TheOOB

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  1. Quote:
    Originally Posted by Local_Man View Post
    I would say that just about every controller plays differently solo than on a team. In the lower levels, all controllers are a bit of a challenge solo, because you don't have all your tools to control groups. Some of the sets get a decent AoE control power earlier, but you still have to wait for recharge. It takes a lot of Recharge before Flashfire, Ice Slick, Stalagmites or Seeds of Confusion are up for every group.

    Illusion doesn't get any decent AoE control until PA is up quickly and until Spectral Terror at 26. (Flash doesn't really count until it can be fully slotted with SO level enhancements. At least Illusion has Deceive, which can, with enough time, fully control a group so that a solo Illusion (or Mind) can wipe out an entire group with no risk whatsoever.
    I played Illusion/Rad for awhile(currently running Ill/Time), and I'd agree, the team and solo playstyles are very different, but I always felt like I was doing my job on a team.
  2. TheOOB

    Pure control

    Quote:
    Originally Posted by Draeth Darkstar View Post
    I'd definitely give Time Manipulation a shot now that it's out. It's an amazing Controller secondary. Excellent buffs, decent healing, good debuffs, a bit of hard control, and a lot of soft control. Very cool. Very fun. Plays well with Fire/ Ice/ and Elec/ for the PBAOE Aura stacking. Could also be paired with Earth/ if you just want control for days.
    I agree, time feels kinda like Trick Arrow and Radiation Emission had a baby. Like Radiation Emission it's a kitchen sink set that does a little of everything, and like trick arrow it relies on activated abilities making it a little busy(It also is one of only two sets that provide -def, -res, and +recharge)

    I don't see it as a "pure control" type of set though, only 4 of the powers are control-ish, with 1 of those using used with time stop(both ST effects), and another a PBAoE which doesn't jive with every primary. A lot fo what time control does is buff the damage output of you're team
  3. Quote:
    Originally Posted by Turbo_Ski View Post
    Go back and read the post he was responding to, and you would clearly see I mention exceptions like Kin and Rad having higher values that aren't calculated by the support modifier like shields and benumb are.

    Ice/Cold and Cold/Ice isn't the only corr and def build I've played into the 40s either, I've also done varations of Rad, Kin, Dark, Thermal, and TA and pretty much comes out to be a pretty miniscule difference on the support overall. Rad and Kin are the only sets I felt like I could match corruptor damage because of the higher than norm values.
    But it's just about damage, it's about slows and tohit debuffs ruining you're enemies ability to fights, shields and healing abilities to keep you're allies alive. Even solo many defender builds are safer, if slower, than corrupter builds and in some cases defenders can get close to or even exceed a corruptors damage, and on large teams there is rarely any contest.
  4. Quote:
    Originally Posted by Turbo_Ski View Post
    The margin between support values is a lot smaller than the margin between damage values. There are exceptions of course like Kin and Rad where the values are tweaked up to higher than they normally would be for defenders, but for the most part the difference is miniscule overall on the support side.

    It really comes down to the order you take your powers and whether you like /Pain or /Empathy for most I would assume. End game though, Corruptors > Defenders easily since balanced builds always do better in the late game, since most support values simply cap out too early and it's everywhere in the 40-50 range.
    I'm going to have to say you're dead wrong. It's true that corruptors do a good deal more damage than defenders, and the percentage difference may be bigger for damage than it is for buff/debuff, but corruptors are not always the better option, and personally I think the order of power selection is one of the least important choices to base you're character on.

    The fact is, the larger the team is, the less the damage boost corruptors get matters, as the damage of you're team goes up, the extra damage is just less and less of a percentage of the whole.

    That said, the opposite is true of buff/debuff values, the larger you're team the greater benefit the change in buff/debuff values is, as there are more teammates to take advantage of it. There is also other aspects to consider, such as how busy the set it. With sets like dark miasma, you tend to be very busy using them, especially in larger teams, that you don't always have time to make effective uses of you're blasts, which means having better blasts is less important than making the abilities you are using better.

    I'm not saying corruptors are not great, but I'm saying that both archtypes have their purpose.

    So once again, the choice is, do yo want to be a ranged combatant who can buff and debuff, or do you want to be a buff/debuffer who has some ranged attacks.
  5. Quote:
    Originally Posted by gec72 View Post
    I find that I don't use Jolting Chain often at all, but I absolutely SPAM Chain Fences (which seems to pick up everyone in sight).
    Jolting chain is more something that you use when things go wrong than when things go right. I can keep a boss down long enough so you can recharge and stack a hold on them.
  6. I won't claim to be an expert either, but I'll throw in my 2inf.

