-
Posts
1909 -
Joined
-
Thanks. I just found it deep in some post thread, but I appreciate the fast response!
This is Grim Wanderer, an Earth/Empathy controller who had this costume LONG before Red Dead Redemption became popular.
-
I don't really have any pics of my character bios online, but I do have some pics of a few of my controllers. I'm not sure how to imbed images, can someone tell me? Using HTML didn't work.
Thanks to Oedipus Tex, I can now put an image here. This will be my Ice/Storm controller, Arctic Moon. No bio image, sadly.
Lewis
-
Wind,
I like the Contagious Confusion proc, even in an AOE. It is just fun. I hear ya on the Malaise but I already happen to have a few already crafted from a respec from some other controller where I changed some stuff around. So I'm OK with my seeds slotting.
For the Carrion Creepers, I agree that my slotting isn't ideal, but I couldn't really decide what my slotting should be. I want to keep it 6-slotted tho for sure, because even if I can get my acc, dam, rech and end where I want in less than 6-slots, then I'd throw a proc in or something for giggles. But yeah, my slotting on CC is kinda "meh".
As for Recall Friend, I love having it. I'm often 3-boxing, and/or teaming with a friend who can 6-box, plus some other friends, so there always a bunch of characters to teleport around every mission. Plus, in this build, Recall Friend is my only source of knockback protection. Also, not even considering mutation, it is nice to have the full stealth + recall friend for task forces. Its just a fun power and I really dig it.
Thanks for the comments tho, and I'd be open to anyone giving suggestions for good Carrion Creepers slotting.
Lewis -
Quote:Then we have a fundamental disagreement. I think the altered numbers for Masterminds would be just right. I think Dark with those numbers is only slightly "better" than Trick Arrow, and no better than Rad or Storm for various reasons. I wouldn't even say that it is better than Empathy either, except that is comparing steaks and oranges.I don't know if they said it, but it sure is true. Without some serious changes, Dark would be pretty ridiculous for Controllers
From what Nightowl posted, they are worried about power overlap. I personally think they shouldnt even make a Dark Control set at all, but if they did, I think they could make a Dark Control primary mostly using what they've got already. The main problem would be if they are already married to a certain style for Dark Control such that they can only see overlap, due to having to have a pet favorite power in the set, then it might be tough.
This is just a rough suggestion, but Dark Assault could consist of Smite, Shadow Punch, Siphon Life, Shadow Maul, Power Boost, Dark Blast, Gloom, Moonbeam, and Nightfall.
Dark Control could be quasi-melee-range oriented and pet-less with some borrowing from other sets with the effects simply colored to fit the dark theme. I would also want to go a bit on the wacky side with it. Instead of a single target hold in the set, I'd want to go with a single target stun as the main bread and butter. There is no reason you couldnt simply use Char but color it dark of course, but I'd want to go wacky and use a Stun. Either way. Scramble Thoughts comes to mind, just color it dark. Then you could have Tenebrous Tentacles for the AOE immob, and then some other single target immob like most of the control sets get. If it is easy to make a single target tentacle, great. Otherwise, use Crush as a graphical model but change the colors. Then you could have Dark Pit, a dark-colored version of Spore Burst, a dark-colored version of Volcanic Gasses, a dark colored Shiver, and then also throw in Touch of Fear. For the top power you could have a pet, but I'd almost want to go with something wacky like Cloak of Fear.
That version of Dark Control would be roughly equal to Earth Control. Single target mez (albeit a stun). Single target immob. AOE immob. Shiver instead of Quicksand but thats OK since Shiver is worse. AOE Sleep which most would skip. AOE Stun. Wacky Power (Touch of Fear instead of EQ). AOE Hold VG equivalent (or tone it down and make it equivalent to GDF or Char, using same but colored graphics). Then finally a risky wacky point blank AOE fear (Cloak of Fear) instead of a pet. Risky to use, not too overpowered since no matter how much fear you stack with it, they can still fight back a bit if you shoot them, so not as reliable.
Anyway, I'm rambling, and those are just rough suggestions, but there would be no power overlap at all with that form of Dark Assault and Dark Control.
Lewis -
Just since I like posting builds, this is the layout I'm shooting for. I'm currently level 31, IIRC.
Lewis
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Flower Witch: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(13), Lock-Acc/EndRdx/Rchg/Hold(13)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(40)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(25)
Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(7), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/EndRdx(17)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(15), Efficacy-EndMod/Acc/Rchg(15), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(43)
Level 8: Seeds of Confusion -- Mlais-Acc/Conf/Rchg(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(11), CoPers-Conf%(40)
Level 10: Recall Friend -- Zephyr-ResKB(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Mutation -- EndRdx-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
Level 22: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(23), TmpRdns-Rng/Slow(43), TmpRdns-EndRdx/Rchg/Slow(46), TmpRdns-Acc/Dmg/Slow(46)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 26: Carrion Creepers -- Det'tn-Dmg/Rchg(A), Det'tn-Acc/Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(29), GravAnch-Immob/Rchg(29), GravAnch-Acc/Immob/Rchg(50)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 30: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31), EoCur-Acc/Hold/Rchg(34)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), BldM'dt-Acc/Dmg(40)
Level 35: Spirit Tree -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal(36), Dct'dW-Rchg(37)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 41: Ice 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: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Combat Jumping -- Ksmt-ToHit+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 6: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1432;724;1448;HEX;| |78DA9D94594F135114C7EF74A50BB480655FBAB02F85BEB93C988890A0144B21F82| |2D4B10C30499D369D31EA9B1F00D707D7F86C5C12224859FC1A6E0F7E0263E2F260| |E283A967B9057C7592FE7F33E7FECFBD27F79EDBE4B5D37E216E9C144A702CA79A6| |6662C6F58C57C2EA7159D497545CFFA2772F9AB5A317C5EB7B2AB6E2144F8C05131| |C75339D5B02A5FD1438653579697E3697549572D3D6F64C62FEBA6092FB593C6AA5| |6D40C2B5E79A94BE5619E392DA715F2458BDC7E0A4DE896A199A6973E660B9AB6C4| |F1294D2DE8C64A70BCA067E393592D93544D4B2B5E6F8212FBE1B7A108F9941DE29| |D4D887661FBC0F848F07F62FC0624C4F461FB590543C129425D92314DE83D47D804| |55A45DD9141872BC616C111A4A84A66D0226D9D96EB7976841D736638710DC23A4C| |0E7A479CB4EE71A856A6E326E11BA6E33EE1006EE12B620C3CDB33BDDBFA8BEAA05| |1AA95A2478338C8B845E95D00D291ECE129ECF36FC7041C8C7CB0B5F1F551E8350B| |57455BB28310D8E800C0522E47283AB961395DA33F0D22B12F35C088CD4F388ADFE| |1EE51FB9CF0853EA2C0C86E44E869E514EC373C2C00BC2F04BC62BC20C6823DB954| |65EBC89B10323CD72179AD729D4F29AC147D2C667D13643CB27D28428D4D72AEB6B| |1D2443E41F6C2BD8255C5F3BF751C77B06B75307B7536485EADB05ED94F6CE6FB44| |4F83BE307E3271FC2179ABD04F6A8B447B9ED62DC76316EBB18F75B578A807BDA2D| |FBA89B8BE9E1627AB8981E2E661D9AAD4F4EDBF740E079F43F643C623C260C3C217| |C85BF8041691FE46E1EE26E1EE2AD1BE26E1EE61DDC80D9E3D21E67FB08DB47D83E| |C2F604DB1B608B4765578DFE11585F9B63FFB609D142AE290C4997B0F36D70EC5F3| |2A1F069B41F24963D41B82CF2FD3F9F5D7F653A4FDA0B3A8792429947B980B280B2| |88A2A25C42C9A294DFEE67078E625DC7508EA39C4009417D620D9D6E1F880FC58F5| |28D5283124009A2D4A3B4A03C4529FF056D31091A| |-------------------------------------------------------------------|
-
Quote:Did they ever say that? I dont remember it. I believe that it wouldn't be any more effective from a control/power perspective than Rad, Storm, and Trick Arrow are already. So, I don't see why they would think it is more powerful than existing sets. I myself think a straight port of the Mastermind version would be just right for Controllers.the developers have simply stated that because of the controller-ish nature of Miasma it has a lot of potential to be too much control and far too powerful. They have said it would only appear for controllers if it is heavily modified.
