Sir Hextor

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  1. Really I have much less problem with Vigor being kind of meh (but it is Cardiac with +Heal instead of +Resistance) than I do with the non damaging Interface procs being so inferior to the damaging ones. Buff those to make it not so much of a no brainer to choose Reactive over them (or one of the other DoTs if you're running trials to make sure you don't overlap the 5 application cap).
  2. I used to dump them for threads, then I realized how wasteful that is. Now hoarding them for PVP IOs since trials are so quick and you get plenty of threads from running through trials anyways.
  3. Sorry for bailing mid TF Friday. My computer decided to take a dump and after an hour trying to get it working I threw my hands up in frustration and went to bed. I'll try and be there today 4. It's been a blast for sure.
  4. So clearly I knew what I was doing and am supremely awesome at making builds and stuff. Thanks for the vote of confidence my fellow fenders
  5. Having played a Kinetics/Dark Defender to 50 I can seriously advise you against going Dark Blast on a Defender. Knowing what I know now rather than what I knew when I made the character all the DoT just screams to be a Corruptor for lovely scourge ticks.

    As for Blaster/Corruptor, it's very hard not to choose Dark Miasma over Darkness Manipulation, but then I'm not a huge fan of blasters to begin with. I'd vote a Dark/Dark Cor and strongly advise you against choosing Dark Blast on a Defender.
  6. You need to delete the toon because you're bad at CoH, Bench :P
  7. A note as an Illusion Controller on a BAF: My Illusion/Sonic/Fire troller has very few problems helping in the prisoner phase of the BAF. It's basically like being a MM during that phase since I have 6 attacking pets, the downside being I can't order them this way or that. I have to concur with most of your other assessments on Illusion/Thermal/Fire, though there has never been a time where I didn't feel like I was helping simply because PA is pretty much superawesome.
  8. D is right, you have to switch to full villain to get the patrons but once you get the first badge from them, you can go rogue and still have access to the pools and if you want access to blue side ouroboros portal you can go back full hero then vig (I prefer to vig if I can because blue side tends to be busier than red on the servers I play on so PuG TFs are likely and port access makes a lot of them quicker).

    The build posted does some really useful things with just Common IOs. If you decide to go with set IOs, look for HP increases. Better HPs + Bodyguard Mode + Suppress Pain leads to some brokenness that is just ridiculous. My Thugs/Pain build regens 33HP/sec without accolades. Also, it sounds like you're a badger, so make sure to pick up the badges necessary for accolades (look em up on paragon wiki for explanations) since they are a great boost to your character. If you decide that Chill Mastery is the way you want to go, take a long hard look at Hoarfrost since in addition to a self heal it is a +HP power. More HPs + Suppress Pain is pretty spiffy.


    Dechs Kaison has a Bots/Traps build posted here that I used to help me when I started looking at sets for my MMs that gave me some pointers. As a bit of friendly advice, try and post the data chunk when you post mids builds (there's an option on the export window under the color scheme choice). It let's people copy and paste your build into the program so they can look over your totals and give you specific feedback about where you may encounter issues.


