UnicyclePeon

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  1. Well, if nothing else, I'm sure the provocative title will generate plenty of views.

    Lewis
  2. I had another idea for Illusion/Sonic. Basically, you know how in recent days there are these Japanese pop stars that are fully digital? They take the likenesses of 10 different models and blend them with motion capture to create an artificial persona. Then they sing and perform in music vids etc. Well, just add to that the Paragon extras of super-science and you can have an artificial personality for real in the form of an A.I. computer that can project its Starlet Sapience off the Grid, bringing music, deception and mayhem wherever she goes!

    Lewis
  3. Illusion/empathy ... A tribal shaman.

    Illusion/storm ... A reclusive witch.

    Illusion/thermal/fire ... An rpg-style wizard.

    Illusion/cold ... Frost giant priestess.

    Illusion/sonic ... A banshee.

    Illusion/trick arrow ... A movie special effects gadgeteer.

    Illusion/Rad ... a ghostly astronaut who died from a massive radiation burst in space.

    Illusion/force field/primal ... An android with light/hologram/energy powers.

    Illusion/kin ... An alien parasite that rides in the mind of its host.

    Illusion/time ... A technology thief from the future.

    Illusion/poison ... A pharoah, poisoned by his sister, doomed to have his spirit walk the earth.


    Hope those help.


    Lewis
  4. Fair enough.

    I dont mind the rage crash, or rather if I blow a stomp while crashed, I shrug and continue. Radius is a big issue for me, and I prefer not to think about targeting or position.

    I guess that would make super strength best for me.

    I guess it also explains why I dont find electric's aoe to make up for its mediocre single target damage: impatience, or a lack of willingness to position correctly. I treat jacobs ladder as a single target attack, and if I am in scrapperlock mode (as I always am) then I will waste chain shock on a killing blow (wasting the aoe). So I like electric but I dont utilize it as effectively as I should.

    Claws is a set I love, but in a way I see now that I dont always position as well as I should. I usually just Spin whenever I can, shockwave just whenever I feel like it, and otherwise just slop through fights. I have fun but I am not efficient.

    Lewis
  5. Quote:
    I DO think Electrical Melee is preferable for AoEs, but overall the damage was better with SS.
    I hate to de-rail this thread, but I always see people say electric melee is good at aoe damage. I have an electric/SR scrapper and I have always felt the aoe on elec was ok but not as amazing as others say.

    Lightning Rod is genius. Thunder Strike is ok but the animation feels slow. For some reason chain induction feels skimpy. Jacobs ladder is one of those narrow cones that personally I am unskilled with, I never hit more than two foes.

    So sure, lots of aoe, but a lot of it seems inconvenient.

    After elec, which set has the most convenient aoe in the primary?

    Lewis
  6. This is the build I'm thinking of switching to. Basically, I drop just a bit below perma-hasten, but I pick up lots of defense. I dont actually run tough, but I never had it in my other build anyway. I dont think.

    Lewis

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

    Click this DataLink to open the build!

    Teen Witch RNG-RECH: Level 50 Natural Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(7), Lock-Acc/EndRdx/Rchg/Hold(7)
    Level 1: Gale -- Acc-I(A)
    Level 2: Fire Cages -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(5), TotHntr-Acc/EndRdx(5), TotHntr-Immob/Acc(43), TotHntr-Acc/Immob/Rchg(43), TotHntr-Dam%(46)
    Level 4: Snow Storm -- EndRdx-I(A)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(37)
    Level 8: Hot Feet -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(9), Sciroc-Acc/Dmg/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(11), EndRdx-I(31)
    Level 10: Steamy Mist -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(34), LkGmblr-Rchg+(34)
    Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(15)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(45)
    Level 16: Freezing Rain -- UndDef-DefDeb/Rchg(A), UndDef-Rchg/EndRdx(17), UndDef-Rchg(17), Achilles-ResDeb%(40)
    Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(27)
    Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(21), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-ToHitDeb/EndRdx(25)
    Level 22: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(23), Zephyr-Travel/EndRdx(23)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Boxing -- Acc-I(A)
    Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(45)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 32: Fire Imps -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(46), BldM'dt-Dmg(46)
    Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-+Res(Pets)(37)
    Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 41: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 44: Indomitable Will -- LkGmblr-Rchg+(A)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    Level 50: Cardiac Total Core Revamp
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Containment
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(19), EndMod-I(19)



