acc/EndRdx/Rchg:50(25), Nictus-Acc/EndRdx/Heal/HP/Regen:50(27), Nictus-Acc/Heal:50(27)
    Level 18: Grant Cover -- DefBuff-I:50(A)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(31)
    Level 24: Weave -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(31), S'dpty-Def/Rchg:40(33)
    Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(45), Oblit-%Dam:50(45)
    Level 28: Soul Drain -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(29), Erad-Acc/Dmg/Rchg:30(34), Erad-Dmg:30(34), Sciroc-Dmg/Rchg:50(36), Sciroc-Acc/Rchg:50(45)
    Level 30: Hover -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(34)
    Level 32: One with the Shield -- ResDam-I:50(A)
    Level 35: Dark Consumption -- Efficacy-EndMod/Acc:50(A), Efficacy-EndMod:50(36), Efficacy-EndMod/Rchg:50(36), Efficacy-Acc/Rchg:50(37), Erad-Acc/Rchg:30(37), Erad-Dmg/Rchg:30(37)
    Level 38: Midnight Grasp -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(39), Mako-Dmg/Rchg:50(40), Mako-Acc/EndRdx/Rchg:50(43), Mako-Acc/Dmg/EndRdx/Rchg:50(46), Mako-Dam%:50(46)
    Level 41: Combat Jumping -- GftotA-Def:40(A), GftotA-Def/EndRdx:30(42)
    Level 44: Ring of Fire -- Dev'n-Acc/Dmg/Rchg:50(A)
    Level 47: Melt Armor -- AnWeak-Acc/Rchg:50(A), AnWeak-DefDeb/EndRdx/Rchg:50(48)
    Level 49: Fire Ball -- JavVoll-Acc/Dmg:50(A), JavVoll-Dam/Rech:50(50), JavVoll-Dam/End/Rech:50(50), JavVoll-Acc/Dmg/End/Rech:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal/EndRdx:40(46), Mrcl-Heal:40(48), RgnTis-Regen+:30(48)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(33)



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    I haven't fully tested it in Tip missions and the like (I just finished the respec a couple days ago, haven't gotten around to testing in TF's or anything, either...), but I expect it to perform even better than my previous build that cost roughly half of the influence I've spent on this build (and I'm not done with this one yet). The previous build took the Earth Mastery (Salt Crystals+Quicksand), used Serendipity instead of LotG in the toggles, and a few other shortcuts to save influence.

    Now. The above build will cost you (rough guess) 1 BILLION influence less, does more damage with every attack (except Midnight Grasp, thanks to the purple, but to that end, Melt Armor and Fire Ball {and even Ring of Fire, which does more base damage than Boxing} MORE than make up for the small difference), has higher defense to all, except a tiny Psi difference (though marginally lower resistance), is only ~110 HP short of your build, and 10 HP/s short on the regen. Endurance numbers are VERY similar. You tell me... Is it *really* worth the cost for a little more HP and regen? I'm all for PVP sets and purples, but.. There does come a point where it's not worth it.

    If you would like a demonstration of the build, let me know, it can probably be arraigned. :)
  10. If you *need* Aid Self that badly (I had a Shield Tank that really did need it THAT BAD, but we won't go into that.. >.> ), SIX SLOT IT. Five Doctored Wounds (Or Numinas, depending on your goals), one Interrupt Reduction IO.
  11. Quote:
    Originally Posted by DSorrow View Post
    3) Hibernate doesn't benefit from Recharge. You can only use it every 120 seconds and its base recharge is, IIRC, 120 seconds. Change this to a Heal enhancement.

    Wait, what?
  12. Scirion

    AoE Monster!

    Rad/Fire Blaster. Take your pick of Epic pools, it really doesn't matter. By 41, you will have:

    Aim and Build Up (of course)... Irradiate, Fire Sword Circle, Combustion, Neutron Bomb, Consume, Burn, Hot Feet, Blazing Aura, Atomic Blast, and.... I feel like I'm missing one. Electron Haze, if cones count... Drop Assault and Call to Justice on there too, as if you don't already have enough damage. You will also be stuck with Ring of Fire and Neutron Blast (or whatever it's called) or the eyebeams for your base attacks that you will likely never use again past 16 or so.