    In fact, I'll just post my build to give you some ideas...plus maybe somebody will look at it and tear it apart. It's expensive without choosing PvP IOs but I plan for the end game so I just try to maximize whatever I'm building for and give me a long term goal. You can look at swapping powers for your preference and specific powerset.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Tex Morrow: Level 50 Natural Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Pain Domination
    Power Pool: Leadership
    Power Pool: Presence
    Power Pool: Leaping
    Ancillary Pool: Chill Mastery
    Hero Profile:
    Level 1: Call Thugs -- BldM'dt-Acc/Dmg/EndRdx(A), BldM'dt-Acc/Dmg(3), EdctM'r-Acc/Dmg/EndRdx(3), EdctM'r-Acc/Dmg(5), EdctM'r-PetDef(5)
    Level 1: Nullify Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9)
    Level 2: Dual Wield -- Apoc-Dmg(A), Apoc-Dmg/Rchg(11), Apoc-Acc/Dmg/Rchg(11), Apoc-Acc/Rchg(13), Apoc-Dmg/EndRdx(13)
    Level 4: Share Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(15), Dct'dW-Heal(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17)
    Level 6: Equip Thugs -- EndRdx-I(A)
    Level 8: Assault -- EndRdx-I(A)
    Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def/EndRdx(19)
    Level 12: Call Enforcer -- S'bndAl-Dmg(A), S'bndAl-Dmg/EndRdx(23), S'bndAl-Acc/Rchg(23), SvgnRt-Acc/Dmg/EndRdx(25), SvgnRt-PetResDam(25), Achilles-ResDeb%(33)
    Level 14: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(27), AdjTgt-ToHit/EndRdx/Rchg(27), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/EndRdx(29)
    Level 16: Enforced Morale -- EndRdx-I(A)
    Level 18: Gang War -- ExRmnt-+Res(Pets)(A), C'Arms-+Def(Pets)(31), C'Arms-EndRdx/Dmg/Rchg(31), C'Arms-Acc/Dmg/Rchg(31), C'Arms-Acc/Rchg(33)
    Level 20: Suppress Pain -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Heal/EndRdx/Rchg(21), Mrcl-Heal(34), Mrcl-Heal/EndRdx(34), Mrcl-Heal/EndRdx/Rchg(34)
    Level 22: Conduit of Pain -- RechRdx-I(A)
    Level 24: Vengeance -- LkGmblr-Rchg+(A)
    Level 26: Call Bruiser -- BldM'dt-Acc/Dmg/EndRdx(A), BldM'dt-Acc/Dmg(36), S'bndAl-Dmg/Rchg(37), S'bndAl-Acc/Dmg/Rchg(37), S'bndAl-Build%(37)
    Level 28: World of Pain -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit(39), AdjTgt-Rchg(40)
    Level 30: Provoke -- Zinger-Taunt/Rchg(A), Zinger-Taunt(33), Zinger-Taunt/Rchg/Rng(36), Zinger-Taunt/Rng(36)
    Level 32: Upgrade Equipment -- EndRdx-I(A)
    Level 35: Anguishing Cry -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg/EndRdx(40), LdyGrey-Rchg/EndRdx(40), AnWeak-Acc/Rchg(42), AnWeak-Acc/Rchg/EndRdx(50)
    Level 38: Painbringer -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(42), Numna-Heal/EndRdx/Rchg(42)
    Level 41: Ice Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(43), Decim-Dmg/EndRdx(43), Decim-Acc/Dmg(43), Decim-Build%(45)
    Level 44: Hoarfrost -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(45), Numna-Heal/EndRdx/Rchg(45), Mrcl-Heal/EndRdx/Rchg(46), Mrcl-Heal/Rchg(46), Mrcl-EndRdx/Rchg(46)
    Level 47: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), S'fstPrt-ResDam/Def+(48), S'fstPrt-ResKB(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: Freedom Phalanx Reserve
    Level 50: Spiritual Core Paragon
    Level 0: The Atlas Medallion
    Level 50: Ion Core Final Judgement
    Level 50: Degenerative Radial Flawless Interface
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run

    Code:
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  9. Quote:
    Originally Posted by Hyperstrike View Post
    No it's "I before E except after C".

    ...


    ...


    Holy crap! I legitimately corrected Arcana on something?


    WIN!
    Sadly you missed to what Arcanaville was refering, which was the spelling of their forum name and was evoking the rhyme of the mnemonic and thus you failed at reading comprehension.

    I kid, I kid. Sorry I just couldn't let that lie without a rebuttal because it was too funny to me. I'll go back to lurking now.
  10. My bad on missing Friday. I forgot that I had made previous plans with some buddies to hang out and watch the UFC fights that night. I'll be there Wednesday for sure and next Friday ought to be free as well.
  11. The funniest part of that is he is a WP tank.

    With my three tanks I try to take Taunt no later than 30 and most of the time as soon as I have a decent attack chain and an aggro aura because early on many other sets (I'm looking at you blasters and corrs) get huge aggro grabbing attacks that they like to use on groups gathered around the Tank and without Taunt I likely won't be able to hold the aggro from those things. I don't think taunt is as necessary on a brute, though still quite useful, but on a tank it supports the ATs role so well that's it's hard to understand not getting the power. Also, -range component makes taunt a power I utilize solo many a time.