I do know they mentioned wanting to hold off, with the possibility of modifying it, so that they could have dark miasma, dark control, and dark assault available in ways that don't overlap. The problem with power overlap would seem to be more of a problem with Dark Control and Dark Assault for Dominators, because otherwise you could easily make a non-overlapping dark control with existing without even using anything from Dark Miasma. The problem is that it might then overlap with some stuff from Dark Assault (or not).
I think the number one reason would have to be development time. They probably have 100 other things they want to get done too, and its probably low on the list.
Lewis -
Quote:Its funny, but Mind is my least favorite primary and Cold is my least favorite secondary. I am sure the combo is good, but like you said, sometimes certain sets just are (or are not) what you were looking for.Mind/Cold is my favorite character. Your mileage may vary. I think sometimes we just find a combo that does everything we wanted out of the game. That was Mind/Cold for me.
I've tried lots of Mind Controllers, and a few /Cold Controllers. I've only enjoyed Mind with /Storm and /Trick Arrow. I've only enjoyed /Cold with Earth.
Lewis -
This is the build I'm planning for at some point. I know you probably have your approach nailed down, but I just figured I'd throw mine into the mix.
Lewis
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
ZZZ CON ICE RAD: Level 50 Science Controller
Primary Power Set: Ice Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(15), Lock-Acc/EndRdx/Rchg/Hold(15)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(37)
Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(11), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-ToHitDeb/EndRdx(17)
Level 4: Frostbite -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(5), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(43), GravAnch-Hold%(43)
Level 6: Arctic Air -- Bfdlng-EndRdx/Conf(A), Pplx-EndRdx/Conf(7), Mlais-EndRdx/Conf(7), CoPers-Conf/EndRdx(9), CoPers-Conf%(9), Slow-I(11)
Level 8: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(19), Efficacy-EndMod/Acc/Rchg(19), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(40)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(34)
Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
Level 22: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/Dmg/Slow(23), TmpRdns-Acc/EndRdx(37), TmpRdns-Rng/Slow(40), TmpRdns-EndRdx/Rchg/Slow(40)
Level 24: Mutation -- EndRdx-I(A)
Level 26: Enervating Field -- EndRdx-I(A), EndRdx-I(27)
Level 28: Choking Cloud -- Para-EndRdx/Hold(A), EoCur-EndRdx/Hold(29), G'Wdw-EndRdx/Hold(29), UbrkCons-EndRdx/Hold(31), UbrkCons-Dam%(31), Lock-%Hold(31)
Level 30: Combat Jumping -- Ksmt-ToHit+(A), Krma-ResKB(46), LkGmblr-Rchg+(50)
Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(46)
Level 35: Glacier -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-EndRdx/Rchg/Hold(36), EoCur-Acc/Hold/Rchg(37)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(48), TtmC'tng-ResDam/EndRdx(48)
Level 49: Stealth -- EndRdx-I(A), EndRdx-I(50), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 6: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1435;729;1458;HEX;| |78DA9D934B4F135114C7EFB4945268692B9647A1505ADE4881C4858F85D15263954| |769919846C5A10C38499D924E35B2F303E0732120C18D1AE363E703D4AFE16BE1CA| |BDF1C1464D4C3D8F5BC0AD93F4FFBB73EEFF9C393D7367E4F29053882B8784E2896| |655D39C8AE68C423E97CD6A797B2AA36B464673A7D3E960746C34188FC682C9C343| |762144F3B6AD94118967B4D23AB463FBC8C5D9D948529DD1D5829E33A6621774D38| |485376E9CD7F29A5188941695891C5449CD6BDA8C939647F582A19926DF0C6BEABC| |6ECC79E9266E5CD24D7D5ACFEA85056F6C5ECF8037AF4D8DA86641CB2FD44383DDF| |05B5284BC8A65E2AD458880B0BC677C20547F64FC020C8AD19DF6130A866A8709F5| |238C5142DB180155A194A2557949152AD7099E0DC66BC23278ACB2AC759C4265494| |68AD033C138495801BB8DCBDA6C9F15ECAFFC0B3DB07C9350718E7C152A3FB25F20| |12B0659759F645DAD97595718DD07A9D7183D07993108257E9E02C8BA3970AF919A| |D8C55D8ACE2DE2D551C72FE83305470B141B83E415187B041C8CD45853B4C2E3B84| |BC1C52BCC761D129FA27F9CFC04E8DECA0E61635B5FB362348A929D8F4C9E9F91EF| |24B79CAAFE111A1F331E30921095A27FBA96BA50AE3106A900F6FE0909F3101D146| |39B4C65334EAA60C9569D209CDC7A895E638E337A1165A0EC896037F0466F5FD240| |CFA28EB2E688B6CB9E52BE504BF31BE337E10FA36096B600F497B884F69F81D830F| |6B980F6BDB1C55C7B9B5B3DDDACEF60EB677B0BD83EDF7E1CC75C9B25DCFE8FF763| |F67BC60AC137A3608F7C0DE2BEDBD4B025FD19E65C60AE30EA16F95F000EC113984| |C80035D6BF97D14370C19406A46180C73D28C1536A2ADBFADA84F0D3CEF0CE90958| |693809022430A1FB9C0B6ABE8F0C0C722D7FF79BD7296CA399295A0132809944994| |D3286750CEA2A828D3281994E29BAD6CF73EEC6B3FCA019483283EE84F2CA2D38E9| |F51158A13C585528DE246F1A0D4A0F851D6508A7F0191F30263| |-------------------------------------------------------------------|
-
Quote:The old star system wasn't too bad, actually. Most people had a number of stars right in the middle. The old system *tended* to have high star rankings by the most useful people (devs, people who wrote guides, gave good advice, etc). Some of the really mean-spirited people who insulted people a lot, well they had really low ratings. It took a lot to really move someone's star rating too, once they had a lot of ratings. Sure, you could skew the system, but it was not nearly as volatile as the current one.I still stand by the fact that the old star system had to be eventually TURNED OFF
Of course, they only turned the system off when Statesman went from 5 stars to 2 stars in about a week, on the heels of one of his pronouncements. I can't remember if it was when ED / GCN / GDN happened, or if it was one of his many self-inflicted PR nightmares (and I don't mean just the times when he said something unpopular, either). But at some point his rating plummeted from 5 stars to 2, and lemme tell ya, a guy like him with as many stars as he had, for it to be moveable at all, much less to be moved to a 2 .... woof. The hate was thick.Anyway, all of a sudden, the devs didn't think the system was fair and it got removed. Coincidence? Perhaps.
