Son In Law

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  1. This really depends on your goals at 50. Do you plan on grouping more or soloing more? Personally, I'd go Defender, as you're going to bring a lot more -RES to the team which will probably make up for the (small) difference in Archery damage.

    Defender Numbers (Corrupter Numbers)
    Sonic Siphon -RES: 30% (22.5%)
    Sonic Barrier +RES: 20% (15%)
    Sonic Haven +RES: 20% (15%)
    Sonic Cages: ~1 magnitude difference
    Disruption Field -RES: 30% (22.5%)
    Sonic Repulstion: ~1 magnitude difference
    Clarity: ~3 magnitude difference
    Liquify -DEF: 35.7% (25%)
    Liquify -ToHit: 35.7% (25%)
    Liquify -Rech: 28.5% (20%)

    You'll bring about 30 more -RES to the team as a defender, as well as higher resistances to everyone else.
  2. I would have to go with my Rad/Sonic Defender. The sets synergize very well, and there isn't a single type of debuff that isn't covered. I just finished slotting the character up, and I bring to the team:

    On every enemy:
    -50% Enemy DEF
    -50% Enemy ToHit
    -500% Regen
    -75% Recharge
    -25% Enemy Damage
    -150% to 200% Enemy RES

    Procs:
    -20% RES
    -20% Recharge

    Group Support:
    Permanent Accelerate Metabolism
    Vengeance --> Fallout --> Mutation combo

    Personal Stats:
    Permanent Hasten (Approx 210% Recharge)
    DEF capped to Ranged, Smashing, Lethal and Energy

    The character is a complete beast. ArchVillains melt in seconds in ITFs. Did a Khan last week where Reichsman went from full health to dead in less than the time it took for Accelerate Metabolism to recharge.
  3. You can hit the S/L Def Cap pretty easily by taking Mace Mastery. I think I hit it using the following:

    Mace Mastery DEF Shield (2x Def IO and a LOTG)
    Weave (LOTG and 1x Def IO)
    Manuevers (LOTG)
    Hover/Combat Jumping (LOTG)
    Tough (Slotted with Steadfast Protection)
    Boxing (Slotted with Kinetic Combat)

    This also leaves the rest of my defenses at around 20%. If you focused more on DEF sets I'm sure you could raise the rest.
  4. Edit: No idea why I put Corruptor in the Summary. Whoops.

    I'm working on my first Defender and wanted some advice with my build.

    The hero will be used mostly for teaming, but I would like to take a crack at an AV here or there. I'm not much of a solo'r though, so Teaming is my main focus.

    So far, I've managed to get myself S/L Capped with Perma Hasten, as well as more END than I could possibly use (2.28 drain with 4.33 regen). I'm only using 1 purple set, but will probably eventually throw some more in there. I am using 2 Enzymes in Radiation Infection though, as they free up a lot of slots. Also, it allowed my to slot the Achilles, Dark Watcher, and Deflated Ego procs in it. I don't know how effective that would actually be, however.

    With the high rate of recharge, my Shrieks are sitting at .703 recharge, so I should be able to chain shriek an Arch Villain after placing my debuffs, essentially reducing their RES by another 100% (5 stacks of -20) for a total of -130% RES.

    I'm currently using the Spiritual Alpha, although I'm actually considering Musculature. With spiritual, Radiation Infection debuffs DEF and ToHit by 49%, but with Musculature it would reduce DEF by 56% and ToHit by 53%. The tradeoff would be that Hasten would no longer be perma without also running Accelerate Metabolism.

    Anyone have any advice on this? It seems pretty solid, if not a bit expensive...