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  7. Just for giggles tho, I did make up a version of my build that uses Primal. Kinda neat. Not as good on recharge as Tex's build maybe, but fun anyway.

    Lewis

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

    Click this DataLink to open the build!

    ZZZ CON EARTH FF: Level 50 Technology Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Force Field
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Fossilize -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(9), Lock-Acc/EndRdx/Rchg/Hold(9), Lock-%Hold(23)
    Level 1: Personal Force Field -- Ksmt-ToHit+(A)
    Level 2: Stone Cages -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(7), TotHntr-Acc/EndRdx(7), TotHntr-Immob/Acc(23), TotHntr-Acc/Immob/Rchg(34), TotHntr-Dam%(37)
    Level 4: Deflection Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(5), LkGmblr-Rchg+(5)
    Level 6: Quicksand -- RechRdx-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 10: Insulation Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(11)
    Level 12: Stalagmites -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(15), Acc-I(50)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(43)
    Level 16: Detention Field -- Acc-I(A)
    Level 18: Earthquake -- UndDef-DefDeb/Rchg(A), UndDef-Rchg/EndRdx(19), UndDef-Rchg(19)
    Level 20: Dispersion Bubble -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(21), LkGmblr-Rchg+(21)
    Level 22: Force Bolt -- Acc-I(A)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(43), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(48)
    Level 26: Volcanic Gasses -- Lock-Acc/Hold(A), Lock-Acc/Rchg(27), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(29), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-%Hold(31)
    Level 28: Boxing -- Acc-I(A)
    Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
    Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
    Level 35: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(36), Aegis-EndRdx/Rchg(36), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam(37)
    Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(39)
    Level 41: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42)
    Level 44: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(46)
    Level 47: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam(48)
    Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 50: Cardiac Total Core Revamp
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 4: Ninja Run
    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-EndMod(A), P'Shift-EndMod/Rchg(17), P'Shift-EndMod/Acc/Rchg(17), P'Shift-Acc/Rchg(40), P'Shift-EndMod/Acc(40), P'Shift-End%(40)



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  8. UnicyclePeon

    No Traps :(

    Quote:
    Originally Posted by Windenergy21 View Post
    I personally want it for plant/traps for the spirit tree/triage combo
    Dude. You should want it for the Seeds + Acid Mortar + Poison Gas + Seekers + Roots + Creepers + Caltrops + AOE + softcapped zone of death! Why do you need tree/triage when everything is helpless and dead?!

    Oh sure, there will be times, but its the utter carnage you should want the combo for!

    Lewis
  9. I could never go Stone Mastery on mine, tho that is cool. I refuse to be grounded, even if I'm occasionally hovering near or on the ground. But yeah, I love my perma Fire/Storm/Fire build I have now. I just cant help but think I'd be more robust (as in I could act stupid while driving). I can certainly use my arsenal of goodies to be very safe as-is, esp with perma-hasten.

    Anyway, thanks for the reply. I'll dwell on all of them.

    Thanks to all!

    Lewis
  10. I wouldnt change anything. I don't get it? Why not just copy it over, and if Domination doesn't really help as much since it doesn't have a bread-and-butter AoE mez, well so what? You can still dominate single targets, and you'll still get a mez protection benefit and an endurance benefit. Phantom Army would still crush all. EDIT: not to mention the awesomeness of having a whole secondary full of damage to throw at confused perma-PA-assaulted foes.

    I guess if I had to change something, I'd just make Spectral Terror inherit Domination when cast while Domination was up, so that its fear could dominate enemies.