Lewis -
Is that 123% recharge bonus one that must be maintained at all times? I assume so. If my Hasten isn't perma, then the question becomes, assuming Hasten is on AUTO, how much additional global recharge is needed such that the overall effect is that Dom is perma?
In other words, the answer isn't 123 - 70 since the 70 from Hasten isn't always applied.
Non-perma-Hasten + X% global recharge = PemaDom. How much is X?
Lewis -
Quote:Its Lewis, but I answer to either.Again...thanks guys.....
The build that (Louis is it?) made.....like I said...I am a newb at IO's....but is that one going to be a bit pricier?
Yes, my build is pricey. It is my first 50, and one of my mains. However, you can have good numbers in the same slotting.
Here is the same build, with only the 2 special-case slots from Hasten moved (to Combat Jumping, just as a throwaway spot). As you can see, the same build can easily have playable numbers using cheap sets. I only posted my more expensive version as an example. However, if you plan your build, you can have one that you can slot cheaply (as below) while retaining the ability to work on getting the expensive sets while actually playing. Then you can just drop them in as you work on them, all while having playable numbers. And hey, if you never get around to the expensive stuff, no worries, since the same power choices and number of slots works on the cheap (as below).
Lewis
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Li Lung CHEAP: Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Fossilize -- Para-Acc/Hold/Rchg(A), EoCur-EndRdx/Hold(3), EoCur-Acc/Hold/Rchg(3), G'Wdw-Acc/Hold/Rchg(7), Lock-Acc/EndRdx/Rchg/Hold(7)
Level 1: Gale -- Acc-I(A)
Level 2: Stone Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Immob(40)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Quicksand -- RechRdx-I(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Stalagmites -- Stgr-Acc/Rchg(A), Stgr-Acc/Stun/Rchg(13), Rope-Acc/Stun/Rchg(13), Stpfy-Acc/Rchg(15), Stpfy-Acc/Stun/Rchg(15), Dsrnt-I(21)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Freezing Rain -- CtlSpd-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(17), P'ngTtl-EndRdx/Rchg/Slow(17), RechRdx-I(21), Slow-I(43), Achilles-ResDeb%(43)
Level 18: Earthquake -- DampS-Rchg/EndRdx(A), DampS-ToHitDeb/Rchg/EndRdx(19), DampS-ToHitDeb(19), DampS-ToHitDeb/Rchg(46), DampS-ToHitDeb/EndRdx(46), DampS-Rchg(46)
Level 20: Health -- Heal-I(A), Heal-I(50)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Steamy Mist -- EndRdx-I(A), EndRdx-I(25), ResDam-I(25), Krma-ResKB(40)
Level 26: Volcanic Gasses -- Para-Acc/Hold/Rchg(A), EoCur-Acc/Hold/Rchg(27), G'Wdw-Acc/Hold/Rchg(27), Lock-Rchg/Hold(29), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-%Hold(31)
Level 28: Hurricane -- DampS-ToHitDeb(A), DampS-ToHitDeb/Rchg(31), DampS-ToHitDeb/Rchg/EndRdx(31), DampS-ToHitDeb/EndRdx(34)
Level 30: Thunder Clap -- Stgr-Acc/Stun/Rchg(A), Rope-Acc/Stun/Rchg(34), Rope-Acc/Rchg(34), Rope-Acc/Stun(37), Stpfy-Acc/Stun/Rchg(37)
Level 32: Animate Stone -- Acc-I(A), Acc-I(33), Dmg-I(33), Dmg-I(33), Dmg-I(45)
Level 35: Tornado -- Dmg-I(A), Dmg-I(36), Dmg-I(36), UndDef-Rchg/EndRdx(36), LdyGrey-Rchg/EndRdx(37)
Level 38: Lightning Storm -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Acc/Dmg/Rchg(39), RechRdx-I(40)
Level 41: Fire Ball -- AirB'st-Dmg/Rchg(A), Det'tn-Acc/Dmg(42), Det'tn-Acc/Dmg/EndRdx(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rchg(43)
Level 44: Fire Shield -- EndRdx-I(A), ResDam-I(45), TtmC'tng-ResDam/EndRdx(45)
Level 47: Hover -- Flight-I(A), Flight-I(48), Srng-EndRdx/Fly(48), Krma-ResKB(48)
Level 49: Combat Jumping -- Empty(A), Empty(50), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 0: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1418;688;1376;HEX;| |78DA9D93CB6F125114C6EFF028A54001B12F5A5A5A5AFB0079EC7C2C8C568C26901| |06BDCF8A8533AC024746886696213A955B72E7C2ED5C6E8AA31B16A634C572E5CF9| |07A9DDE0795C0AC49D93F0FD9873BF7BE69C7B66F2772F7A85D83E2794C06255ADD| |797176B8665D6AA55CD74E6D5B25EF4E5F4686EC32847172F67CF175C428868DBD2| |7227B3AA69555A77131D860B1BA55272C9AA996BCB4B1B6B6B354337CAC12B46453| |335C34AB6FE780B35487249B70CAD5EEFA39BA5754D5BF570BCAA972BD293D3D475| |4C915DD78BB0C1D496F36ADDD2CCCD61A86C1E7EF71421AFA643DC809B88B015011| |9612B137AAA8C3F36C49DB65D88B0C05003421C6D3A952764763C653C23F43E67BC| |20CCBE24AC80DA6522FB2425DA829053869C710AF5C001BA140EB9E628340521378| |76C6E76F575611B163DB21E8F411D794D46831EDD7F9FF188703C4DBB6290D6271F| |EEEBA15E5761DD2F13F97728436097F604F6782B3F7021C5F80EBB42E2012C05E5A| |EE0674A74EC13E323E1E41EE30B639FE082C787B82B25344DF9328C5E581990FD0E| |442934D8059CD6101BEC437C92C31209C2EC6F81B53F04CF882C6C84271DE611877| |9C463BFA894319EF4F8214183A551DE651FE506C6B98171EE6A92FB2851427E8F22| |7CDC930DC626659FDE62F0A9A34E48FB04BF4751894827120CAC734ADAA73814EBC| |60FAA62FA27A102F619699F794D86136F186F193B7C323CC077F022CE49FBDC2E85| |E63F30F6185F79C2FB84F7608FCB89C4F9A4137CD289056ACE0D234BCA892463B49| |2923824438A273208BEB44C946EC225321D3AE6E8F8D42892FB2752701C7D7B42A1| |48A4ED69BA03E4146CFEAFEB9BB795CE7DB50FF41A4A01E53ACA4D945B28B751549| |41594224AF3E068B7FF14D6751AE50CCA599401A84F3C46A70B3F580F8A17C587D2| |8FE24709A08450C228AF509A7F0166F00D1E| |-------------------------------------------------------------------|
-
A stealth IO in sprint is nice for times you are exemplared below the level at which you have both super speed and steamy mist.
