SevereCalamity

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  1. There was a HUGE overhaul on the resolution of textures shortly after CoV came out. Then there was the hodge podging (is that a word?) of things like bloom, physX and several minor options shortly after that. CoX's requirements are actually much higher than what they should be, it's just that so much stuff was coded in after the fact, it's very inefficient.

    However, if you want to keep playing this awesome game, you must upgrade! I hope for more improvements soon.
  2. Quote:
    Originally Posted by PumBumbler View Post
    I'd peg your respective CPUs as being pretty close actually...some benching can be found here.

    Note that Quad core CPUs are a bit of a mismatch for CoX, as it only supports 2 threads. Offloading non CoX tasks to a third CPU/core generally helps but dual cores usually overclock (a lot) better, which usually give the duallies an edge.

    I certainly would be nice to have a thread with benchmarks about CoX instead of relying on outside reviews, which *never* benchmark CoX.

    Either a demo playback or various areas in zones would be something interesting to see how CPUs and GPUs perform and what optimizations would be best for them.
    To be fair, 3D Mark and the like aren't the best for comparing real-world in game performance - http://www.tomshardware.com/charts/2....0.5,1403.html. If you look at actual gaming and the FPS achievable between the two CPUs, you'll see that the phenom is ahead by 15-25% FPS or more in some cases. The gap widens as resolution and settings are increased. The phenom's architecture is just really well done for gaming. I believe Intel's I5 is supposed to be the main competitor for the phenom, for price and performance. Since the Phenom games almost as well as the I7 in most cases, at 40% less cost when factoring in the motherboards (600 bucks vs. 360)

    Also, I agree about the dual core and overclocking. My old C2D E6420 was overclocked from 2.14ghz to 3.6ghz and honestly I can tell no difference in CoH between that CPU and my current one. Obviously, since CoH doesn't use all 4 cores, anything past a dual core is useless until you consider outside sources. Such as Bright Shadow playing Fallout 3 and CoX at the same time Which honestly, isn't a bad idea. But just because CoH doesn't use more than 2 cores, it doesn't mean that 2 of my 4 cores of my phenom aren't faster than my old E6420. At the stock 3.2ghz, the phenom is quite a bit faster than my old C2D at 3.6. However, that at 3.6 ghz is a bit faster than the Q6600 at 3.33ghz considering the use of only 2 cores.

    Perhaps I should have clarified more. I do think his Q6600 should be capable of playing at 60FPS at most times, I believe I said that. I was just trying to make clear that judging from his other hardware, his CPU would be his bottleneck if choosing between that and his video card.

    Also, we did have a demo flying around these parts a couple years ago that we used to test hardware. BillZ, Mid-Forever, Houtex, myself and some others I may be forgetting were testing out different CPUs, Video Cards, drivers, overclocking, etc. on CoH. Because of how intensive the game was for the time, we were always trying to find ways to get better performance. With a modern high-end machine, 60FPS is pretty easy to obtain now.

    Nazgul, do you use any special toggles that generate an aura? Certain intensive toggles do drain my FPS while jumping around oustide. Having the super jump circles as well as Shadow Fall can drop my FPS to as low 30-40FPS while jumping around outside. Inside, I never drop below 60FPS. Just standing around outside, never below 40-50 but most of the time I stay around 60. This is villainside only, blueside nothing ever drops me below 60.
  3. SevereCalamity

    Good for what?

    Quote:
    Originally Posted by EricHough View Post
    I think the problem here is the fact that NO mastermind combo is gimped in the sense that they are not playable or even in the sense that they are not better soloers than just about any other AT. However there are some primaries that take more WORK to use effectively than others and there are some primary/secondary combinations that do not synergize as well.

    Because of the way the AI works the two melee primaries (ninja's and necromancy) are harder to work with than the ranged primaries (thugs, robots, mercs). The melee pets do have ranged attacks and the AI frequently can't decide whether it wants to stand back and spam the ranged attacks or attack at range, then close up and use melee attacks - worse, you will frequently have some pets close up and melee and others hang back and blast which means for those sets that need pets in close proximity for heals it may be harder to manage them. However if you CAN control the melee pets reasonably well they tend to be VERY hard hitting.

    Also, within the group of ranged pets some are better than others. For example, while mostly sharing a damage type (lethal) thugs tend to do at least as good single target damage as mercs but have better AE and do some fire damage. Merc's get slightly better damage mitigation at low levels (good smashing/lethal resists) but by high levels the +def from thugs enforcers beats this out. So overall, thugs tend to be a little better than mercs. However, mercs are still a completely viable primary.

    Then there are some secondaries that are very powerfull - dark for example with its nice mix of debuff, control and heal tends to make any primary easy to manage - the only problem dark faces is the small radius on its heal. Trick Arrow on the other hand has very little damage mitigation and so plays best with a primary that is highly defensive, like thugs or robots.