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Radiation Emission
    Secondary Power Set: Sonic Attack
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Radiation Infection -- HO:Enzym(A), HO:Enzym(3), ToHitDeb-I:50(3), Achilles-ResDeb%:20(5), DarkWD-Slow%:50(5), DefEgo-RecDeb%:20(7)
    Level 1: Shriek -- Decim-Acc/EndRdx/Rchg:40(A), Decim-Acc/Dmg:40(7), Decim-Dmg/EndRdx:40(9), Decim-Dmg/Rchg:40(9), Decim-Acc/Dmg/Rchg:40(11), Dev'n-Hold%:50(50)
    Level 2: Radiant Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(39), Dct'dW-Heal/Rchg:50(40), Dct'dW-Heal/EndRdx/Rchg:50(40), Dct'dW-Heal:50(40)
    Level 4: Accelerate Metabolism -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(42), Efficacy-EndMod/Acc/Rchg:50(42), Efficacy-Acc/Rchg:50(43), Efficacy-EndMod/Acc:50(43), Efficacy-EndMod/EndRdx:50(50)
    Level 6: Enervating Field -- EndRdx-I:50(A)
    Level 8: Mutation -- RechRdx-I:50(A)
    Level 10: Scream -- Decim-Acc/Dmg/Rchg:40(A), Decim-Acc/Dmg:40(11), Decim-Dmg/EndRdx:40(15), Decim-Dmg/Rchg:40(15), Decim-Acc/EndRdx/Rchg:40(21)
    Level 12: Lingering Radiation -- TmpRdns-Acc/Slow:50(A), TmpRdns-Dmg/Slow:50(13), TmpRdns-Acc/EndRdx:50(13), TmpRdns-Rng/Slow:50(39), TmpRdns-EndRdx/Rchg/Slow:50(43)
    Level 14: Howl -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(25), Posi-Dmg/Rchg:50(25), Posi-Dmg/Rng:50(27), Posi-Acc/Dmg/EndRdx:50(27)
    Level 16: Shout -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(17), Decim-Dmg/Rchg:40(17), Decim-Acc/EndRdx/Rchg:40(19), Decim-Acc/Dmg/Rchg:40(21)
    Level 18: Maneuvers -- LkGmblr-Rchg+:50(A), DefBuff-I:50(19)
    Level 20: Choking Cloud -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(23), BasGaze-Rchg/Hold:30(31), BasGaze-EndRdx/Rchg/Hold:30(31), Lock-%Hold:50(46)
    Level 22: Tactics -- AdjTgt-ToHit:21(A), AdjTgt-ToHit/Rchg:21(23), AdjTgt-ToHit/EndRdx/Rchg:21(31), AdjTgt-EndRdx/Rchg:21(34), AdjTgt-ToHit/EndRdx:21(45)
    Level 24: Vengeance -- LkGmblr-Rchg+:50(A)
    Level 26: Fallout -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(34), Posi-Dmg/Rchg:50(37), Posi-Dmg/Rng:50(37), Posi-Acc/Dmg/EndRdx:50(39)
    Level 28: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(29), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Knock%:35(34)
    Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(48)
    Level 32: EM Pulse -- BasGaze-EndRdx/Rchg/Hold:30(A), BasGaze-Slow%:30(33), BasGaze-Rchg/Hold:30(33), BasGaze-Acc/EndRdx/Rchg/Hold:30(33)
    Level 35: Screech -- Amaze-ToHitDeb%:50(A), Amaze-Stun:50(36), Amaze-Stun/Rchg:50(36), Amaze-Acc/Stun/Rchg:50(36), Amaze-Acc/Rchg:50(37)
    Level 38: Hover -- LkGmblr-Rchg+:50(A)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+:50(A), DefBuff-I:50(42), DefBuff-I:50(45)
    Level 44: Web Cocoon -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(45), BasGaze-Rchg/Hold:30(46), BasGaze-EndRdx/Rchg/Hold:30(48), Lock-%Hold:30(50)
    Level 47: Weave -- LkGmblr-Rchg+:50(A), DefBuff-I:50(48)
    Level 49: Hasten -- RechRdx-I:50(A)
    Level 50: Spiritual Radial Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(46)



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  5. Honestly, reducing infamy drop rates globally would do pretty much the same thing. Against it either way, though.
  6. I slapped together a build based off of the build you posted above. I'm not an expert on either of those Power Sets, but it seems like this would be a decent build to me. The build has 45% DEF to S/L, and about 35% to Energy,Negative, Fire, Cold, Melee, and about 20% to Ranged/AOE/Psionic. It's also got Perma Hasten for fast attack goodness.

    It's pricey, but you could stay S/L capped by dropping the Gladiator and replacing the Purple in Crowd Control with a 6 piece Obliteration. Also the LotGs are probably unnecessary for the time being.