Super Speed + Steamy Mist is enough for full invisibility vs normal foes. So, from that perspective, I don't need the stealth IO in sprint. However, you'll see that in my build, I take Steamy Mist at level 24. That means that if I ever exemplar down to level 15-20 (Positron Task force) then I wont have Steamy Mist. Therefore, I threw a sprint stealth IO in mine because it can combine with Super Speed to also give full invisibility. If you are only running 1 stealth source then foes will see you if you get too close (5 feet or less).
My build isn't actually optimized for the Positron task force, but I do at least like to have SS + SprintStealth + veteran team recall for it.
So, it is optional, but I like having the stealth IO in sprint, just to cover my bases.
Lewis -
Just to give you another build to look at for ideas, here is my Earth/Storm build.
It is slightly unconventional in that I put 5 slots in Hasten in order to hit Perma-hasten. It is also a bit unconventional in that I took Hover, but Stalagmites requires that you be on the ground. But, I wanted perma-hasten and I had to have hover for concept. You could easily drop Hover and take O2 boost instead, and then use the 2 slots from Hasten somewhere else. I also went with the Fire Epic (Ice or Earth would be superior for Earth/Storm overall) because she is based on my old D&D sorceress, and so she has to have Fireball for concept.
Anyway, this build goes for lots of recharge, and lots of damage procs. I have 9 damage procs in various AOE powers (Stone Cages 1, Quicksand 1, Freezing Rain 2, Earthquake 2, Volcanic Gasses 2, Fireball 1) and I also have 2 chance for -resist procs in AOEs (Freezing Rain, Earthquake) and 1 chance for hold proc in an AOE (Stone Cages).
So yeah, its recharge-Y and proc-Y. Its just another example. Maybe someone else will have a range-capped build or something else, but I like this build because most of the powers are slotted for the qualities that make them good, while still generating global recharge and while still generating all kinds of procs. The best part is that the number of slots would be passable in all the powers even if you are not going for expensive sets, AND the powers are taken in a useful order for general play as you level up.
The down side is that I prefer my builds to totally rely on teams prior to level 32, so that I can get in more actual control powers and not have to worry about pool or other single target damage attacks.
Lewis
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Li Lung: Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(7), Lock-Acc/EndRdx/Rchg/Hold(7)
Level 1: Gale -- Acc-I(A)
Level 2: Stone Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(5), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(9), GravAnch-Hold%(9), Posi-Dam%(40)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Quicksand -- ImpSwft-Dam%(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11), RechRdx-I(50), RechRdx-I(50)
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(21)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Freezing Rain -- UndDef-Rchg/EndRdx(A), UndDef-Rchg(17), RechRdx-I(17), Achilles-ResDeb%(21), LdyGrey-%Dam(43), Posi-Dam%(43)
Level 18: Earthquake -- UndDef-Rchg/EndRdx(A), UndDef-Rchg(19), RechRdx-I(19), Achilles-ResDeb%(46), LdyGrey-%Dam(46), ExStrk-Dam%(46)
Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), EndMod-I(23)
Level 24: Steamy Mist -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(25), TtmC'tng-ResDam/EndRdx(25), LkGmblr-Rchg+(40)
Level 26: Volcanic Gasses -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(29), UbrkCons-Dam%(29), G'Wdw-Dam%(31)
Level 28: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(31), DarkWD-ToHitdeb/Rchg/EndRdx(31), DarkWD-ToHitDeb/EndRdx(34)
Level 30: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(34), Stpfy-Acc/EndRdx(34), Stpfy-Acc/Stun/Rchg(37), Stpfy-Stun/Rng(37)
Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), BldM'dt-Acc/Dmg(45)
Level 35: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), BldM'dt-Dmg/EndRdx(37)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam(45)
Level 47: Hover -- Srng-Fly(A), Srng-EndRdx/Fly(48), Flight-I(48), LkGmblr-Rchg+(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1418;704;1408;HEX;| |78DA9D93494F535114C7EFA3ADF5D196164A99B113D83215485C382C4C6430606B2| |A45566A2DE57548DA57F25A12491C00B7AE5C38C69DFA051C405CB930AEDC1975E1| |27D085D346DDD433DC42893B9BF4FF7BF7DCFF397738EFC52E4DDA85583B2E14D74| |421552E27274A7AC528150A9A6189A5B2F9B4359AF74557F4AC5508E1DB9DACF922| |5329A392AB8DBC7586132B994C24512919C56462A5582CE9793DDB3CA3E73443D32| |B91DA833D5E8222D3F98AAE95CB8D34482C6BDA928DE3857C36273D512DB58C25A6| |96F3694830B4642C55AE68C66A07EC6C00FE9715217F55B378D72044AF6878CFF84| |0D8F791F11B302E2EEEDA85E81218BA02218E562DCA197299E71809C2FE79C65942| |688BB21621C5240B99FC14BA0A218B0C591E2BB42A5CA055E190354CAE0084540E9| |9D5210A35EEC1F81EAC81D52677679BA51DD84F31A284A618E334A195CF1484451C| |722B8E4F30A38A2528E494859CAFC9EC7AC3E0955A5FC1C82D06DF5270908FB90E5| |9CD32AB99B35A38AB85B346386B84B34656696485E5DD7C46C53D0B0F2131BEA0D0| |25C28C87671A3C3729A7ED16C347F5D230D9CE0653FB18E5741C620C12421EC2066| |8A7DC58E72455E89A624C137A4E326608078A94A581767396A9FB39CF6C32B608FE| |6D4286BAC74DEABD46A9FE35C63AA1EF3A63838003AFB47BBF5205DF37C677C60FC| |2F0673A6316EC01690FB02FC8BE20FB823F097D5FC89E037BBFB4F7DF16789B07EF| |30EE32EE1142F7090FE1B50C4B7BF809551878CA78C6D814751D7E04F621D99121B| |EE261BEF761BE77155A16911D89FCA2D0E81F46902A8C7247DAC03726DFF5310EF5| |98FFF9DAA2F521958E1937EF7C8042E1B7AA77D755555DE4A5E7FFFCBDB0D7CAA97| |38DA0F328719405947328E7512EA0A4501651D228D5973BD9CEC3B8AF232847518E| |A178607FE2063AADF8A1DA50EC280E942614278A0BC58DD285F200A5FA17A2CEFC9| |C| |-------------------------------------------------------------------|
-
1) I like methodically crushing hordes of enemies, over and over again, whether its for loot or not. Of course, it usually is, but the crazy over the top number of foes and huge teams where you just repeatedly faceroll bad guys ... or sometimes they faceroll you if you aren't careful ... well I love it. I love repetition if its something I like. WAY back in the day, I was the guy who would just pick a block in Brickstown, or a huge warehouse, and go around it in a square over and over for 5 real life hours or more, just grinding. Whack, Whack, Whack. Frankly, I love repetition. It just so happens that repetition can be lucrative, but hey, I know what I like.