    So while pretty much any mastermind will be at least 'powerfull' as other AT's within the MM AT some combinations don't compare as well as others or require more management. As folks have mentioned - mercs/traps or merc/dark is a nice combo that should be fun to play even if it doesn't have the pure damage output of thugs. If you want to go melee Ninja/dark will do well although you will have to work hard to group your ninja's together for the heal. Ninja/thermal might also work well - the wider area on the AE heal + the single target heal, combined with the res shields might work as well as dark but I haven't tried a thermal MM yet so I am not sure how well the combo will work.

    This is probably one of the best general summaries of masterminds I've ever read. Good job.
  4. Quote:
    Originally Posted by Noxilicious View Post
    This is on the same level as "please make hideous costumes appear generic to me" and, unfortunately, most likely impossible.
    This is a good idea.
  5. I get 60FPS 90% of the time with everything completely set to the highest settings with the in-game options at 1920x1200. Certain areas in cap and grandville cause me to drop into the 40-50FPS range at times.

    AMD X4 Phenom II 955 BE (OCed to 3.6ghz)
    Nvidia 275GTX
    4 gigs DDR3

    Your video card is definately a little better than what I have, but my CPU is much more powerful. CoX is very CPU intensive, but I would imagine your Q6600 should be good enough to get more than 30FPS when you're just standing around. Some of the areas redside do cause a lot more stress on the hardware than blue, so theres nothing to worry about there.
  6. Nice, nice build. Those damage procs in caltrops must be sick. I'm also on Infinity, @Severe Calamity. I have no 50s villainside, but I'll definately come and see your bad boys in action.
  7. Scrapper Synergy 101:

    Step 1) Choose primary.
    Step 2) Choose secondary.
    Step 3) Kill Stuff.
  8. Yeah, Carnie Ring Mistresses mess my end bar up hardcore.
  9. I've never been a fan of shockwave, it could be just because I'm a noob and just could never figure out how to use it properly. It was always handy with a wall nearby, but counting on said wall seems unreliable to me. I like predictability, and shockwave always seemed a bit against that. Like I said, I'm probably just a noob.

    Or I might just be lazy and enjoy standing in the middle of a mob and spamming follow follow up, strike, focus, spin. Either way, I'd take BillZ's advice if I was going to take anyones.
  10. This build, from DSorrow, Has 2 % less S/L resistance than you. A 600 damage S/L attack is going to hit you for 178 damage. A 600 damage S/L attack is hitting DSorrow for 190. So you take 12 less damage per hit.

    Now Dsorrow is going to get hit 10 times out of 100 (past the 45% softcap for melee) against a +4 AV. That's 1900 damage.

    You get hit 50 (Maybe even more. I had surgery 12 hours ago and I don't feel like doing the exact math right now) times out of 100 (24% defense for S/L) against the same AV. That's 8900 damage. You get it now? Now that's assuming the AV does only physical Damage.

    Now lets say you fight an AVs that does melee fire damage. You have 16.4% defense. To an AV, that's almost nothing. He will hit you just about everytime unless you're really lucky. When he hits you it will do 29.7% less damage because of your resistance. Now, since the attack is melee, Dsorrow still has 45% defense vs. it. It still only hits him 10 times out of a 100 and he has only .2% less resistance than you. Needless to say, he will survive much longer.

    All in all, it's good for you to understand that multiple layers of survivablity (Resistance, Defense, Regen, +HP) are better than putting all of your eggs in one basket. 2% S/L resistance for softcapped melee and lethal defense is definately considered a good trade off. A really, really good one.


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(7), Achilles-ResDeb%(7)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), ResDam-I(3)
    Level 2: Flashing Steel -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(11), Sciroc-Dmg/EndRdx(11), Sciroc-Acc/Dmg/EndRdx(13)
    Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 6: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Heal(43), Dct'dW-Rchg(45)
    Level 8: Divine Avalanche -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(45), KntkC'bat-Dmg/EndRdx/Rchg(46), KntkC'bat-Dmg/Rchg(46), LkGmblr-Rchg+(46), HO:Nucle(48)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(50)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Mrcl-Rcvry+(40), Mrcl-Heal(40), RgnTis-Regen+(40)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(37)
    Level 22: The Lotus Drops -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(23), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(36), Sciroc-Dmg/EndRdx(37), Sciroc-Acc/Dmg/EndRdx(37)
    Level 24: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(25), RechRdx-I(25)
    Level 26: Soaring Dragon -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(27), Hectmb-Acc/Rchg(27), Hectmb-Dmg/EndRdx(31), Hectmb-Dam%(31), Mako-Acc/Dmg/EndRdx/Rchg(34)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def(29), LkGmblr-Def/EndRdx/Rchg(31)
    Level 30: Kick -- Empty(A)
    Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), M'Strk-Acc/Dmg/EndRdx(34)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/Rchg(36)
    Level 38: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(39), RctvArm-EndRdx(39)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), HO:Cyto(42)
    Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
    Level 47: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/Rchg(48)
    Level 49: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  11. Quote:
    Originally Posted by SkylineGTR View Post
    I thought there was a bug where the end/rech is not being discounted for Claws?