    I am a little curious how well that guy actually tanks without it. I don't not team with Tanks who don't have taunt because that's just silly but I will quit a team if the tank isn't good at keeping aggro when I am letting them fulfill their role (or like the afformentioned Inv/ not taking any toggles from the set ).
  12. I'll be bringing an alt this friday, probably necro/dark but I also may just decide to bring my bots/traps into the group to cut down on my altitis a bit. I'm enjoying Thugs/Pain though
  13. To clarify what I was saying, the rules for exemping still apply so you only benefit from enhancements that are +3 your exemp level. However, you said you wanted to be effective at soloing +2 - +4 and also be in a good range for exemping. To me, and this is just personal preference, I'd aim for keeping my sets to the 30-40 range. That gives me good improments on my accuracy and damage that I need to be good hitting things at +2 or better and the range of many TFs place you in that lvl range. Below 27 I find I don't miss not having enhancements as much and above 40 I want to get all the enhancements I can get. This is just my personal take on it and I am not an authority be any means so hopefully someone else can give you even better guidance than my opinion merits.
  14. Maybe it's my primary (Willpower) but I'm really not liking WM on a tanker. I have 2 other tanks (Dark/KM and Ice/TW) who I enjoy so much more that I'm likely going to free up the slot and remake my WM character as a scrapper (with, oddly enough, SD since I hear tell it's pretty wifty on Scrappers). But I'm still early on playing that I refuse to repeat powersets until I give everything a try so I may be unique in my outlook.
  15. Sir Hextor

    Best Taunt aura?