    The first thing to remember about IO's is to not gimp you're powers, make sure you're powers are getting the enhancement values they need to be good, sometimes that means sacrificing a set bonus to frankenslot(use enhancements from different sets to get the enhancement values you want), slot a Hami-O or even a common IO.

    Second thing like Rodion mentioned, is to have a goal for you're build, something you're working twords. Getting other effects from set bonuses is nice, but most the time you're looking for something specific, as mentioned the recharge to make a specific power permanent or enable a specific attack chain, or softcapping defense are common build goals. This means you don't always need a full set, just take it until it provides what you need and then go.

    The third thing to remember is price, unless you're independantly wealthy you will not be able to afford the rarest sets in most you're powers, a fulling IO-d out character takes time(or really good market mojo)
  7. I think people are understating the differences between the two, and how viable both can be. Defenders get notably better buff/debuff values than corruptors, getting the best in the game, with their blasts filling an appropriately secondary role, adding some extra damage but never being the focal point of the character.

    Corruptors, however, deal damage first, and buff/debuff second, they do a lot of damage, and their support abilities while good, are not the equivalent of a defenders.

    I'd agree that corruptors generally solo better(Most villain classes where designed to solo better than their hero counterparts), but on a large well rounded team a defender can be more useful. The bigger you're team is, the more benefit you get from all those powerful support abilities, and the less you're individual damage matters.
  8. Quote:
    Originally Posted by humulass View Post
    Ok so I think i,need to revice. My picks. Ill is cool but after ,20lvls just not fealin it. I am open to any other ideas. Like ice or fire..
    TO be fair, you just got Phantom Army a couple of levels ago(assuming you picked it up at level 18), and it isn't even fully slotted yet. You also don't have you're primary AoE control ability(spectral terror), so illusion hasn't quite matured yet.

    That said illusion isn't for everyone, it relies heavily on aggro management and soft control which doesn't fit with many peoples ideas of what a controller should be.

    I personally like electric control a lot. Rather than have any individually strong powers it has a lot of different types of control powers that work really well together, however, as noted above, you're sleep and knockdown effects may be invalidated in certain teams. I personally think it's better for dominators, as comboing electric control with either electric or psi assault makes your end drain really nasty, adding another layer of control.

    Some people like gravity control a lot, but I have trouble recommending it. It's fairly high damage with two high damage moves, but other control sets get good damage without sacrificing control. The only thing that separates gravity from the other sets is wormhole, which is cool and useful, but not enough to carry a set IMO, and a slighty better than average pet. That said, I'm kinda weird when selecting my sets, I don't usually play a set unless it has a confuse .
  9. I'd agree with the above, your secondary is important, a dead enemy is an enemy who can't fight back. As a defender you have a damage dealing secondary, and you need to use it otherwise you are only playing half your class. For support I like ice and sonic, they both put good debuffs on the enemy while outputting decent damage.

    Also as noted, the buffs in empathy are what empathy is good for. Heals are nice, but they are the least efficient method of helping your team, it's much better to make your team stronger and avoid taking damage than it is to fix damage once it's happened.

    You really can't go wrong with defender sets, defender primaries are all about team play. The debuff sets (rad, dark, trick arrow, storm) are all better at solo play, but they all play with with teams.

    I'd also suggest a look at controllers. It seems like you want to make a pure team character and not blast very much. While defenders do have the best buff/debuff values in the game, blasting is part of who they are. Controllers are the ultimate force multipliers, they control with one power set, and buff/debuff with the other, and many builds don't focus much on damage at all(earth comes to mind).
  10. ((Wonders about filling brawl with procs and going to town))
  11. Now a contained brawl does a whole 10% more damage than a blasters brawl!
  12. I'm just trying to figure out how you got mids to handle Time Manipulation
  13. TheOOB

    Pure control

    Earth is defiantly the most control oriented control set, with mind playing a close but very different second. TA has the most control in a secondary, with cold and storm having less but once again very different control. Time will be good control, and when traps enviably comes it will also provide good control.
  14. Is frost breath worth taking at low levels?
  15. Looking at the advice, is this build any better?