    Hmmm looking at the in game numbers you appear to be right, I'll have to do more forum searching.
  12. You don't NOT take DA. If you aren't getting DA, theres no reason to have the katana primary unless it's for concept/fun. Claws has better DPS by far and better end management, DM better DPS, a self heal and ACC debuff, and katana/bs has DA/Parry. Since you want to Solo AVs, you are going to have to squeeze every ounce you can get out of your build.

    30-40% melee defense from a double stacked DA is incredible for survivablity. AVs will only have a 7-8% chance to hit you with melee/lethal attacks when you're softcapped with defense. This is not hard to do with DA, weave and combat jumping. With invince it should be cake.
  13. I would generally go for more resist or defense from pools before a self heal for WP, but if you decide to go for aid self anyway, normally an AoE knockdown like footstomp will give you a second to fire it off without interruption. On my old SS/Elec brute I slotted it with an interrupt IO and it worked about 99% of the time after footstomp.
  14. That's probably just the amount of mobs wailing on you. As far as I know, an AoE gives just as much fury as a single target attack. Also, claws has an inherent endurance cost reduction so the normal brute slotting rules might not apply here, to a certain extent. (Edit: Apparently there is a "bug" where end/rech is not being discounted correctly for claws.) If you can get enough recharge to get Follow Up double stacked, then you could skimp on accuracy unless you fight a lot of +4s while leveling. After SOs/Level 30 common IOs, I think I would slot spin 1acc, 3damage, 2 recharge, 1 end for maximum AoE carnage assuming you have QR and follow up double stacked. Fitness is also fun because health stacks with WPs other regen effects, and stamina with QR for almost limitless endurance.
  15. Just dont jump out of groups once you get shockwave. You'll lose Rise to the Challenge and go splat.
  16. Quote:
    Originally Posted by Bill Z Bubba View Post
    But you have to ask yourself... do you REALLY want a 19 second recharge on spin?
    No sir. I have a cheap softcapped claws/SR brute planned out with some +recharge that has spin on a 5.2 second recharge. You'll have to pry that recharge from my cold, dead hands.
  17. Just a quick peek at whisky's build, you should switch the enhancement setup between jacob's latter and lightning rod. This will cause JL to take another .75 seconds to recharge, but will shave 14 seconds off of lightning rod and you still get the set bonuses. Anyways, that's a nice, cheap build. Good work.
  18. Here's a post I just made yesterday in another thread regarding kat/elec:

    Here's a build I came up with that's more offensive based with some really decent HP and regen values. There are two power options left, as well as three additional enhancement slots to play with. With double stacked DA you will be just over the melee soft cap, although there isn't a whole lot in the way of non-lethal ranged or AoE defense.


    With what I have you should be able to chain GD, SD, DA and LD without a gap, although there might be a 1/2-1 second gap before lotus drops is up again. If you're worried about it you could grab hasten and it would be almost perma, but it's not really necessary for anything besides shaving another 10 seconds off of energize, which could be handy. Popping out lotus drops every 5 seconds combined with lightning field should be pretty good AoE, and the two high end damage attacks should rip through ltns and bosses pretty fast.