    For those who are even more mathematically inclined than I (which is downright scary), that comes up to 7 PBAoE's (two of which are toggles), one Targeted AoE, and one Location AoE. 9 AoE's at 400% damage with a Kin... Nothing will survive. Yourself included. But that's what Rise of the Phoenix is for. You won't get all those shiny debt badges otherwise!
  13. Eliminate the flying skulls, and I would consider Dark Blast to be golden. Dark Armor already is, as far as I am concerned. And I'll keep my tentacles, thank you very much.
  14. Scirion

    No new zones

    Mini-missions in zones? Not necessarily. I honestly hadn't thought of this until I read this topic, but... I would really like to see something like say... The Clockwork Paladin event in Kings Row, but on a smaller scale, that can easily be completed by one or two people at the most, and occurs much more frequently, and is not advertised like the normal zone events are. I'll be honest and say I don't really have any good ideas for examples right now, but it'd be fun. Maybe have it grant a very short term temp power or title or something, to show that you did a good (or bad, for redside) deed for the day?

    I mean, sometimes I either don't have time, or don't *feel* like solo'ing a mission, but want a little bit more than just mowing down mobs in the street to pass time. I hope I made it clear what I have sitting in my brain, but I have a feeling I didn't. :/ (Also, for the record... I would actually enjoy something like this more than I would getting new zones, though an update of the existing zones would be welcome. I don't go to half of the zones we have now, what do we need MORE un-used zones for? Be honest, when was the last time you went to, say... Galaxy City, for something other than a respec or zone event? More Task Force contacts is the only thing I can really come up with, and we already have zones that don't have one, so that doesn't really fly.)
  15. Elec/Elec Dominators are the closest thing to a true Sapper I've seen yet... Especially when there's more than one.
  16. Shield/Dark, hands down. I love mine to death, and am almost finished with build #2, which basically swapped the Earth Mastery for Pyre. Melt Armor>Soul Drain>Shield Charge>Fire Ball will more or less wipe out anything below a boss within a fair sized radius. Even Carnies. And I don't have Shield Charge slotted with *anything* yet, not even SO's. And Fire Ball is only half slotted.

    Also, I tried Elec/Dark.... It was alright, just a huge endurance hog, and I couldn't force myself to keep playing it until I got Power Drain or whatever it's called (The PBAoE +End thing...)
  17. Short on time, so I'm only going to respond to a couple things here.

    Quote:
    Originally Posted by Breog View Post
    Couple of things...

    Your past ED cap on a lot of things, and many of those sets really dont have much to shoot for as a tanker 6 seting them.


    Reative for example I would only 4 slot, useing all the +Res Enhancments. You can do the same thing with Aegis, but really only need the big 3 Res enchacments. So you could even get away with 3 slotting them.

    As to Energize... Im confused by the 6 slot 3 and 3 slotting. Doctored Wounds 5 sloted will just about hit ED cap in Heal, Recharge, and End, with also getting you a nice Recharge bonus. And cheaper I might add. Unless your really gunning for those Reg bonus.... My reasons for that are, the three Doctored Wounds give the best Heal/Recharge combination, and the three-slot set bonuses for Numina's are possibly the best bonuses possible with only three slots. Extra health + regeneration? I won't argue with that. Also, it's a force of habit from most of my characters having either Transfusion and/or Siphon Life, three slotting the same Doctored Wounds plus three Touch of the Nictus for accuracy/recharge. >.>

    I would always make sure Im getting maxium Res mod out of any of your base Shields. Currently your static shield is only 1 sloted with a IO. Granted thats not horrible but even just 2 IOs would get your much nearer to your ED cap. Static Shield can only be enhanced for Psi resistance, which to be honest, is not that big of a concern for me. That was the extent of the thought I put into that. lol

    If you go with what I suggested above the slots you save from some of your toggles could be used to boost up Static.

    On my Ele Tanker all resistance Toggles are 4 slotted. (Charged, Conductive, Static, Tough), Grounded is even 4 sloted. (need some mule slots for res slotting).
    Some will argue about Groundeds low Dark Resist isn't worth modifying. I went with 2 IO Res in it, then use 2 more slots for mule slotting Imperium Armor +3% psi, and Aegis +3% Psi res.
    But I was also trying to crank up my Psi resistance as well.