2) I like fighting statues, so I love running on all-controller teams. The mechanics of control are my absolute #1 favorite thing. I love neutering the effectiveness of the bad guys (so debuffs count also). I should really probably list this at #1 except this list is in an arbitrary order.
3) I like making costumes. I spend a lot of time in the costume creator.
4) I like planning out cool builds that interest me, and implementing them (getting them to 50, and getting them IOed, and playing them along the way). Build planning is half the fun of the game to me. I love to see a good character plan come together. Of course, this ends up bringing me full circle back to #1.
Lewis -
St0n3y,
I'm not sure if one of your versions of Mids' introduced this bug, or if its always been there, but the recipe viewer (Window -> Recipe Viewer) seems to usually give incorrect values. It seems that for most recipes, it doubles the number of common and uncommon salvage. If you need 3 runes, the window will tell you that you need 6.
When I went to make this post, I was convinced that the count on the number of rares was correct. I had a power slotted with 4 basilisk gaze IOs and 1 lockdown, and I manually at wentworths wrote down all the needed salvage and then compared to the Recipe Viewer. As expected, the commons and uncommons were doubled in Mids, but the count of the rare salvage was OK.
HOWEVER, when I went to check out a specific example to give you that was simple, for this post, and I stuck a jumping stealth IO into sprint and checked the checkbox to only show me the recipes needed for the Sprint Power, Mids also doubled the number of rares (claiming 2 platinum).
Anyway, the bottom line is that Mids' section on the salvage counts in the recipe viewer ... well, its a bit borked.
Just wanted to let you know. I usually use that section to calculate my rares for grinding out AE tickets for lowbies, so they can earn their level 50 rare salvage in advance. But now I'm kinda afraid to.
Thanks,
Lewis -
I thought he was rather polite, myself. Different strokes, I suppose.
Lewis -
Quote:I personally skip Snow Storm and Frostworks. Of course, both are fine powers, it just comes down to personal preference.What do you think is skippable in /cold?
Even with ill/, which can get away with skipping a bunch of things in the primary, I find myself wanting to take everything in the secondary.
My Fire/Cold (50) had enough control and damage to not really need Snow Storm much. I had it early on and it was nice, but later I found I just didn't need it. For Frostwork, again, I felt I had enough control that other powers would benefit me more. So, I ditched them in a respec and took Aid Other and Aid Self. I did this because Frostwork just kept making me with I had a heal. It makes me feel cheated.
My Earth/Cold has so much monster control from my primary that I didn't really feel like I needed them either, and in fact I didn't even really need aid other or aid self. Of course, I'm only level 37 on my Earth/Cold, but I sense that I just don't need Frostwork or Snow Storm.
They are fine powers, but they come down to taste. I'd recommend trying them and then deciding for yourself. These powers aren't "must skip" powers or "must take" powers. You'll figure out which way you feel by trying them. If you don't like them, run a respec.
Good luck!
Lewis -
Master_Link2,
Your post update messed up your Mids' code and so your post is a bit unreadable.
To both Master_Link2 and COHPlayer,
To me the point of a farm build is to save money and make money. It is not to spend money. With that in mind, you might want to consider this fairly cheap build. It has 46% global recharge, which is nothing special. It also has 45% smashing/lethal defense, which is decent for the right farm maps, and darned handy in any type of general gameplay. It also has "real" slotting on its powers, so that you can just join a team and play and do what people expect. About the only power it doesn't have (that you'd maybe want) is Cinders.
Check it out. You might not like it, but it is cheap and effective enough. Saves you money while making you money.
Lewis
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire/Kin CHEAP Farm Build: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(19), Lock-Acc/EndRdx/Rchg/Hold(19)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Acc/EndRdx/Rchg(23)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Immob/Rng(25), Enf'dOp-Acc/Immob/Rchg(34), Enf'dOp-Acc/Immob(34)
Level 4: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(37), Enf'dOp-Acc/EndRdx(40), Enf'dOp-Immob/Rng(40), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(46)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Acc/EndRdx(9), M'Strk-Acc/Dmg/EndRdx(11), C'ngBlow-Dmg/EndRdx(11)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(17), RechRdx-I(25)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), RechRdx-I(17)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
Level 22: Speed Boost -- EndMod-I(A)
Level 24: Increase Density -- S'fstPrt-ResKB(A)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam(29), RctvArm-EndRdx(34), S'fstPrt-ResDam/Def+(46)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(40)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), BldM'dt-Acc/Dmg(50)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), RechRdx-I(43)
Level 44: Rock Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(46)
Level 47: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(48), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 49: Combat Jumping -- DefBuff-I(A), Ksmt-ToHit+(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1431;701;1402;HEX;| |78DA9D94594F135114C7EF74A174A385525A0AA5A5140BB414787379308225806DD| |288F149C5D20E304999D6CE90E893B8461354C0E5CD4FA1468DDFC8685C12171E4C| |3DCB2DD4579BF4FF9B7BEEF99F9E7367A685EB673D426C9F168A7FAE5A328C95B99| |A6E366AD5AADAB0174AEB5AB97F5E6BA853E7343D3EB7903B538CCF971A9BF1D92D| |AD5A7108216247E92D67160DAD45B86D7F766B6D2D0B8554532B1BDD8BFA86DA507| |533DBBA70156B605EAEAB6AC54397F39AA9AB86E1958BF50D53D3D7792BAF96EAB0| |E8C9D5B57276D9ACE9EA4AA164986AE346189A1A87EF3D45C84FD3267E588498119| |69F8C5F849EDF8C0342AE3D3D60C550472F2348E8EB638408F7219D1D4DBBB2AB60| |C8B6C7D827849F12869F319E13EE825AA5CBCAAE24BB52EC4AB16B825D93EC4AC03| |9DBD965B1A7058622FFE001A43964EF8E3A853AAF310C82CB646C121620DD49DD37| |2DCE0885FC5C28CC78087B6ED9A6FB26F5E0D966DC2274DD66DC51DACC23D082975| |DC2DB4187DA01219FC221DF18653920D42D43DD49404A744228C0214B609F8CBD2F| |1871F22CC16650560E7268114221190A856111150A94E997A17E1ECB0AA101AE6C1| |B1852F0C706638C046178843019A20A36488FCAF4A88B661B72337C0C2FDFA52EC2| |0E684C1E7BEC0B351CFFCAF8C6F84E98F948CDE4213D214F35B1433B238F188F194| |F08C95DC61EA100AE51BE59D6519EEA9844BA1D9FE0B91A93D5C75E5168FC35E30D| |E32D61E21D835D9FC1959613A779E20C4F9CE151333CEA24CF7F00FF14593971F62| |A55985A65941915C28C4AE883F39CE6EACAF410EFFC1178D283B6C3B74D081E278F| |21F960082BCD5EB41DBE6442E186A347C6A6D34FB974FD9F9FF79E5639E77917E80| |59422CA45944B289751AEA094505651CA28CD0F876EDF71ECEB04CA4994532841E8| |4FEC60A603DF26378A07C58BD285E243F1A3045022282F519A7F012811F5D4| |-------------------------------------------------------------------|
-
Quote:Sure, maybe he could have kept his regret on yet another fire/kin thread to himself. You are right that it is your build, and after all, we dont have to read your thread, or even post on it. Those are absolutely fair points. On the other hand, its an open forum, and you get the reactions you get.I think you really need to grow up a bit and stop being such an absolute ***. You'll never get through life being a moron and a moaner tbh. Be positive...