    Lewis

    EDIT: /P.S. I expect the devs might make Dark Control for Dominators only, and just let them live on different sides of the street. Perhaps there will be a domination-enhancing effect (shortening the domination recharge time under a certain condition?) within the primary itself. That way, there'd be something Dom-specific to give a justification to not bring it over to controllers.
  11. OK I'm back after work and a nap.

    OTex has a fine build, but I personally can't stand the obligation of having power boost. Also, for me, Stone Mastery is the most fun for soloing. So here is a build that is soft-capped to Ranged, AOE, and Smashing/Lethal without using Power Boost. None of my level 50 Force Field Controllers will ever take Power Boost, simply because it doesn't mesh on the theme.

    I'm not saying you should take my build in preference; in fact, people will probably complain if your shields aren't power boosted, especially on incarnate stuff. I'm just saying here is another alternative, and this is the build I use to solo.

    Keep in mind that it is a level 50 build. If I were going to have the solo-level-up version of the build, it would be different. This is the "I'm level 50, I want to solo or team" build I use. Yes, parts of it are expensive, but the parts of it that get you the defense are not, with the possible exception of the level 10 kb enhancements for Blessing of the Zephyr. However, if you are doing tips and etc, you can simply buy them with hero merits in a week or so. The one purple set and the 5 Luck of the Gambler fragments and the Miracle/Numina are optional ... and again if this is your main guy, you can eventually Tip your way into them with Hero merits.

    The defense portions of the build are affordable.

    Hope it helps, even if you don't use it, maybe it will just give you (or someone else) some ideas.

    Thanks,

    Lewis

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

    Click this DataLink to open the build!

    ZZZ CON EARTH FF: Level 50 Technology Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Force Field
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Fossilize -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(9), Lock-Acc/EndRdx/Rchg/Hold(9), Lock-%Hold(34)
    Level 1: Personal Force Field -- Ksmt-ToHit+(A)
    Level 2: Stone Cages -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(7), TotHntr-Acc/EndRdx(7), TotHntr-Immob/Acc(37), TotHntr-Acc/Immob/Rchg(39), TotHntr-Dam%(40)
    Level 4: Deflection Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(5), LkGmblr-Rchg+(5)
    Level 6: Quicksand -- RechRdx-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 10: Insulation Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(11)
    Level 12: Stalagmites -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(15)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(46)
    Level 16: Detention Field -- Acc-I(A)
    Level 18: Earthquake -- UndDef-DefDeb/Rchg(A), UndDef-Rchg/EndRdx(19), UndDef-Rchg(19)
    Level 20: Dispersion Bubble -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(21), LkGmblr-Rchg+(21)
    Level 22: Force Bolt -- Acc-I(A)
    Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
    Level 26: Volcanic Gasses -- Lock-Acc/Hold(A), Lock-Acc/Rchg(27), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(29), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-%Hold(31)
    Level 28: Boxing -- Acc-I(A)
    Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
    Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
    Level 35: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(36), Aegis-EndRdx/Rchg(36), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam(37)
    Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(39)
    Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), RechRdx-I(43)
    Level 44: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(46)
    Level 47: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49: Hurl Boulder -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(50), Thundr-Dmg/Rchg(50), Thundr-Acc/Dmg/Rchg(50)
    Level 50: Cardiac Total Core Revamp
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(17), P'Shift-EndMod/Acc/Rchg(17), P'Shift-Acc/Rchg(40), P'Shift-EndMod/Acc(40), P'Shift-End%(43)



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  12. OT,

    Yeah I was leaning to the hybrid myself. I forgot about psi. I need to consider that.


    MM,

    Dont worry. Endurance is under control. I have a crap ton of recovery even prior to having cardiac.


    Thanks,

    Lewis
  13. Olympus,

    I am not at my computer right now so I cant post any Mids builds. However, I will try to give a bit of an answer anyway.