    Also with removing some slots from resist toggles, you can bump up your Ball Lightning (excellent choice) to 5 slots. Your 1 slot away from picking up another nice Recharge boost.

    As a Rule of thumb I refuse to use any slotting that puts me 1 away from a Recharge boost I can use.

    Drop Static Discharge... a 1 sloted con power isn't doing you much. I would pick up Hover, reason is first it can act as a mule slot for another Luck of the Gambler: Global Recharge. Two, its pretty handy on certain missions to be able to hover in place. It has a bit of defnsive biult in which is nice as well, and even thought groundeds knockback protection only works on the ground with hover you only flip for a fraction of a sec. not a big deal.Static Discharge (and Fault) were picked up because I was out of power selections I actually wanted to use... lol I have no real intentions of using either of them. The ONLY reason I did not pick up Hover is because of exactly what you mentioned. Grounded. This tank would, in fact, be one of only *two* characters I have who do NOT have Hover. The other being a Rad/Fire Blaster who also has toggles that only work near the ground. I have a habit of leaving the ground often, and thus losing toggles.

    Power Surge..... I would put a Your steadfast Protection here. Your running a lot of Global Rechage (and hasten) Surge will be up a lot anyways. The same Bonus of Res that Steadfast has will go nicely with the massive 70% res mods that Surge has. Plus gives you a mule slot for steadfast you dont need to burn else where. I thought the Steadfast +Res/Def only worked if the power was active? If I could have been slotting One with the Shield with it all this time, I might have to respec my main AGAIN...


    Just some thoughts off the top of my head.


    PS - 6 slotting many things is a waste, but you have to look at the totals. Some sets make sense to 6 slots... like obliteration. Are you hitting ED limits? are the set bonus worth the slots? can I find better use of the slots else were?

    My Elec Tankers attacks are for the most part only 4 sloted, save for my AoEs which are 6 slotted.
    Obviously, my responses are in red. When I have more time, I'll do a rebuild with your suggestions and see what happens. Thanks for the suggestions.
  18. I find myself repeatedly going back to Electric Armor desperately searching for some way to make it look good (as far as numbers go, at least) in comparison to my current favorite, Shield/Dark. I tried Elec/Dark a while back, didn't make it past... 25 or so. Several other attempts failed equally spectacularly. Elec/Stone fits with a character concept to some extent, so I thought I'd give it a try. Got a few questions at the end, build follows.

    (Edit: Don't mind the funky slot levels, I kept moving things around, and ignored the levels. lol)