    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Bob da Brute: Level 50 Natural Brute
    Primary Power Set: War Mace
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Pulverize -- KntkC'bat-Acc/Dmg:20(A), KntkC'bat-Dmg/EndRdx:20(3), KntkC'bat-Dmg/Rchg:20(5), KntkC'bat-Dmg/EndRdx/Rchg:20(13)
    Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx:15(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(42)
    Level 2: Jawbreaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(13)
    Level 4: Fast Healing -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(9), Dct'dW-Heal/Rchg:50(9), Dct'dW-Heal/EndRdx/Rchg:50(15), Dct'dW-Heal:50(15)
    Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A), SW-ResDam/Re TP:50(17)
    Level 8: Clobber -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(11), Hectmb-Acc/Dmg/Rchg:50(11), Hectmb-Dmg/EndRdx:50(31), Hectmb-Acc/Rchg:50(42)
    Level 10: Indomitable Will -- LkGmblr-Rchg+:50(A)
    Level 12: Build Up -- RechRdx-I:50(A), RechRdx-I:50(19)
    Level 14: Mind Over Body -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/Rchg:40(19), RctvArm-ResDam/EndRdx/Rchg:40(21), RctvArm-ResDam:40(21)
    Level 16: Rise to the Challenge -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(23), Dct'dW-Heal/Rchg:50(23), Dct'dW-Heal/EndRdx/Rchg:50(25), Dct'dW-Heal:50(25)
    Level 18: Whirling Mace -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(29), Oblit-Acc/Dmg/EndRdx/Rchg:50(29), Oblit-%Dam:50(31)
    Level 20: Quick Recovery -- EndMod-I:50(A)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(46), KntkC'bat-Dmg/Rchg:35(46), KntkC'bat-Dmg/EndRdx/Rchg:35(50)
    Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam/EndRdx:40(31), RctvArm-EndRdx/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(33), GA-3defTpProc:50(42)
    Level 26: Shatter -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(34), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-%Dam:50(36)
    Level 28: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(37), LkGmblr-Def/EndRdx/Rchg:50(37)
    Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(37)
    Level 32: Crowd Control -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(39), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Dmg/EndRdx:50(40), FrcFbk-Rechg%:50(40)
    Level 35: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40)
    Level 38: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(43), GSFC-ToHit/Rchg/EndRdx:50(43), GSFC-Rchg/EndRdx:50(43), GSFC-ToHit/EndRdx:50(45), GSFC-Build%:50(45)
    Level 41: Superior Conditioning -- EndMod-I:50(A)
    Level 44: Physical Perfection -- EndMod-I:50(A)
    Level 47: Strength of Will -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
    Level 50: Spiritual Radial Boost
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(46)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- RgnTis-Regen+:30(A)
    Level 2: Stamina -- EndMod-I:50(A)
  7. Quote:
    Originally Posted by Memphis_Bill View Post
    I won't argue, at this point (since people seem determined to not "get" the color coding, in some instances, or origin coding)
    Some of us literally can't do color coding. I'm severely colorblind and far too many of the enhancements look exactly the same. It's also rendered pretty much every color-based puzzle game unplayable.
  8. If you've actually got Ninja Run, put off Combat Jumping until later. I haven't taken a Travel Power since buying the Ninja Pack, and I don't miss it. Combat Jumping works well as a small DEF booster/LotG mule later on on the build.

    Take Mind Over Body at 14. Even if you plan on taking a Travel Power, missing out on MOB will be a huge detriment to your survivability. Honestly, I'd put off Super Jump until 22, allowing you to take RTTC, Whirling Mace, and Quick Recovery beforehand.

    Buildup is good, definitely worth having, although I feel like you lose a bit of its value by having it at such a high cooldown. Obviously you can't control this much yet, but once you get the opportunity, reduce the CD on that sucker.

    Edit: I'd also recommend against spending a respec this early. Any mistakes you think you've made can easily be corrected as you continue leveling.
  9. I'm all for this.

    Every single character I make has the Mutation origin, as its enhancements are easiest to identify.

    Mutation has things like "Awakened: Endurance Modification", "Catalyst: Damage", and "Catalyst: Accuracy" whereas Magic uses names like "The Touch of Lady Grey" and "Circlet".

