Tainted_Nirvana

Citizen
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  1. Swift will speed you up during missions more than hurdle and if you find something you need to jump over you can just turn SJ on for a sec.
  2. [ QUOTE ]
    Never had that problem on my Earth/Storm.

    Run Steamy mist, hurricane and SS all the time, with 3 slotted stamina and 2 end reds in mist and hurricane my end doesnt move even if I spam powers like theres no tomorrow.

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    This is pre-stamina with training endred enhancements
  3. I've got a lvl 15 Stone/storm and it's been a blast so far, the main problem I've found is I seem to loose end like you wouldn't believe
  4. I'd consider getting haste and getting it early, possibly with SS at the expense of jumpkick and SJ. I found it more useful to have the big attacks cycling quicker than to have an extra low level attacks. I seem to remember when haste is running you can have a constant attack cycle with just Eagle claw, Dragon tail, Crane kick and Storm kick.

    Lastly, you'd be supprised just how awesome the presence pool is for a scrapper.
  5. You may want to consider swapping TP foe and TP for hasten and SS. Hasten lets reconstruction, dull pain and IH cycle faster which helps to keep you alive, plus your big attacks cycle faster increasing your damage output. Also SS won't need any slotting, giving you a couple more to play with.
  6. Tainted_Nirvana

    My Ill/Emp Build

    I thought about that, but I wanted haste anyway, so I figured I'd take SS and not bother with syphon speed till post stamina and not bother with IR at all.
  7. [ QUOTE ]
    Go down that route and just find a chump with speed boost and you can get away without having hasten or super speed. Oh or fitness.

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    AFAIK haste and speed boost stack for crazy recharge lovelyness. Oh and there's only one place where you'll find SS is a sucky travel power, but lets face it, who actually goes down the the bottom of faultline.
  8. my MA/regen with QR and stamina 3 slotted FA turned off and no fighting pool will still run out of end while fighting mobs of carnies. End sucking swine!
  9. Tainted_Nirvana

    My Ill/Emp Build

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    I assume this will be a team oriented build, so I'd consider dropping spectral wounds for blind and let the team do the damage while you do the controlling.



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    You would drop illusions only way of doing containment damage? Seems silly to me.

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    Blind's a very useful single target hold that's well worth having and I can't see anything else in the build that's as readily droppable as spectral wounds in order to get it in.
  10. You may want to consider taking either the dark epic pool or the presence pool as you're getting towards the 40s. Nothing ends the fun of regen scrapping quite like a Malta sapper. They always hit you, kill all your end, integration drops, held, dead.

    Hit them with intimidate or Petrifying gaze first and they're no problem.

    As far as MoG goes, I find if things start going badly, hitting invoke painc and legging it will save you AND your team alot more effectively than MoG will.
  11. I've cruised my ice/ice tank to 19 so far with little trouble. It may have little resistance, but chilling embrace means you get attacked less often which makes life nice and easy.

    More importantly, turning on Glacial armour has the single greatest sound effect in the game.
  12. Tainted_Nirvana

    My Ill/Emp Build

    I've got an illusion/kin to 21 so far. As far as Illusion goes, flash without at least 2 +ACC is just a slow charging light show. Blind is extremely useful at keeping a boss or 2 Lt's at bay. Confuse will need at least one accuracy enh. If you want to fight with invis on it'll need 3 endred pre-stamina. I assume this will be a team oriented build, so I'd consider dropping spectral wounds for blind and let the team do the damage while you do the controlling.

    Lastly if you don't want acrobatics for the status protection I'd get haste/SS instead of CJ/SJ as it'll mean the the slow recharge powers like decoys and flash will cycle alot faster
  13. If you want haste or CJ+acro, you may as well get a proper travel power and skip IR.
  14. Regen is an easy set to use, expect to have to get all the regen powers up to revive and MoG, which some people like and some don't. Just remember that with regen you'll get hit by everything so don't bother with +DEF powers like combat jumping as they won't help at all.