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Stone Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Charged Armor
    • (A) Aegis - Resistance: Level 50
    • (3) Aegis - Resistance/Endurance: Level 50
    • (5) Aegis - Resistance/Recharge: Level 50
    • (15) Aegis - Resistance/Endurance/Recharge: Level 50
    • (17) Aegis - Endurance/Recharge: Level 50
    • (29) Steadfast Protection - Resistance/+Def 3%: Level 30
    Level 1: Stone Fist
    • (A) Touch of Death - Accuracy/Damage: Level 40
    • (7) Touch of Death - Damage/Endurance/Recharge: Level 40
    • (9) Touch of Death - Damage/Endurance: Level 40
    • (19) Touch of Death - Chance of Damage(Negative): Level 40
    • (23) Touch of Death - Damage/Recharge: Level 40
    • (37) Touch of Death - Accuracy/Damage/Endurance: Level 40
    Level 2: Conductive Shield
    • (A) Aegis - Resistance: Level 50
    • (3) Aegis - Resistance/Endurance: Level 50
    • (5) Aegis - Resistance/Recharge: Level 50
    • (15) Aegis - Resistance/Endurance/Recharge: Level 50
    • (17) Aegis - Endurance/Recharge: Level 50
    • (37) Aegis - Psionic/Status Resistance: Level 50
    Level 4: Stone Mallet
    • (A) Touch of Death - Accuracy/Damage: Level 40
    • (9) Touch of Death - Damage/Endurance: Level 40
    • (23) Touch of Death - Damage/Recharge: Level 40
    • (29) Touch of Death - Accuracy/Damage/Endurance: Level 40
    • (31) Touch of Death - Damage/Endurance/Recharge: Level 40
    • (37) Touch of Death - Chance of Damage(Negative): Level 40
    Level 6: Static Shield
    • (A) Resist Damage IO: Level 50
    • (7) Endurance Reduction IO: Level 50
    Level 8: Grounded
    • (A) Resist Damage IO: Level 50
    Level 10: Taunt
    • (A) Mocking Beratement - Taunt: Level 50
    • (11) Mocking Beratement - Taunt/Recharge: Level 50
    • (11) Mocking Beratement - Taunt/Recharge/Range: Level 50
    • (31) Mocking Beratement - Accuracy/Recharge: Level 50
    • (31) Mocking Beratement - Taunt/Range: Level 50
    • (33) Mocking Beratement - Recharge: Level 50
    Level 12: Energize
    • (A) Doctored Wounds - Heal: Level 50
    • (33) Doctored Wounds - Recharge: Level 50
    • (33) Doctored Wounds - Heal/Recharge: Level 50
    • (34) Numina's Convalescence - Heal: Level 50
    • (34) Numina's Convalescence - Heal/Recharge: Level 50
    • (34) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
    Level 14: Boxing
    • (A) Empty
    Level 16: Tough
    • (A) Reactive Armor - Resistance/Endurance: Level 40
    • (39) Reactive Armor - Resistance: Level 40
    • (39) Reactive Armor - Resistance/Recharge: Level 40
    • (39) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    • (40) Reactive Armor - Endurance: Level 40
    Level 18: Lightning Reflexes
    • (A) Run Speed IO: Level 50
    Level 20: Weave
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (21) Luck of the Gambler - Defense: Level 50
    • (21) Luck of the Gambler - Defense/Endurance: Level 50
    Level 22: Lightning Field
    • (A) Scirocco's Dervish - Damage/Endurance: Level 30
    • (25) Scirocco's Dervish - Accuracy/Damage: Level 50
    • (40) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
    Level 24: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (25) Luck of the Gambler - Defense: Level 50
    Level 26: Power Sink
    • (A) Efficacy Adaptor - EndMod: Level 50
    • (27) Efficacy Adaptor - EndMod/Recharge: Level 50
    • (27) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
    • (36) Efficacy Adaptor - Accuracy/Recharge: Level 50
    • (40) Efficacy Adaptor - EndMod/Accuracy: Level 50
    • (42) Efficacy Adaptor - EndMod/Endurance: Level 50
    Level 28: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (36) Recharge Reduction IO: Level 50
    • (36) Recharge Reduction IO: Level 50
    Level 30: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (42) Luck of the Gambler - Defense: Level 50
    • (46) Luck of the Gambler - Defense/Endurance: Level 50
    Level 32: Power Surge
    • (A) Recharge Reduction IO: Level 50
    Level 35: Tremor
    • (A) Obliteration - Damage: Level 50
    • (42) Obliteration - Accuracy/Recharge: Level 50
    • (45) Obliteration - Damage/Recharge: Level 50
    • (46) Obliteration - Accuracy/Damage/Recharge: Level 50
    • (50) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
    • (50) Obliteration - Chance for Smashing Damage: Level 50
    Level 38: Seismic Smash
    • (A) Touch of Death - Accuracy/Damage: Level 40
    • (43) Touch of Death - Damage/Endurance: Level 40
    • (43) Touch of Death - Damage/Recharge: Level 40
    • (43) Touch of Death - Accuracy/Damage/Endurance: Level 40
    • (45) Touch of Death - Damage/Endurance/Recharge: Level 40
    • (45) Touch of Death - Chance of Damage(Negative): Level 40
    Level 41: Electrifying Fences
    • (A) Accuracy IO: Level 50
    Level 44: Ball Lightning
    • (A) Positron's Blast - Accuracy/Damage: Level 50
    • (48) Positron's Blast - Damage/Recharge: Level 50
    • (48) Positron's Blast - Damage/Endurance: Level 50
    • (48) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    Level 47: Static Discharge
    • (A) Positron's Blast - Accuracy/Damage: Level 50
    Level 49: Fault
    • (A) Accuracy IO: Level 50
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    • (13) Numina's Convalescence - Heal: Level 50
    • (19) Numina's Convalescence - Heal/Endurance: Level 50
    • (46) Regenerative Tissue - +Regeneration: Level 30
    • (50) Miracle - +Recovery: Level 40
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 50
    • (13) Endurance Modification IO: Level 50