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Ice Blast
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Teleportation
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: O2 Boost -- EndRdx(A), Heal(11)
    Level 1: Ice Bolt -- Acc(A), EndRdx(5), Dmg(11), Dmg(15), Dmg(42)
    Level 2: Ice Blast -- Acc(A), EndRdx(5), Dmg(7), Dmg(13), Dmg(40)
    Level 4: Snow Storm -- EndRdx(A)
    Level 6: Steamy Mist -- EndRdx(A), EndRdx(7), ResDam(46), ResDam(46)
    Level 8: Freezing Rain -- RechRdx(A), RechRdx(9), RechRdx(9), DefDeb(43), DefDeb(43)
    Level 10: Hover -- EndRdx(A)
    Level 12: Hurricane -- EndRdx(A), EndRdx(13), ToHitDeb(15), ToHitDeb(46)
    Level 14: Fly -- EndRdx(A)
    Level 16: Freeze Ray -- Acc(A), EndRdx(17), Hold(17), RechRdx(27)
    Level 18: Aim -- RechRdx(A), RechRdx(19), RechRdx(19)
    Level 20: Ice Storm -- EndRdx(A), RechRdx(21), RechRdx(21), RechRdx(25), Dmg(27), Dmg(31)
    Level 22: Hasten -- RechRdx(A), RechRdx(23), RechRdx(23)
    Level 24: Assault -- EndRdx(A), EndRdx(25)
    Level 26: Tornado -- EndRdx(A), RechRdx(31), RechRdx(34), RechRdx(34), Dmg(37), Dmg(37)
    Level 28: Bitter Ice Blast -- Acc(A), EndRdx(29), Dmg(29), Dmg(31), Dmg(42), RechRdx(43)
    Level 30: Recall Friend -- Range(A)
    Level 32: Lightning Storm -- EndRdx(A), RechRdx(33), RechRdx(33), RechRdx(33), Dmg(34), Dmg(37)
    Level 35: Bitter Freeze Ray -- Acc(A), EndRdx(36), Hold(36), RechRdx(36)
    Level 38: Blizzard -- RechRdx(A), RechRdx(39), RechRdx(39), Dmg(39), Dmg(40), Dmg(40)
    Level 41: Electric Fence -- Acc(A), EndRdx(42)
    Level 44: Shocking Bolt -- Acc(A), EndRdx(45), Hold(45), RechRdx(45)
    Level 47: Charged Armor -- EndRdx(A), ResDam(48), ResDam(48), ResDam(48)
    Level 49: Power Sink -- RechRdx(A), RechRdx(50), RechRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- RechRdx(A)
    Level 2: Swift -- Flight(A)
    Level 2: Health -- Heal(A), Heal(50)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)
    Level 4: Ninja Run



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  16. In an effort to find a fun toon to play while I wait for time to come out, I decided that I'd finally try a Storm defender. I like really active sets like storm summoning, and the set always looked fun, but seemed a little daunting. Anyways, I think I'm doing storm/cold, but I could be persuaded to pick a different secondary. I have a quick build I made in mids, but knowing little about storm I figured I'd throw it to the wolves.