    Purchasing the Mutation enhancement I need is far easier than having to memorize a bunch of abstracts names for the non-mutation origins.
  10. Do any other colorblind folks find the Incarnate/Accolade/Temp Power menus completely unusable? I can't tell the difference between an activated/deactivated power due to the colors being so damn similar. Is there any way to change the color of an activated power so that it is substantially different than deactivated powers?
  11. I've decided to go Mind/Earth, and I've put together a build in Mids. How does it look? I've tried to avoid Purples while keeping Hasten/Dom perma'd.


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

    Click this DataLink to open the build!

    Level 50 Natural Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Earth Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Mesmerize -- CSndmn-Acc/Rchg:30(A), CSndmn-EndRdx/Sleep:30(3), Hbntn-Sleep/Rng:30(3), Hbntn-EndRdx/Sleep:30(7), Dev'n-Hold%:30(9)
    Level 1: Stone Spears -- Dev'n-Acc/Dmg:53(A), Dev'n-Dmg/EndRdx:53(45), Dev'n-Dmg/Rchg:53(45), Dev'n-Acc/Dmg/Rchg:53(45)
    Level 2: Dominate -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(42), BasGaze-Rchg/Hold:30(43), BasGaze-EndRdx/Rchg/Hold:30(43)
    Level 4: Stone Mallet -- C'ngImp-Acc/Dmg:53(A), C'ngImp-Dmg/EndRdx:53(5), C'ngImp-Dmg/Rchg:53(5), C'ngImp-Acc/Dmg/Rchg:53(7), C'ngImp-Acc/Dmg/EndRdx:53(23)
    Level 6: Confuse -- Mlais-Acc/Rchg:53(A), Mlais-EndRdx/Conf:53(40), Mlais-Acc/EndRdx:53(40), Mlais-Conf/Rng:53(42), Mlais-Acc/Conf/Rchg:53(42)
    Level 8: Mass Hypnosis -- CSndmn-Acc/Rchg:53(A), CSndmn-EndRdx/Sleep:53(9), CSndmn-Acc/EndRdx:53(19), CSndmn-Sleep/Rng:53(19), CSndmn-Acc/Sleep/Rchg:53(25)
    Level 10: Tremor -- Oblit-Dmg:53(A), Oblit-Acc/Rchg:53(11), Oblit-Dmg/Rchg:53(11), Oblit-Acc/Dmg/Rchg:53(13), Oblit-Acc/Dmg/EndRdx/Rchg:53(13), FrcFbk-Rechg%:53(15)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(17)
    Level 14: Combat Jumping -- LkGmblr-Rchg+:53(A)
    Level 16: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(17)
    Level 18: Total Domination -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(25), BasGaze-Rchg/Hold:30(27), BasGaze-EndRdx/Rchg/Hold:30(27), Lock-%Hold:53(31)
    Level 20: Heavy Mallet -- C'ngImp-Acc/Dmg:53(A), C'ngImp-Dmg/EndRdx:53(21), C'ngImp-Dmg/Rchg:53(21), C'ngImp-Acc/Dmg/Rchg:53(23), C'ngImp-Acc/Dmg/EndRdx:53(43)
    Level 22: Maneuvers -- LkGmblr-Rchg+:50(A)
    Level 24: Tactics -- GSFC-Build%:53(A), GSFC-ToHit/EndRdx:53(50)
    Level 26: Terrify -- Abys-Acc/Rchg:53(A), Abys-EndRdx/Fear:53(34), Abys-Acc/EndRdx:53(34), Abys-Fear/Rng:53(37), Abys-Acc/Fear/Rchg:53(37)
    Level 28: Seismic Smash -- C'ngImp-Acc/Dmg:53(A), C'ngImp-Dmg/EndRdx:53(29), C'ngImp-Dmg/Rchg:53(29), C'ngImp-Acc/Dmg/Rchg:53(31), C'ngImp-Dmg/EndRdx/Rchg:53(31)
    Level 30: Stealth -- LkGmblr-Rchg+:53(A)
    Level 32: Mass Confusion -- Mlais-Acc/Rchg:53(A), Mlais-EndRdx/Conf:53(33), Mlais-Acc/EndRdx:53(33), Mlais-Conf/Rng:53(33), Mlais-Acc/Conf/Rchg:53(34)
    Level 35: Mud Pots -- Oblit-Dmg:53(A), Oblit-Acc/Rchg:53(36), Oblit-Dmg/Rchg:53(36), Oblit-Acc/Dmg/Rchg:53(36), Oblit-Acc/Dmg/EndRdx/Rchg:53(37), Oblit-%Dam:53(46)
    Level 38: Fissure -- Posi-Acc/Dmg:53(A), Posi-Dmg/EndRdx:53(39), Posi-Dmg/Rchg:53(39), Posi-Dmg/Rng:53(39), Posi-Acc/Dmg/EndRdx:53(40)
    Level 41: Poisonous Ray -- Achilles-ResDeb%:20(A), Achilles-DefDeb/Rchg:20(46)
    Level 44: Scorpion Shield -- LkGmblr-Rchg+:53(A), HO:Enzym(46)
    Level 47: Levitate -- KinCrsh-Dmg/KB:53(A), KinCrsh-Acc/KB:53(48), KinCrsh-Rchg/KB:53(48), KinCrsh-Rechg/EndRdx:53(48), KinCrsh-Dmg/EndRdx/KB:53(50), KinCrsh-Acc/Dmg/KB:53(50)
    Level 49: Vengeance -- LkGmblr-Rchg+:53(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A)
    Level 2: Stamina -- EndMod-I:50(A)
  12. Hi All,