    No one steals aggro from my Ice/TW tank nor my Dark/KM tank, but my WP/Mace tank loses it like a sieve. Reroll Ice and no one will take your aggro and you'll get a nice +end tool at lvl 26 and since it's TW you'll have massive swinging weapons to entertain you while next to nothing touches you since you're just shy of softcap on SOs. You also get a heal and +hp so what's not to love
  16. I went /TW and am having a blast with it. Not even in SOs yet (just hit 22 and didn't have time to purchase them) I've only had a few issues with END but I'm also running tough/weave a lot earlier than most players I see. TW has the best, imo, T1 attack out of the melee sets on tankers so that's a good reason to take it
  17. Do you exemp down to lvl 7 alot? All those lvl 10 enhancements I would not do for sure, I'd keep it to 15 min and that's only because I'll occassionally run a Posi, and even then I probably would get max level, expecially on the Bas Gaze. No mids here at work but I'd be worried about your accuracy on your controls with enhancements at that lvl and even if you're perma dom what does it matter if you can't hit crap with your controls and at +2-+4 you need better than normal accuracy to ensure you're hits. I really would get some of those sets at their max lvl (like Bas gaze, decimation and entropic chaos) and the rest in the 35 range to give what advantages I could that way they wouldn't be so underwhelming when I reach 50 and I'd be forced to improve them ASAP. I also would swap one of your stealth pool LotG mules (Invisibility would be my advice) for Combat Jumping and respec out of it when you get hover (which on a personal note I would not take hover on a melee character, but that's a preference). I also don't like the stealth pool much at all anyways and would find better things as mule powers, but that may be just me.
  18. Tex Morrow, a lvl 2 Thugs/Pain, is parked under Atlas waiting to meet up with ya'll on Wednesday
  19. For now I'll plan on making the Wednesday group for definite and likely be at the fridays as well since I can swing both of those days fairly easily with my normal play times.
  20. Thanks for the advice. Still tweaking and looking at your suggestions most make sense. I haven't tried glue arrow yet so I was just kind of sticking it there and manuevers was for the LotG and with it and some of the other floating bonuses I was at ~15% S/L/E/N but the other options give me some things to think about instead of them. I honestly never thing about the medicine pool because of the interuption and because the only character I took it on respeced out of it due to it not being really utilized. This character may turn out to be a good fit for it though as you pointed out. I'm still leveling her up so I may play with your suggestions a bit before settling on a final direction but you've definitely given me good direction. I appreciate it. Also, I understand the guidance part, I actually prefer it unless I'm completely lost on a build (like I was on my tank). So thanks
  21. Thanks for the feedback. I really felt like I was just taking pasta and throwing it at the wall to see if it stuck. I like the direction Rangle's build gave me and with some tweaking I'm likely to utilize it. Thank you both so much.
  22. Quote:
    Originally Posted by TheSuperFrog View Post
    For normal content SO work fine. My question is with the incarnate stuff. Although I'm a long time player and have a level 50, I haven't played any of the incarnate trials. Do you end game content is balanced around SOs?
    End game content can be played on SOs, but mostly because with such a huge team it's barely noticeable what your contribution may be. With their greatly increased to hit and the +4 con of incarnate trials when you start you do die a good bit and without heavy IOing you'll always be at significant risk of faceplanting, but there are so many different things that'll give you problems (for example irresistable damage) that even fully tricked out characters faceplant occassionally, though less often than those with SOs. I have 4 incarnated characters on various stages of unlocked powers and not a single one of them is fully IOed with only one of them sporting any sets bonuses worth noting. One of mine is all SOs save 2 IOs (a Steadfast: +def and PShifter Proc) and they all contribute to the task. Of the 4, my mostly IOed does the best but I figure that's to be expected. I wouldn't say that Incarnate Trials are balanced around SOs but I don't feel like you're a terrible liability if you are using them. It's a bigger drawback to not have the level shifts from being full T3s than it is for not being IOed.
  23. So I reworked it and decided F the defense, go full tilt damage and pick the Fire APP so I have more tools to light the slick. If I do faceplant, I have a self rez. I took out most of the accuracy boosts because of the -def and changed Acid Arrow to a proc carrier to help do some damage to all the mobs I'm controlling. That and Fireball should make a nice 1-2 punch that'll only be improved with Judgement. I took most of your advice, Local Man, and without Earth's Embrace building for regen became mostly pointless (still a couple boosts but most of those were incidental in just slotting up the powers). I'm not real worried about only having middling defenses backed up with a little resistance because even as I play her now, she's pretty much locked down the mob and rarely has to survive more than a couple hits (and she's only 19). So feedback is appreciated and thanks so much for the direction.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Trick Arrow
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery
    Hero Profile:
    Level 1: Fossilize -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(17), HO:Nucle(25), Dmg-I(50)
    Level 1: Entangling Arrow -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/Immob(3), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/Rchg(17)
    Level 2: Stone Cages -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Acc/Immob(5), Enf'dOp-Acc/Rchg(15), Posi-Dam%(40)
    Level 4: Flash Arrow -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(7), Cloud-ToHitDeb/EndRdx/Rchg(9), Cloud-Acc/EndRdx/Rchg(37)
    Level 6: Quicksand -- ImpSwft-Dam%(A)
    Level 8: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def(45)
    Level 10: Ice Arrow -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Acc/Hold(11), BasGaze-Acc/Rchg(31), HO:Endo(43)
    Level 12: Stalagmites -- Amaze-EndRdx/Stun(A), Amaze-Acc/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Stun/Rchg(23), Amaze-ToHitDeb%(29)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Poison Gas Arrow -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(34), FtnHyp-Acc/Rchg(34), FtnHyp-Sleep/EndRdx(40), FtnHyp-Plct%(43)
    Level 18: Earthquake -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(46), Achilles-ResDeb%(25)
    Level 20: Acid Arrow -- Posi-Dam%(A), ShldBrk-Acc/Rchg(21), AnWeak-Acc/Rchg(21), Achilles-ResDeb%(23), ShldBrk-%Dam(48), LdyGrey-%Dam(50)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(40)
    Level 26: Volcanic Gasses -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(29), UbrkCons-Dam%(37), Lock-%Hold(37)
    Level 28: Disruption Arrow -- RechRdx-I(A)
    Level 30: Glue Arrow -- RechRdx-I(A)
    Level 32: Animate Stone -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33), ExRmnt-+Res(Pets)(33), SvgnRt-PetResDam(43)
    Level 35: Oil Slick Arrow -- Dmg-I(A), HO:Nucle(36), HO:Nucle(36), RechRdx-I(36), RechRdx-I(50)
    Level 38: EMP Arrow -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/Rchg(39)
    Level 41: Fire Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/EndRdx(42)
    Level 44: Fire Ball -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), Posi-Acc/Dmg(48)
    Level 47: Fire Shield -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(48)
    Level 49: Rise of the Phoenix -- RechRdx-I(A)
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(46)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run