    It is possible to cap your defenses to ranged, aoe, and smashing/lethal while still having at least 2 attacks. I can post that when I get home if I remember.

    Anyway, if you run dispersion bubble, weave, maneuvers, combat jumping, and you throw a steadfast res/def unique in tough, you will already have a solid basis for both solo and team environments. That will give you about 28% defense without any set bonuses (just with the one steadfast). Not bad. Throw in seismic smash, hurl, and optionally one other pool attack and you will solo nicely.

    As long as youre rocking the fossilize, volcanic gasses, stalagmites, earthquake, quicksand, dispersion buble, deflection shield and insulation shield, teams will like you fine. I guess with power boost from the energy epic, you can boost your shields and they will like you even more.

    Anyway, if I remember later I can post a build but you are almost level 50 so obviously youve done well enough so far.

    Good luck!

    Lewis
  14. All,

    I have a fire/storm controller who I have played for a long time. A few months ago I tricked him out and he is perma hasten through tons of global recharge. However, I have been considering tweaking him for defense. Which would you prefer?

    110% recharge (not including hasten) but no more than 10% incidental defense?

    82% recharge, 42% def ranged, 42% def smashing/lethal, 28% aoe?

    67% recharge, 50% ranged, 42% smashing/lethal, 33% aoe?

    Which approach is more effective overall?

    Also, all of the above are with mace mastery and its aoe and shield but not the blast. I could keep slots for the blast if I dont switch from fire to mace, but I would lose the high s/l def. However I would get a single target blast and I would have hurricane for melee foes.

    Help?

    Thanks,

    Lewis
  15. UnicyclePeon

    No Traps :(

    Yeah traps would have been slick, maybe next time.

    I think Plant/Traps and Grav/Traps are gonna have lots of "giggle" potential. As in pointing and giggling at the bad guys.

    For plant, the Tree and Triage stacking is neat, but its really all about confusing the bad guys, having giant tentacles and roots rip them up, and having Audrey spit all over them, with all the crazy procs going and the -resist procs maybe stacking with Acid Mortar and plus you'll have the seeker drones nerfing the hell out of them and the poison trap making them puke the whole time. Then you toe-bomb them because, what the hell they gonna do? Eventually you might even be soft-capped during this process.

    For gravity, its all about setting up the kill zone and using Wormhole to transport guys into a kill zone where Singularity, Poison Trap, Acid Mortar, Seeker Drones, and about 10 trip mines are waiting.

    But I'm sure you can't go wrong. I think Illusion/Traps will be wicked also, and Elec/Traps also seems very interesting in terms of how they'd combine. I'm sure Ice and Mind etc will work well too.

    I will probably go with Fire/Traps and Earth/Traps simply because those are favorite sets of mine, and they have their own nifty interactions. Seeker Drones, Acid Mortar, and Hot Feet alone just make for some fun killing. As for Earth, well it will simply be fun to stack Earth's controls, which are location based, with Traps which are location based too. So its more of an overkill thing. Good times. Oh and I'll probably roll Plant/Traps also.

    Here are my plans:

    I21: Fire/Poison, Earth/Poison, Plant/Poison, Illusion/Poison
    Later: Fire/Traps, Earth/Traps, Plant/Traps
    Later: Fire/Dark, Gravity/Dark, Plant/Dark, Illusion/Dark

    Anyway. Hang in there gang, Poison will be pretty killer, especially with several of the powers getting a half-strength small radius AOE splash (the heals and debuffs I guess). Good times!

    Lewis
  16. I love the game. With that out of the way ....

    ... I cant stand peope griping about peope griping. Tho I dont mind people griping about people griping about griping, just so we are clear.

    Your personal incredulity about other people's posts is of no consequence. Or maybe I should have responded with "troll post is troll" since that would also be silly.
  17. If the post I21 set is Dark/Dark, what will everyone play?

    I tend to dislike related sets like dark/dark or fire/fire, so I definitely would not make dark/dark.