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    First. Does the extra .30% (roughly) Resistance make Aegis worth slotting over Reactive Armor (teeny tiny bit more defense to basically everything) or Impervium Armor (other nice bonuses)?

    Second. Am I over-slotting Health? Right now, it's giving me ~10 HP/s and ~.50 End/s.

    Third. Is it *really* worth putting six slots on all the attacks for the 3.75% Melee Defense per attack, given the weak totals? I feel like I'm wasting slots everywhere, but at the same time... I can't really find better places to put them.

    Any suggestions, criticism... Or even flames for my most likely horrible build (Hey, it's 6AM, give me a break!) are welcome. :)
  19. Scirion

    Unusual but fun?

    FF/Energy Defender - Kinetic Crash is a dirt cheap set, when you can find them for sale. More Knockback = More amusement. Taking Teleport Foe is a requirement for this one. (Both for retrieving enemies pushed through walls, and for teleporting lvl 1 Hellions to the top of City Hall and pushing them off with Power Push+full set of Kinetic Crash. {Mag 25 KB, I think? Ingame display is borked})
    Kin/Dark Defender (Or Dark/Kin Corruptor for a bit more combat value)
    Rad/Fire Blaster (OK, maybe not so much for soloing... It's an aggro magnet. A TON of fun with a good tank, though. Build Up>Irradiate>Fire Sword Circle>Combustion>Neutron Bomb>Burn is a thing of beauty... Provided anything lasts through the first three powers. lol)

    Last, but not least.. Fire/Kin Corruptor (Yes, Corruptor, NOT CONTROLLER). Has the potential to solo the Synapse Task Force, and presumably almost anything else you throw at it, given enough IO's for the harder stuff.
  20. (I've reported this via /bug once already, I see no point in doing it EVERY TIME I RUN THE TF... However, GM_Sven assured me that it will be investigated...)

    What am I missing? The last mission of the Dr. Khan Task Force is unreliable at best regarding difficulty settings. I routinely run TF's at +4/x8 difficulty. It's more fun. It's more challenging. And the people I usually run with like it too. But, it's getting a bit annoying steamrolling your way through missions with level 54 Minions conning purple only to get to the big finale and see level 50 LT's conning yellow. It's a bit disappointing to say the least, expecting all 4 of the AV's to be 54, and find them 50's. Out of our last three runs at +4, two of them have ignored the +4 on the last mission, one of them on at least one other mission (though I don't recall which mission).

    I can't reproduce the bug, because IT'S RANDOM. Unless it is somehow affected by the specific AT's on the team or something, I see no way to reproduce this bug with regularity.

    And while I'm here... Can we get the EB's to spawn as AV's when the leader has the AV option on? >.> (Hey, I can try, can't I?!)
  21. Scirion

    Endurance.

    I get 5.6% six-slotted with LotG (level 50), according to Mids, which sounds about right from what I recall from my Defenders. Hover gets you... Something like 4% with two slots of Gift of the Ancients (level 40), I believe? (3.78% comes to mind first, I don't recall the exact number)
  22. Scirion

    Endurance.

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Unless this is a solo-only build or will be relying on Power Boosted shields, a Force Field Defender should never, ever, ever bypass Maneuvers. Like, the game should zap you if you try. Well slotted Maneuvers + Dispersion Bubble + shields = soft capped teammates and pets. This means adding Maneuvers effectively doubles the power of your shields. The situation on Controllers and Masterminds is a bit more ambiguous however.

    Given none of his posted builds contained shields aside from Dispersion Bubble, and I mentioned solo'ing specifically more than once in my post, yes, I was assuming solo-only.