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  24. Updated build and was hoping to get a final once over if anyone had any suggestions or I made some boneheaded choice on slotting. Not much changed from the last post but I firmly have Perma PA with T4 Spiritual. Ageless gives me End and Recovery along with that much more recharge. He plays well despite his lackluster secondary and he's still a few sets short of finished so I'm really hoping to be great when all is said and done.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Canned.Heat: Level 50 Natural Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Sonic Resonance
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery
    Hero Profile:
    Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(13), HO:Perox(31), HO:Nucle(40)
    Level 1: Sonic Siphon -- Acc-I(A), Acc-I(5)
    Level 2: Spectral Wounds -- Decim-Build%(A), Decim-Dmg/EndRdx(3), Decim-Acc/Dmg(11), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(42)
    Level 4: Deceive -- CoPers-Conf%(A), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(11), CoPers-Conf(13), CoPers-Conf/Rchg(34)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
    Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def(9), RedFtn-EndRdx(9), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def/EndRdx(15), RedFtn-EndRdx/Rchg(36)
    Level 10: Recall Friend -- Winter-ResSlow(A)
    Level 12: Sonic Barrier -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(27)
    Level 14: Sonic Haven -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(31)
    Level 16: Disruption Field -- EndRdx-I(A), EndRdx-I(17)
    Level 18: Phantom Army -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Dmg/EndRdx(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-Acc/Rchg(23), S'bndAl-Acc/Rchg(25), S'bndAl-Build%(37)
    Level 20: Sonic Dispersion -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(21), ImpSkn-EndRdx/Rchg(21), ImpSkn-ResDam/EndRdx/Rchg(37), ImpSkn-Status(40)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Flash -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(29), UbrkCons-Acc/Hold/Rchg(25), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Rchg(40)
    Level 26: Spectral Terror -- Abys-Dam%(A), Abys-EndRdx/Fear(27), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(34), Abys-Acc/EndRdx(37)
    Level 28: Super Jump -- Zephyr-Travel/EndRdx(A)
    Level 30: Group Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Phantasm -- ExRmnt-+Res(Pets)(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33), SvgnRt-PetResDam(34)
    Level 35: Fire Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(36), Thundr-Acc/Dmg(42), Thundr-Acc/Dmg/Rchg(43), Apoc-Acc/Dmg/Rchg(46)
    Level 38: Liquefy -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/Rchg(39), DarkWD-ToHitDeb/EndRdx(39), DarkWD-Rchg/EndRdx(45), Achilles-ResDeb%(46)
    Level 41: Fire Ball -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(43), Ragnrk-Dmg/Rchg(50), Ragnrk-Knock%(50)
    Level 44: Consume -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(45), Efficacy-Acc/Rchg(45), Efficacy-EndMod/Acc/Rchg(46), Efficacy-EndMod/Rchg(48), Efficacy-EndMod(50)
    Level 47: Fire Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(48), ImpArm-ResDam/EndRdx/Rchg(48)
    Level 49: Rise of the Phoenix -- RechRdx-I(A)
    Level 0: The Atlas Medallion
    Level 50: Pyronic Core Final Judgement
    Level 50: Phantom Total Core Improved Ally
    Level 50: Reactive Radial Flawless Interface
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- QckFt-EndRdx/RunSpd(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(39)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(43)
    Level 4: Ninja Run

    Code:
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  25. Thanks for the advice. I'm definately going to look at all the choices again and I did kind of get used to full invis on my Illusion Controller so I'll likely end up doing some power swaps for the SS+Stealth IO. I guess I shoulda figured on the -def making accuracy basically irrelevant. I'll make some slotting changes and see where I end up. Thanks for the input as I'm still learning IOs in general and what to slot for on this character in particular.