    I'm going to create my first Dominator today and was wondering about the Synergy between Mind and some of the secondaries. In particular:

    Mind/Psi and Mind/Energy - These seem to be the Big 2 that I see mentioned in almost every Mind thread. What are the differences between the 2 sets. What do they excel at and what are their weaknesses?

    Mind/Earth - I really can't find much information about this, but it seems like it'd work well to me. Open up with a group disable like Confusion or Sleep or something, and then run in and smash face. Am I missing something here? Is there a reason that I don't see this combination mentioned much?

    My 50s are a Spines/Fire Scrapper and SS/Fire Brute, so I'm used to fighting very large groups of enemies. When people talk about soloing their Doms, are they talked 0/0, or much larger groups? I'm not exactly sure what I'd DO with this character at 50. I've got farming covered with my Brute. Maybe soloing AVs? Playing just for fun (nonsense!)? You tell me! What do you do with your 50 Mind Dom?
  13. Hi All,

    I created my first Controller for 2x XP weekend and have some questions on how Recharge works from different sources. The bulk of my confusion comes from pairing PA with Hasten and Accelerate Metabolism.

    If I Slot the 3 above abilities with level 50 Recharges and activated both AM and Hasten, the recharge times look like:

    141s AM
    150s Hasten
    80.25s PA

    Do AM and Hasten help reduce each others cooldown? If I'm refreshing AM and Hasten every time they're available, am I really only looking at a 20 second downtime for PA?

    I duo a lot with a Fire/Kin. If the Kin keeps speed boost on me, wouldn't that keep AM, Hasten, and PA with a cooldown lower than the recharge, essentially giving me Perma PA for free without having to spend on LOTGs and other set bonuses?

    Am I missing something?

    Thanks!

    edit: I should note I'm incredibly new to the game and don't understand most of the mechanics. I've never gotten a character to the point that I've started worrying about 'perma'ing things or building for set bonuses.
  14. Hi All. I'm new to the game and wanted to try out Tanker-ing. I looked at the soft cap thread and was able to sort-of put together a build, but I'm not sure what to do with most of the Dark Melee attacks, or the Ancillary Pool. I've got Soul Mastery selected right now for Darkest Night and Obliteration, but would it be worth dropping one of those for Manuevers? Any advice would be appreciated.

    The build is currently sitting at 90% S/L and ~32% resistances (except psionic), and 46% S/L and ~30% Defenses. I've only got 1 slot in Resist Physical Damage since slotting it more doesn't seem to make sense - I'm Res capped with just 1 IO.

    Is there anything I'm missing? How should the other things be slotted?

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

    Click this DataLink to open the build!