    Quote:
    Originally Posted by Rangle M. Down
    I might put one end redux into hover, but since CJ costs a measly .065 end/sec and slotting it with a lvl 50 end IO saves you whopping .019 end/sec. I wouldn't bother. That end redux slot would be better put to use helping cut end costs on other powers, like attacks or adding in damage to make the attacks more efficient on DPE.

    Heck, putting a second end redux in dispersion should save you approx. .081 end/sec and if you did that with maneuvers .061 end/sec. A much more useful placement then in combat jumping. At least one end redux in Hover will save you .058 end/sec. Unless you're going for specific set bonuses or using one slot for a unique/global IO I generally wouldn't bother with a second slot on CJ.
    Ideally, I would slot both Hover and Combat Jumping with a Gift of the Ancientsefense and either Defense/Endurance or Defense/Increased Run Speed, but based on the OP's posted builds, I decided not to use sets. Two slots of Gift of the Ancients gives you a 5% Recovery bonus with two powers, why NOT use two slots for Hover/Combat Jumping?

    Also, see my previous post. You can have your cake and eat it too, six slots in all attacks (except Force Bolt, because that is completely unnecessary), along with Dispersion Bubble, etc.
  23. Quote:
    Originally Posted by Airhammer View Post
    I will not reslot ANY of my builds around the Alpha Slot. They will be used to shore up other areas of my builds.
    ^THIS.

    My Shield tank is getting Cardiac, my Kin got Spiritual, because I misunderstood how the slots work... Not sure what he'll get instead...
  24. Scirion

    Endurance.

    I'll admit. I didn't read the entire thread. Maybe someone said this on one of the pages I didn't read..

    YOU'RE DOING IT WRONG.

    At level 50, using level 50 basic IO's (Because I'm too lazy to change Mids to low-level SO's for this purpose alone) you are recovering 2.5 endurance per second. Your toggles (which are each slotted with a single endurance reduction) are consuming 1.55 endurance per second. Leaving you to consume a measly .949 endurance per second on your attacks to break even on endurance. I don't care if you slot your attacks with Unicorn Origin enhancements that reduce your endurance consumption with the POWER OF RAINBOWS, you're not going to get to a reasonable level of reduction given your current consumption, ESPECIALLY not at 41, using SO's or basic IO's.

    Six-slot your attacks (except force bolt. I'd say one accuracy, one recharge should be fine). Using SO's, I would recommend: 1 Accuracy, 2 damage, 2 recharge, 1 endurance reduction. Your goal is to keep your enemy on their back as much as possible, negating some of the need for defense. If you can only five-slot, skip a damage. You really should be able to six-slot though, if your purpose is killing (*cough* I mean, arresting) enemies solo. Skip Energy Torrent. In my opinion, it's not worth the cost.

    If you *MUST* take Maneuvers (I wouldn't, for the above mentioned solo'ing purposes), give it as many slots as possible, with at least two endurance reductions. Dispersion Bubble should have three endurance reductions before even considering defense. These are your two highest consumption toggles, and should be slotted as such. Hover and Combat Jumping really only need two slots. One endurance reduction, one defense. (Three slots wouldn't hurt for the lower levels, if you happen to have spare slots laying around. Use the third for defense as well, if applicable) Assault only needs one slot, for endurance reduction. Tough really only needs two slots. One basic Resistance IO, and a Steadfast Protection +Def/Res. Weave should be slotted similar to Hover/Combat Jumping.

    Slotting as recommended, by 41, using basic IO's, I have you at 38% defense to all, 1.47 endurance consumption, with Dark Consumption to help out. However, my recommendation would be to drop the entire Leadership pool in favor of more effective powers. I honestly would even consider dropping Fighting, too. Aid Self comes in VERY handy (as mentioned somewhere earlier in this thread, I believe), as does Teleport Foe. Also consider hopping to the villain side briefly to pick up the Patron pools. I would recommend either Leviathan or Mace Mastery.

    All that said, the best advice I can give would be to use IO sets. Kinetic Crash is an amazing set (Or even Force Feedback, though I prefer KC), and can be picked up VERY cheaply at the lower levels. Same goes for some of the defensive sets. These will give you recovery bonuses that will also help with your problem.