By the way, him making a comment, followed by you flipping out, does not make him an ***.
Lewis -
Here are some of the times I make the call.
1) When trying to get a powerset choice to match concept while remaining fun, a character comes under close scrutiny.
My initial characters were a Grav/Kin controller and a Dark Melee/SR scrapper.
At that time in the game, Super Reflexes was awful. It was almost worse than having no secondary. I played the character into the early 30s maybe (I forget) and just hated it. I tried Dark/Dark as a variation of the scrapper, and I found out that, at that time, Dark Armor was even worse than Super Reflexes. You couldn't run all your toggles at the same time. Crazy. I kept remaking the Dark Melee scrapper over and over with different secondaries. I tried Invuln and Regen. Hated them. I went back to SR and just stuck it out, but man I hated it. But the character was important to me. Then right before the great defense nerf, at some point, they doubled super reflexes values and it got almost vaguely tolerable, but then they hit us with the great defense nerf and it sucked (relative to other scrappers) again. When willpower came out, I remade her as Dark/WP. Played her to level 42 or so and then realized I could soft cap her (if I switched back to SR) once inventions came out. Deleted her again, she is finally a soft-capped level 50 character in DM/SR form, as her original concept required.
Of course, Grav/Kin was just as bad. When the game launched, we didn't have Singularity and Wormhole was single target, and all the animation times were 50% longer or worse. It was a god-awful set, and probably the worst combo in the game, even with the extended hold duration and shorter recharge of GDF. Your area control was half that of any other controller, it came late, and you had no pet. Truly awful. I made my Grav/Kin as Grav/Storm, Grav/FF, Grav/Rad, Grav/Kin again, Grav/Storm again, etc. It was insane. I could never get past the mid 30s, and usually never past the mid 20s, even after they gave us singularity (fairly early on) and even after they gave us AOE wormhole (later). Eventually she became Grav/Rad and I got her into the mid-late 30s before the Great Controller Nerf happened. That pissed me off and I deleted her. More on that next.
2) Massive sweeping changes can lead to deletion.
After the period of the Great Defense Nerf, Great Control Nerf, and ED, I deleted all my characters. Every one of them. I played Tankers and Controllers (almost exclusively). I had about 15 characters across 2 or 3 accounts at that time who were all level 35-43 or so. I whacked all of them once I couldn't live with the changes and had been trying for months. Of those 15 characters in the 35-43 range that I deleted, most of them were controllers. I think only 2 were tanks.
Basically, I decided none of them were keepers.
I took a break (tho left my account subscribed) for 6 months and played WoW. Eventually I came back and it was easier to start over once I had kinda put the emotions and the memory of what i used to be able to do behind me. I later regretted the deletions as I had to start all over and ended up re-making most of them. But I dunno, at least I had a clean slate.
3) Deletion can occur due to changes to a powerset that fundamentally alter the playstyle/feel/vibe/concept. The main 2 examples are Energy Melee and Super Strength.
When they nerfed the ever living heck out of energy melee, while I could understand it, it radically changed the way the set played. I picked it because it had lots of fast little attacks, and Energy Transfer was a fast attack too. I had a super speedster concept for my WP/Inv tanker and it was great. I didnt care about damage, I didnt even have build up in my build, and I had total focus but never used it because it was slow. Then they made Energy Transfer slow and balanced everything pretty much around the slow ET, TF with Build-Up and so it entirely changed the way the character felt. Was the DPS too high? Perhaps. I dunno since I never used BU or TF. But it no longer felt right, and the animations were (and are still) ... well lets say, not my cup of tea. So that guy sits on my shelf. I never got him to feel fast again, and so his concept was shot.
With Super Strength, everyone seemed to hate the fact that the rage crash left a SS tanker unable to do anything. I can see the point. They changed it from an inability to attack or use offensive powers. It became the one we have now where you can attack but the damage is nerfed to zero. I HATE that. I understand that most people prefer to be able to taunt or use other powers during the crash, but I can't stand it. Even to this very day, no matter how many hours I put into my various super strength characters (I have 3 of them) I can't figure out the rage crash. I mean, I know there is the icon action that lets me know. But when I play I just dont register them. So I'm constantly wasting endurance swinging my big attacks, going WTH?! and by the time I realize ... "oh, rage crash" and look for the icon indication, its too late. I've burned a massive foot stomp and a KO blow and my endurance is in the gutter. I just cant learn this one. If there was a huge RED text that took up my whole screen to where I could even hardly see the screen that said CRASH then I could maybe do it. But to this day I cannot STAND the new rage crash. At least on the old one, I COULDNT waste my endurance, so when I'd be like "huh?" at least it didnt matter that I never figured it out.
So right now, I've got a WP/SS and an Ice/SS both around level 40. I deleted the Ice/SS once when he was level 35 because I hated the new rage crash. I switched to WP/SS hoping that having both stamina and QR would make the end drain reasonable (the end drain from me being unable to adapt and realize I'm crashed) but even then I'm still having pretty hefty endurance issues with WP/SS. SS is just a monster on your endurance. Its irritating. So, I remade the Ice/SS hoping that I could learn and maybe use the end drain power it has, and so I got him up to 40 but even with the end leech power letting me recover after being a big post-rage moron, I still hate it. My level 42 SS/Elec brute is just kidna shelved, but he is better than the others in that I can sorta just not run rage, and still do pretty good damage.
But all 3 of my super strength characters, all in the 40-42 range, hover on the brink of deletion, or at least server transfer into limbo. Tho I hate to pay 30 bucks just because I'm unwilling to delete. Maybe I'll have to delete them yet again. Too bad there isnt a veteran server transfer 1-time option on the account at level 24 or something.Maybe they'll have another special at some point for a week or so of free ones.
4) I'll delete when I clearly dont like the powerset after 25-35 levels.