    With capped melee and lethal defense, capped energy resist, very high smashing and lethal resist, and average fire/cold/psi resist, I imagine this would be pretty tough accompanied with the self heal/regen from energize. The only gaping hole is toxic damage, which is why I might grab power surge just in case.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5)
    Level 1: Charged Armor -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(7), ImpSkn-ResDam/EndRdx/Rchg(9), ResDam-I(9)
    Level 2: Lightning Field -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(13), P'Shift-EndMod/Rchg(15), Oblit-Dmg(15), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-Dmg/Rchg(17)
    Level 4: Conductive Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/EndRdx/Rchg(7), ImpSkn-ResDam/Rchg(11), ResDam-I(11)
    Level 6: Build Up -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(23)
    Level 8: Divine Avalanche -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(27), LkGmblr-Rchg+(27)
    Level 10: Static Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(19), ImpSkn-ResDam/EndRdx/Rchg(21), ResDam-I(21)
    Level 12: Combat Jumping -- Krma-ResKB(A), LkGmblr-Def/Rchg(13), LkGmblr-Def(48), LkGmblr-Rchg+(50)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(29), Numna-Regen/Rcvry+(29), Mrcl-Heal/EndRdx(36), Mrcl-Heal(43), Mrcl-Rcvry+(48)
    Level 18: The Lotus Drops -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(33), RechRdx-I(33)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(34)
    Level 22: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 24: Energize -- Dct'dW-Rchg(A), Dct'dW-Heal(34), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal/EndRdx(36)
    Level 26: Soaring Dragon -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(39), Achilles-ResDeb%(39)
    Level 28: Super Jump -- Jump-I(A)
    Level 30: Lightning Reflexes -- Run-I(A)
    Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), EndRdx-I(42)
    Level 35: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc/Rchg(42), P'Shift-Acc/Rchg(43), P'Shift-EndMod/Acc(43)
    Level 38: Boxing -- Acc-I(A)
    Level 41: Tough -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(45), ImpSkn-ResDam/EndRdx/Rchg(45), ResDam-I(45)
    Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Rchg+(46)
    Level 47: [Empty] -- Empty(A)
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  19. From the many CPUs I've owned while I've played CoH, I've seen CoH use 60-90% of P4, Athlon, Opteron, C2D. On my phenom (quad core) it uses about 40% tops. It's just extremely CPU intensive for a game.
  20. Here's a build I came up with that's more offensive based with some really decent HP and regen values. There are two power options left, as well as three additional enhancement slots to play with. With double stacked DA you will be just over the melee soft cap, although there isn't a whole lot in the way of non-lethal ranged or AoE defense.


    With what I have you should be able to chain GD, SD, DA and LD without a gap, although there might be a 1/2-1 second gap before lotus drops is up again. If you're worried about it you could grab hasten and it would be almost perma, but it's not really necessary for anything besides shaving another 10 seconds off of energize, which could be handy. Popping out lotus drops every 5 seconds combined with lightning field should be pretty good AoE, and the two high end damage attacks should rip through ltns and bosses pretty fast.

    With capped melee and lethal defense, capped energy resist, very high smashing and lethal resist, and average fire/cold/psi resist, I imagine this would be pretty tough accompanied with the self heal/regen from energize. The only gaping hole is toxic damage, which is why I might grab power surge just in case.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5)
    Level 1: Charged Armor -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(7), ImpSkn-ResDam/EndRdx/Rchg(9), ResDam-I(9)
    Level 2: Lightning Field -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(13), P'Shift-EndMod/Rchg(15), Oblit-Dmg(15), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-Dmg/Rchg(17)
    Level 4: Conductive Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/EndRdx/Rchg(7), ImpSkn-ResDam/Rchg(11), ResDam-I(11)
    Level 6: Build Up -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(23)
    Level 8: Divine Avalanche -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(27), LkGmblr-Rchg+(27)
    Level 10: Static Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(19), ImpSkn-ResDam/EndRdx/Rchg(21), TtmC'tng-ResDam/EndRdx(21)
    Level 12: Combat Jumping -- Krma-ResKB(A), LkGmblr-Def/Rchg(13), LkGmblr-Def(48), LkGmblr-Rchg+(50)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(29), Numna-Regen/Rcvry+(29), Mrcl-Heal/EndRdx(36), Mrcl-Heal(43), Mrcl-Rcvry+(48)
    Level 18: The Lotus Drops -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(33), RechRdx-I(33)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(34)
    Level 22: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 24: Energize -- Dct'dW-Rchg(A), Dct'dW-Heal(34), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal/EndRdx(36)
    Level 26: Soaring Dragon -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(39), Achilles-ResDeb%(39)
    Level 28: Super Jump -- Jump-I(A)
    Level 30: Lightning Reflexes -- Run-I(A)
    Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), EndRdx-I(42)
    Level 35: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc/Rchg(42), P'Shift-Acc/Rchg(43), P'Shift-EndMod/Acc(43)
    Level 38: Boxing -- Acc-I(A)
    Level 41: Tough -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(45), ImpSkn-ResDam/EndRdx/Rchg(45), ResDam-I(45)
    Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Rchg+(46)
    Level 47: [Empty] -- Empty(A)
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  21. Wasn't there a problem with the damage procs in teleport powers like lightning rod and shield charge? Where they're supposed to hurt you instead or something, I don't recall.
  22. I believe when slotted up, power sink can drain 80% of an end bar from even level targets. And two or three ticks of a slotted lightning field will finish it off. Surviving the alpha is, of course, always a concern. With tough and other shields, as well as a heal, you should be able to survive. However, like someone else said, you probably won't be able to solo +4/x8. Having some sort of CC would help, maybe a stun or knockdown effect such as shockwave from claws.
  23. End draining is a key part of Electric Armor's survivability. If you lead off with a power sink and try to slot lightning field with mixed set IOs for damage as well as end mod, most enemies within a couple levels of you will stay drained the whole fight.
  24. I think the Nvidia driver also installs all of the old Aegia drivers as well, if that's what you were referring too.