    I would definitely make fire control/dark assault, as well as dark control/energy assault.

    I might make earth/dark as well, and maybe dark/fire, but I dont think ill have enough slots on my server, so might have to pass on the two "maybes" ... Too bad.

    Lewis
  18. I dont view the ATs like Sam does at all. For example, I dont view brutes and scrappers as my stand and fight guys at all. I have controllers and masterminds a-plenty that I view as stand and fight or get in your face guys, etc. Basically I dont associate a role or a personality type to any AT at all. Maybe before brute fury was smoothed out I would have viewed them as aggressive due to the fury mechanic, but even then most of the time I ignored that aspect and played any character however I liked (even if refusing to chase the fury bar made me less effective).

    Even before side switching was available, I didnt view AT as an indicator of criminal background or heroic aspiration.

    When I make characters, I may have a pre-existing concept. I may match powersets or ATs, or I may ignore them entirely. I might have an idea of an alien emissary who was betrayed by his own race and left behind, so even powerset might not matter. Or I could have an aggressive time travelling resistance fighter and he might end up as an earth forcefield controller or a claws/energy brute. Or maybe an elemental sorcerer could end up as a scrapper, a dominator, a controller, or a blaster.

    I am most likely, however, to decide that I want to play a traps/psychic defender, or any other specific combo that intrigues me, so personality and concept will come after the power choices, and could therefore have any background, personality or style.

    Basically I would not have created Sam's original post in a million years because I dont think about ATs that way at all.

    Lewis
  19. Bill (and everyone else),

    When you say Claws is better on a Brute, is that at ALL recharge levels and/or throughout normal gameplay when you are just cruising on generics? Or is it endgame when you may have a ton of global recharge and etc? Or is the (slight) advantage at all levels and all price points?

    Lewis
  20. Benchpresser,

    Just out of curiosity, why switch? Do you like the Defender numbers that much? Or is it a concept thing? Just wondering, since all the proliferation stuff is making me wonder whether I should make and/or remake some characters as Corruptors or Defenders. I favor Defenders conceptually for some reason, but not entirely sure why.

    So I'm just wondering your thoughts on it. Or anyone else's. I am truly stumped.

    Lewis
  21. I want the controller version to be an aura around me. All the other animations imply that I am the one spewing, extracting, emitting and/or producing the effect. For character reasons, I want to give off a debilitating aura.

    I hate the idea of changing this to pet or ally for controllers.

    For masterminds, I personally view it as your character poisoning a pet, so it seems like your player allies wouldnt want that. Well some would love to catch an infectious aura from a sexy poison person. but still even tho it seems odd to me personally, by all means let the mastermind version toggle pets or allies.

    I am mixed for corruptors but favor the point blank solution, because ally toggles suck and because my rad/poison/mace corruptor wants to soft cap, puke on you, stand next to you, sicken you with my aura, then explode on you. Then throw the green basketball of doom at you. Then nuke you.

    Basically, I dont want to tie down corruptors or controllors to their top power being useless solo. For masterminds, well, ally is fine for solo or team, pet ai notwithstanding (tho I micromamage fine).

    Tho frankly I would prefer the pbaoe on masterminds too, but I dont want to screw over ranged masterminds.

    Lewis
  22. I think I will go with a defender for my ff and traps characters. I will keep my fire/dark corruptor.

    I am still undecided on the stormie.

    Its good to have choices.

    Lewis
  23. I already have a fire/dark corruptor who is level 37 so I might keep him. I think for traps and force field I would go defender. Nor sure about fire with storm.

    Oh and as for the controller, I have fire/storm at 50. He rules.

    Lewis
  24. Cool. Being a defender is my preference, psychologically, so I might as well, it seems.

    Plus I get to play sooner rather than later.

    What about pairing traps, storm and dark miasma with fire blast? Does the same logic apply or is there a strong reason to go the other way (corruptor) for those combos?

    Thanks,

    Lewis