    A couple of things to note, I have the first veteran attack, and would like some advice on early leveling, such as am I picking the right powers to make leveling workable.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Ice Blast
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: O2 Boost -- Heal(A), Heal(46)
    Level 1: Ice Bolt -- Acc(A), EndRdx(5), Dmg(7), Dmg(15), Dmg(39)
    Level 2: Ice Blast -- Acc(A), EndRdx(5), Dmg(7), Dmg(15), Dmg(37)
    Level 4: Snow Storm -- EndRdx(A)
    Level 6: Hover -- EndRdx(A)
    Level 8: Freezing Rain -- Acc(A), EndRdx(9), RechRdx(9), RechRdx(13), DefDeb(31), DefDeb(46)
    Level 10: Aim -- RechRdx(A), RechRdx(11), RechRdx(11)
    Level 12: Hurricane -- EndRdx(A), ToHitDeb(13), ToHitDeb(19)
    Level 14: Fly -- EndRdx(A)
    Level 16: Freeze Ray -- Acc(A), EndRdx(17), Hold(17), Hold(19), RechRdx(46)
    Level 18: Steamy Mist -- EndRdx(A), ResDam(43), ResDam(43), ResDam(43)
    Level 20: Ice Storm -- Acc(A), EndRdx(21), RechRdx(21), RechRdx(25), Dmg(25), Dmg(31)
    Level 22: Hasten -- RechRdx(A), RechRdx(23), RechRdx(23)
    Level 24: Assault -- EndRdx(A)
    Level 26: Tornado -- EndRdx(A), RechRdx(27), RechRdx(27)
    Level 28: Bitter Ice Blast -- Acc(A), EndRdx(29), Dmg(29), Dmg(31), Dmg(34), RechRdx(45)
    Level 30: Tactics -- EndRdx(A)
    Level 32: Lightning Storm -- Acc(A), EndRdx(33), RechRdx(33), RechRdx(33), Dmg(34), Dmg(34)
    Level 35: Bitter Freeze Ray -- Acc(A), EndRdx(36), Hold(36), Hold(36), RechRdx(37), Dmg(37)
    Level 38: Blizzard -- Acc(A), Dmg(39), Dmg(39), Dmg(40), RechRdx(40), RechRdx(40)
    Level 41: Charged Armor -- EndRdx(A), ResDam(42), ResDam(42), ResDam(42)
    Level 44: Power Sink -- RechRdx(A), RechRdx(45), RechRdx(45)
    Level 47: Summon Adept -- RechRdx(A), RechRdx(48), RechRdx(48), Acc(48), Dmg(50), Dmg(50)
    Level 49: Conserve Power -- RechRdx(A), RechRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run(A)
    Level 1: Vigilance
    Level 2: Rest -- RechRdx(A)
    Level 2: Swift -- Flight(A)
    Level 2: Health -- Heal(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)
    Level 4: Ninja Run



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  17. Controllers love it when a defender can stack holds with them, so I think Ice Arrow is a must. I like stunning shot personally for solo and small groups, but in large teams a single target defender stun isn't going to do much, and you'll rarely do too much good with stacking it.

    Personally, I like flash arrow, it's a little extra boost to defense and can help prevent the group from aggroing another spawn. That said, entangling arrow has it's uses, but honestly they are both kinda black sheep in the set.
  18. Quote:
    Originally Posted by Sagamemnon View Post
    With Time manipulation coming out, which looks really cool, I'm looking to make the best time manipulator that I can.

    I really loathe asking this on the boards, but I'd like to ask what power set out there that can go with TM to make the most effective character.

    'Most effective' meaning most useful in incarnate trials... able to survive and overcome medium sized groups of +1s to +3s.

    I'm currently leaning towards a fire/time controller. Although I would have loved to make a grav/time for thematic reasons, I don't think grav/time would be as effective in trials.

    Perhaps */TM corruptor or MM would be better?

    Opinions?

    Are you trying to solo the Itrial? Most effective is different depending on that question. Many people don't team to be a part of the team, but rather team to solo with others. Are you strictly talking running the baf only? Most effective in each scenario varies.

    Fire/Time is the most effective at dealing damage on a trial requiring you to be in melee for the most of that damage.

    Plant/Time is most effective at providing some good damage with some nice forms of mitigation and a smidge of healing/recovery.

    Illusion/Time is most effective as decoy taunting with some good, albeit scattered damage. If it is one target then the damage is amazing but in mobs the PA has a tendency to jump around.

    Earth/Time is the most effective at team support and enemy lock down.

    Electric/Time is most effective at draining enemies with some nice layers of mitigation.

    Ice/Time is most effective at effectively nuetering your enemies recharge and speed with a midge of mitigation knockdown.

    Gravity/Time is most effective at long animations and the king of all pets for helping to lock down stuff.

    On Itrials I find damage is usually there in spades. You got scrappers/brutes/blasters for that. IMO the most effective toon on a trial (from the ones I've run) are the most balanced toons.

    IOs were not considered as part of my thoughts. Those change things a lot depending on what type of player you are. I do not knock min/max as there is a certain art to it. I do not think that if you have to say my Xxx/Xxx rocks with soft cap, and tier 4 everything kicks ***, then it is not a performance of the character. Since every toon in the game can have those same stats (more or less).

    Even a gravity toon with soft cap and tier 4 everything will be bad ***.

    I did not include Defender/MM/Corruptor pairings as this is the troller boards. It should be fairly solid on a MM , tho MMs have varied performances on trials since pets eat carpet rather quickly sometimes, especially on the keyes.