    Level 48 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Temp Invulnerability
    • (A) Reactive Armor - Resistance/Endurance: Level 40
    • (3) Reactive Armor - Resistance/Recharge: Level 40
    • (3) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    • (5) Reactive Armor - Resistance: Level 40
    • (5) Steadfast Protection - Resistance/+Def 3%: Level 30
    Level 1: Shadow Punch
    • (A) Smashing Haymaker - Accuracy/Damage: Level 35
    • (13) Smashing Haymaker - Damage/Endurance: Level 35
    • (13) Smashing Haymaker - Damage/Recharge: Level 35
    • (15) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
    • (36) Pounding Slugfest - Accuracy/Damage: Level 30
    • (36) Pounding Slugfest - Damage/Recharge: Level 30
    Level 2: Resist Physical Damage
    • (A) Resist Damage IO: Level 50
    Level 4: Smite
    • (A) Smashing Haymaker - Accuracy/Damage: Level 35
    • (15) Smashing Haymaker - Damage/Endurance: Level 35
    • (17) Smashing Haymaker - Damage/Recharge: Level 35
    • (17) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
    • (36) Pounding Slugfest - Accuracy/Damage: Level 30
    • (37) Pounding Slugfest - Damage/Recharge: Level 30
    Level 6: Resist Elements
    • (A) Reactive Armor - Resistance/Endurance: Level 40
    • (7) Reactive Armor - Resistance/Recharge: Level 40
    • (7) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    • (11) Reactive Armor - Resistance: Level 40
    Level 8: Unyielding
    • (A) Reactive Armor - Resistance/Endurance: Level 40
    • (9) Reactive Armor - Resistance/Recharge: Level 40
    • (9) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    • (11) Reactive Armor - Resistance: Level 40
    Level 10: Dull Pain
    • (A) Doctored Wounds - Heal: Level 50
    • (29) Doctored Wounds - Heal/Endurance: Level 50
    • (29) Doctored Wounds - Heal/Recharge: Level 50
    • (33) Doctored Wounds - Heal/Endurance/Recharge: Level 50
    • (33) Doctored Wounds - Endurance/Recharge: Level 50
    Level 12: Combat Jumping
    • (A) Defense Buff IO: Level 50
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
    • (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
    Level 16: Siphon Life
    • (A) Smashing Haymaker - Accuracy/Damage: Level 35
    • (21) Smashing Haymaker - Damage/Endurance: Level 35
    • (21) Smashing Haymaker - Damage/Recharge: Level 35
    • (25) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
    • (37) Healing IO: Level 50
    • (37) Healing IO: Level 50
    Level 18: Invincibility
    • (A) HamiO:Cytoskeleton Exposure
    • (19) HamiO:Cytoskeleton Exposure
    • (19) HamiO:Cytoskeleton Exposure
    Level 20: Taunt
    • (A) Perfect Zinger - Taunt: Level 50
    • (39) Perfect Zinger - Taunt/Recharge: Level 50
    • (39) Perfect Zinger - Taunt/Recharge/Range: Level 50
    • (39) Perfect Zinger - Accuracy/Recharge: Level 50
    • (40) Perfect Zinger - Taunt/Range: Level 50
    • (40) Perfect Zinger - Chance for Psi Damage: Level 50
    Level 22: Resist Energies
    • (A) Reactive Armor - Resistance/Endurance: Level 40
    • (23) Reactive Armor - Resistance/Recharge: Level 40
    • (23) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    • (25) Reactive Armor - Resistance: Level 40
    Level 24: Boxing
    • (A) Empty
    Level 26: Tough Hide
    • (A) Defense Buff IO: Level 50
    • (27) Defense Buff IO: Level 50
    • (27) Defense Buff IO: Level 50
    Level 28: Soul Drain
    • (A) Empty
    Level 30: Tough
    • (A) Reactive Armor - Resistance/Endurance: Level 40
    • (31) Reactive Armor - Resistance/Recharge: Level 40
    • (31) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    • (31) Reactive Armor - Resistance: Level 40
    Level 32: Unstoppable
    • (A) Recharge Reduction IO: Level 50
    Level 35: Dark Consumption
    • (A) Empty
    Level 38: Midnight Grasp
    • (A) Empty
    Level 41: Weave
    • (A) HamiO:Cytoskeleton Exposure
    • (42) HamiO:Cytoskeleton Exposure
    • (42) HamiO:Cytoskeleton Exposure
    Level 44: Gloom
    • (A) Empty
    Level 47: Darkest Night
    • (A) Empty
    Level 49: Dark Obliteration
    • (A) Empty
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Jumping IO: Level 50
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO: Level 50
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Health
    • (A) Healing IO: Level 50
    • (34) Healing IO: Level 50
    • (34) Healing IO: Level 50
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 50
    • (33) Endurance Modification IO: Level 50
    • (34) Endurance Modification IO: Level 50