I've deleted lots of blasters. I eventually figured out I hate blasters due to the lack of mitigation they have in the high levels. I am usually OK with Glass Cannons in games but Blasters are ridiculous. Now I just play Defenders and Corruptors. Anyway, I've deleted Fire/Energy, Fire/Dev, Sonic/Dev, Ice/Energy, and Sonic/Ice, all in the 30s, just for starters. The only blaster I "stuck it out" with was Ice/Ice, and only because she had enough control that I could stand it. She eventually hit 50. Took me a few years. Jeez.
I also really discovered that I (generally) can't stand Dark Armor. I always hated the graphics. Now we can change those, but I also kinda just dont like damage resistance sets these days. I should maybe try one where I get some set defense to layer with it. But if I dont enjoy the set on generic IOs or SOs, it can get deleted, no matter what sets can do. Its funny tho, back in the day, resistance was king (well, and regen). Its funny how its swapped. Ive deleted a Fire/Dark scrapper in the late 20s because I didnt like /Dark, and I've deleted a few /Electric Brutes (but I kept my SS/Elec even tho I hate both sets simply because I find his concept funny, but I'm tempted to whack him or remake him).
I also figured out early that I hate Stalkers, so I deleted a few of those.
5) Concept can force me to KEEP a character around even though my other criteria make me want to delete him.
I already gave my example of the SS/Elec brute, and my DM/SR scrapper, and my Grav/Kin. All of those were characters whose concept I loved so much that I had to keep them, even though I happened to pick sets I hated or that took a long time to make them work.
Generally what happens in this case is that the character gets morphed. My SS/Elec is in danger of being changed entirely from SS/Elec to something else. Dunno what.
Also, I played a Fire/Trick Arrow controller up to 50 in the days in which the Fire Imps + Oil Slick bug was at its worst. Its bad enough now, in that they still run out of a lit slick but at least they can fight stuff outside the slick. It used to be, when I was playing it, that the imps ran to the edge of the slick and remained brain dead. They'd never attack anyone again on the map, even if you resummoned a new set of imps in another room. And yet my love for the concept kept that character grinding out to 50 on teams (where I'd just not cast Fire Imps at all). I'm glad I did tho, thanks to me loving her concept. Now, she is one of my favorite characters, but I had to wait until the era of the lesser pet bug (as exists now) and I had to perma-hasten her to really get excited. But now that she is there, I'm so glad her concept saved her.
6) Sometimes I delete low characters that I *could* play up due to the feeling of pressure I get from other projects.
Like, right now, Going Rogue is coming out soon, and thanks to pre-purchase, I made some demon characters, I made some dual pistols guys, etc. Plus, I already had 11 or 12 defenders made waiting in the wings for me to finish my current projects, not to mention a couple of scrappers. Also I made 4 new controllers (mostly TA and Rad variants I wanted to try). And that's just hero side (all my demon summoners are gonna be heroes with GR). But then when I realized that Going Rogue and Incarnates may change everything and may make me feel like all my level 50 characters are suddenly obsolete, I started feeling the pressure to not take on so many projects.
So in the last week or so, I deleted 7 of my 12 new lowbie defenders. I deleted ALL of my new scrapper projects. I deleted a blaster (yeah, I had become weak and made a concept character that had to be a blaster) and a lowbie tanker, and I deleted half of my demon characters (I had 2 sets of 3 planned, since I can 3-box). Basically, I deleted 15 lowbies and kept 12. By lowbies, I mean that their levels ranged from 2 to 25.
But I just feel that Going Rogue is putting too much pressure on me and I had to ditch some projects. After all, when GR comes out, I'll have to make at least one KinMelee/SR scrapper, and I'm dreading Electric Control (in a good way). There is a good chance I'll hate Electric Control. After all, every other offensive electric set in the game totally blows chunks due to "end leech" or "end drain" components allowing the devs to justify them being weaker, and I LOATHE mitigation via end drain due to the fact that it still doesnt prevent the foes from doing massive damage with their cheap attacks. So Electric Control could be a big fat stinker (to me). In that case, I'd make Elec/Storm and be done. If Elec Control is merely quasi-lame then I might also extend and make Elec/TA as well. If, however, I really like Electric Control, then I'll have to make Storm, TA, Rad, with a strong possibility of also making FF, Empathy, or Kin, depending on synergy or character concepts.
And woo boy, if they ever port /Dark or /Traps to controllers? Thats a dozen new controllers right there, easy. Not to mention /Poison would generate at least 3.
So yeah ... going rogue ... major pressure. Caused me to delete 15 characters this week.
Lewis -
I'm sure those changes will be fine. It is likely you'll change your mind again after you play the character up more. So take the build you have now and just run with it. Later, your experience will tell you most of what you'd need to know for any possible tweaks.
Have fun!
Lewis -
If the goal is simply to get Perma-Hasten with this build, and you don't care about perma-PA (and dont mind the 5 second or so gap you have from perma PA) then its easy for you to get perma-Hasten with a minor change.
While conventional wisdom says dont slot more than 3 of any IO in something, additional slots beyond 3 *DO* help. Move those 2 recharge IOs from level 50 that you have on resurrect to Hasten. Hasten will then be 5-slotted with 5 level 50 recharge IOs, and you'll have the recharge on it at 118.2 seconds.
Also, why use the Entropic Chaos set for SW and Fire Blast? I would use Decimation, even if it is more pricey. Maybe Entropic Chaos is cheap tho.
Also, if you were willing to go with Local Man's advice on moving Clear Mind to 16 (taking Health at 14 and Hurdle at 12) and dropping Super Jump, you'd be able to put Group Invis at level 47. That'd let you put another LOTG recharge OR you could put a Kismet +6% tohitbuff unique in it to help with the crappy accuracy on your Entropic Chaos set.
Lewis
EDIT: btw here is the build I'm shooting for. I've been level 50 on her forever, but I have generic IOs. But my Ill/Emp is one of my characters I do, one day, plan to trick out. I've been working on tricking out some other controllers first tho (Earth/Storm, Illusion/Storm, Fire/TA are complete, and my Earth/Rad is only missing one LOTG and a Miracle).