    Sorry OP if I did not give a clear cut answer as to most effective. Without knowing what type of play style you prefer I tried to give a small snippet into some of the combos and there fields of effectiveness.
    I think /time will be very effective with every primary because time does a little bit of everything. It heals, it buffs, it debuffs, it has some control, and it has what might be the best +recharge ability in the game(and what controller doesn't want +recharge). I think fire and illusion deserve special mention, fire because it has the abilities to safely use hotfeet in a crowd of debuffed enemies, and illusion because it has all the tools to make PA great(-res, -def, +recharge) while also covering the hard control weakness illusion has a bit.
  19. I got a basic build I made to test out a DM/Nin, what does everyone think?

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Stalker
    Primary Power Set: Dark Melee
    Secondary Power Set: Ninjitsu
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Villain Profile:
    Level 1: Smite -- Acc(A), EndRdx(5), Dmg(5), Dmg(13), Dmg(17), RechRdx(43)
    Level 1: Hide -- DefBuff(A)
    Level 2: Ninja Reflexes -- EndRdx(A), DefBuff(11), DefBuff(27), DefBuff(34)
    Level 4: Danger Sense -- EndRdx(A), DefBuff(11), DefBuff(29), DefBuff(34)
    Level 6: Boxing -- Acc(A), EndRdx(7), Dmg(7), Dmg(15), Dmg(25)
    Level 8: Assassin's Eclipse -- Acc(A), EndRdx(9), Dmg(9), Dmg(13), Dmg(15), RechRdx(31)
    Level 10: Combat Jumping -- DefBuff(A)
    Level 12: Placate -- RechRdx(A), RechRdx(42), RechRdx(43)
    Level 14: Super Jump -- Jump(A)
    Level 16: Kuji-In Rin -- RechRdx(A), RechRdx(17)
    Level 18: Siphon Life -- Acc(A), EndRdx(19), Dmg(19), Dmg(21), Heal(25), RechRdx(37)
    Level 20: Kuji-In Sha -- Heal(A), Heal(21), Heal(37), RechRdx(39), RechRdx(39), RechRdx(40)
    Level 22: Build Up -- RechRdx(A), RechRdx(23), RechRdx(23)
    Level 24: Caltrops -- EndRdx(A), RechRdx(45), RechRdx(45)
    Level 26: Touch of Fear -- Acc(A), Fear(27), Fear(29), RechRdx(45)
    Level 28: Tough -- EndRdx(A), ResDam(31), ResDam(40), ResDam(42)
    Level 30: Weave -- EndRdx(A), DefBuff(31), DefBuff(40), DefBuff(42)
    Level 32: Midnight Grasp -- Acc(A), EndRdx(33), Dmg(33), Dmg(33), Dmg(34), RechRdx(39)
    Level 35: Blinding Powder -- Acc(A), Conf(36), Conf(36), RechRdx(36), RechRdx(37), RechRdx(43)
    Level 38: Kuji-In Retsu -- RechRdx(A)
    Level 41: Superior Conditioning -- EndMod(A)
    Level 44: Physical Perfection -- EndMod(A), EndMod(46), Heal(46), Heal(46)
    Level 47: Maneuvers -- EndRdx(A), DefBuff(48), DefBuff(48), DefBuff(48)
    Level 49: Smoke Flash -- Acc(A), RechRdx(50), RechRdx(50)
    ------------
    Level 1: Assassination
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- RechRdx(A)
    Level 2: Swift -- Run(A)
    Level 2: Health -- Heal(A), Heal(50)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)
    Level 4: Ninja Run



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  20. I've never played a stalker much past level 10 or so, so I decided I'd give the AT another chance. I want to use /Ninja because I like defense sets that have some tricks(the heal, confuse, and caltrops), but I'm not sure which primary. I kinda wanted a weapon set for flavor/aesthetics, be it ninja blade/dual blades/claws, but I was also looking at dark melee because once again the controls/heals it possesses look really good to me(though from what I understand shadow maul is bad and DM doesn't get good until drain life).

    Which would you select and can any of you give me any hints for leveling up a stalker?

    If it matters I think I'll go praetorian.
  21. Leaping apart from being faster than flight gives you combat jumping which is like free defense and can hold a luck of the gambler +recharge IO.

    Soul mastery is being used for a nice blast, a hold, and a def boost. Body Mastery is great but it's mainly for people who are having end problems, if you fix those it's not necessary.

    Spiritual boosts both recharge and healing, which is amazing for regeneration, and also boosts stun duration which works with some MA attacks too.

    A Musculature does increase damage, but the effects are not that great if you're powers are ED slotted for damage, and the secondary effects of that slot are mostly wasted. A Spiritual will single handedly increase the builds survival by loads, and still make your attacks better.
  22. My alt-itis is acting up again while I wait to play an illusion/time 'troller on live, so I decided to make a scrapper using two sets I've never played before, Katana and Willpower. I made a basic leveling build using SO's to try and figure out how to use the sets. I do plan on using IO's once I hit 50, and I might pepper in some global bonuses before that, but I'm going to be using SO's (or level 25 common IO's) for most my time until then. Anyways, any comments, suggestions, or ideas are welcome.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Acc(A), EndRdx(5), Dmg(7), Dmg(13), Dmg(43)
    Level 1: High Pain Tolerance -- Heal(A), Heal(13), Heal(25), ResDam(34), ResDam(34), ResDam(37)
    Level 2: Flashing Steel -- Acc(A), EndRdx(5), Dmg(7), Dmg(15), Dmg(43)
    Level 4: Mind Over Body -- EndRdx(A), ResDam(11), ResDam(17), ResDam(31)
    Level 6: Fast Healing -- Heal(A), Heal(11), Heal(25)
    Level 8: Divine Avalanche -- Acc(A), EndRdx(9), Dmg(9), Dmg(15), Dmg(42)
    Level 10: Indomitable Will -- EndRdx(A)
    Level 12: Combat Jumping -- DefBuff(A)
    Level 14: Super Jump -- EndRdx(A)
    Level 16: Rise to the Challenge -- EndRdx(A), Heal(17), Heal(39), Heal(39)
    Level 18: The Lotus Drops -- Acc(A), EndRdx(19), Dmg(19), Dmg(29), Dmg(42), RechRdx(50)
    Level 20: Quick Recovery -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Build Up -- RechRdx(A), RechRdx(23), RechRdx(23)
    Level 24: Boxing -- Acc(A)
    Level 26: Soaring Dragon -- Acc(A), EndRdx(27), Dmg(27), Dmg(29), Dmg(42), RechRdx(46)
    Level 28: Heightened Senses -- EndRdx(A), DefBuff(37), DefBuff(37), DefBuff(39)
    Level 30: Tough -- EndRdx(A), ResDam(31), ResDam(31), ResDam(34)
    Level 32: Golden Dragonfly -- Acc(A), EndRdx(33), Dmg(33), Dmg(33), Dmg(40), RechRdx(43)
    Level 35: Weave -- EndRdx(A), DefBuff(36), DefBuff(36), DefBuff(36)
    Level 38: Strength of Will -- ResDam(A)
    Level 41: Focused Accuracy -- EndRdx(A), ToHit(50), ToHit(50)
    Level 44: Physical Perfection -- Heal(A), Heal(45), Heal(45), EndMod(45), EndMod(46), EndMod(46)
    Level 47: Maneuvers -- EndRdx(A), DefBuff(48), DefBuff(48), DefBuff(48)
    Level 49: Resurgence -- RechRdx(A)
    ------------
    Level 1: Brawl -- Acc(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- RechRdx(A)
    Level 2: Swift -- Run(A)
    Level 2: Health -- Heal(A), Heal(40), Heal(40)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)
    Level 4: Ninja Run



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  23. I think the market will crash a little but not a lot. You get access to the market way before you get access to the invention system, which means lots of prem players will be selling salvage on the marketplace(assuming salvage still drops natch), and if they still get recipies those will also go on the market.

    Thus supply will go up, but demand will go up at a slower rate.

    In any case, I do not see in any situation the cost going up because of freedom, so sell sell sell.
  24. Going rogue was an expansion all about switching alignments, the game is still about heroes and villians, and they were not going to double the content in the game for once expansion.

    The middle alignments, rogues and vigilantes, are still villains and heroes respectively, and get missions for their zones. Basically they trade the ability to gain and use alignment merits for reward merits, and the powerful hero and villian abilities for the weaker but shorter recharge rogue and vigilante abilities.
  25. TheOOB

    Burn

    Burn doesn't have any hard coded fear effects, but mobs naturally try to avoid damage patches and run if they are taking damage too quickly, so without an inherent taunt mobs may try to escape burn.

    Personally with it's low values and lack of taunt I think FA is fairly poor for scrappers.