DOUBLE EDIT: had something wrong in my PA. edited.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Silver Shaman: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Empathy
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(48)
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(31)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(7), HO:Perox(7), HO:Nucle(46)
Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(31), CoPers-Conf%(34)
Level 6: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(27)
Level 8: Recall Friend -- Zephyr-ResKB(A)
Level 10: Hurdle -- Jump-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Clear Mind -- EndRdx-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(21), S'bndAl-Build%(23)
Level 20: Fortitude -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), LkGmblr-Rchg+(40)
Level 22: Health -- Mrcl-Rcvry+(A)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(25), EndMod-I(25)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(40), Abys-Acc/EndRdx(43), Abys-Fear/Rng(43), Abys-Acc/Fear/Rchg(46)
Level 28: Recovery Aura -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(29), RechRdx-I(29)
Level 30: Resurrect -- RechRdx-I(A)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), BldM'dt-Acc/Dmg(34)
Level 35: Regeneration Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal(36), Dct'dW-Rchg(37)
Level 38: Adrenalin Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40)
Level 41: Flash -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(42), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Acc/Rchg(42), UbrkCons-EndRdx/Hold(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Superior Invisibility -- EndRdx-I(A), EndRdx-I(48), LkGmblr-Rchg+(48)
Level 49: Hover -- Zephyr-Travel/EndRdx(A), Srng-Fly(50), Srng-EndRdx/Fly(50), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1427;711;1422;HEX;| |78DA9D93594F135114C7EF74A1766FC152285B4BA16CB64034CAA221914551AA8D2| |53E0938E2409B0C6D331D8CBCF901F44513D71877F90068D4F835349A80FAEE8BDB| |8BF1A59EE516F0D549E6FF9B39F3BFE79E3967267D79C223C49531A104C675B55C5| |E182F164CA3A8EB9A614FABCBF9456F36AF5FD28C6836A7AEA805871022BE63A9BA| |53D3BABE5ACE170BD5407897E7E8EAD2526A72A5A49AB9B5E07421A7195AC14C552| |F6A3345583FABE95AA96898AA09493C149ACA9B05AD5C76D14DB6A46917DD1CD7F3| |CB39333859CA2F82C7D016D26AD9D48CB50628AD07CE078A9047C52E6E01BA84ED3| |6E30E61CF5DC63D42FF3A6050ECDF59651327150C7966186942EB29C669C2435045| |6EA2BCB308D1222CEF191F08351F1947C062B38AE461E623586495DB58E72C98CA3| |5CF5820B49E27C454C201B0DBA5DDCE55F9B82A1F5715E1AA225C55278CC7C176E1| |D8820C4E5103F74E8543CE6E7AD57608B9396471F75128F00FE260F0CA34DE1A2AE| |410F8FD32E48F91EB198482B205C16FE4AAFDCEF849D8FB8B3146A81F270CC1AA3A| |B9AACE4555D7BB09310FA1C3CBF011BA4204075414926F113AA1D0F82014966F11B| |E4EB91B6E32A254DF7378D8287BD7B8C9D9B608BD9F189F09C92F8461D026B65B9A| |6E50A2E66B0CEECA410507CA35B470681D426D728B366E41945B10FDC1E04EC4BE9| |27D04ECEDD2DECED38CF334E33CCD388FB123431805ED94F64EB627D89E607B82ED| |5D6C7F0CDA2DEDDD13B46FCF24638A718CD07B9CF0143EC33E69EFDBA0FAF6BD60B| |C64BC22245F139E40F6946C778A3F807E091E9113E631C006EBC0266D31F89B9E0C| |FE61B0AFD9B6FDA30911A10C33BB43565A9AB16DFF5F42E166B7ECB82ACE0079E9F| |A3F8F379E6A3AE71917E82C4A06E52CCA39943994791415E502CA224AE5EDF66AFF| |10D6358C3282328A1282FAC455743ADC206E140F8A17C587E24709A0D4A14450EEA| |354FE02AFA8FA11| |-------------------------------------------------------------------|
-
There is no wrong answer for which to take. I've got Mind/Storm at 50 and Mind/TA at 35 or so. Both are fun.
BTW I DID take Thunder Clap on my Mind/Storm, and I find it useful. I like Thunder Clap even when I don't have any other stuns to stack with it. Of course, Tornado stuns them sometimes, but combining the two is tricky. But I still think Thunder Clap is pretty good even with no stun stacking. Confuse the LTs, use super speed + steamy mist to get in the middle, rock the thunder clap. Back out, launch freezing rain, cast terrify. Plink away with single target damage, etc. works fine.
Also, I know you already decided to pass on Mind/TA, but you can get good numbers in all your powers without skipping too much. Here is a build that skips TK and Flash Arrow but still manages to get a travel power, stamina, and 3 epic powers. I slotted for a lot of recharge, but you wouldn't have to. Even if you went with inexpensive IOs for frankenslotting, you could get by just fine.
Lewis
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
ZZZ CON MIND TA: Level 50 Technology Controller
Primary Power Set: Mind Control
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Mesmerize -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(19)
Level 1: Entangling Arrow -- Enf'dOp-Acc/EndRdx(A)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(15), Lock-Acc/EndRdx/Rchg/Hold(15)
Level 4: Levitate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(17)
Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(13), Mlais-Acc/EndRdx(13), Mlais-Conf/Rng(34), Mlais-Acc/Conf/Rchg(43), CoPers-Conf%(43)
Level 8: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(9), FtnHyp-Acc/Sleep/Rchg(9), FtnHyp-Acc/Rchg(46), FtnHyp-Sleep/EndRdx(46)
Level 10: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(11), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(25)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
Level 22: Acid Arrow -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(23), AnWeak-Acc/Rchg(23), AnWeak-DefDeb/EndRdx/Rchg(48), AnWeak-Acc/Rchg/EndRdx(50)
Level 24: Glue Arrow -- Slow-I(A), Slow-I(50), TmpRdns-EndRdx/Rchg/Slow(50)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(29), RechRdx-I(31)
Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(31)
Level 30: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(37), EoCur-Acc/Hold/Rchg(40)
Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(33), CoPers-Acc/Conf/Rchg(33), CoPers-Acc/Rchg(33), CoPers-Conf/EndRdx(34)
Level 35: Oil Slick Arrow -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(36), RechRdx-I(36), TmpRdns-EndRdx/Rchg/Slow(36), TmpRdns-Dmg/Slow(37), TmpRdns-Acc/Dmg/Slow(37)
Level 38: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(48), TtmC'tng-ResDam/EndRdx(48)
Level 49: Poison Gas Arrow -- FtnHyp-Plct%(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 6: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1431;719;1438;HEX;| |78DA9D93494F53511886CF6D0BA503B6159119CA4C2914485C382C0C8226188B441| |BD40AD4522E7063D392DBCB5057FE00572C1CE34A4D50889A38C7FFE014A785BFC2| |297155BFF3BDA750B736E17DEEFDCE7BCE37706E746DD42BC4E5C342F38FA493B95| |C62249BB1CC6C3AAD9BEE989E5ACC64D3D985BC2F1E8F07474E8E07A363E3A3C1D8| |B05308D1B2E32C6E8A448DCC5CF1A5A164FDC8F2FC7C24661AA98B8961D3CCAE06C| |6328BBAA967AC48F1C13D91A5FDA797747DCECB8FC70C2BA3E7721EBCA48D85452B| |C0CF6399152367CC1A69C3CA078E2E1929B29A7A229ACC59BA99AFA5CA42F4B7A10| |9F52B38C43542B728BF0EDC60ECBE09DC62983B7621D6E965483C20D5D409DA479B| |104DC2F619F8C2D8F515F86393F6FBE4B52BBB1D091D48E840423F12FA917093EC6| |5B097957DE784DE1FC04F46EB2F46EF6F20C949B6E8C5A99238273954710638CBE8| |3F07C419CB647729BB0B2DB8D1821B2DD4A2855AB4D046477B60B779C24286BAFF4| |13B192AD5942ABFD9E4E1E514F26908F97AD8E5A450408502C735D96D0585AA10B2| |55AD73B23D578120EF59A5C56A5569F51B5ED9FB1678C71878CF18FAC0B0C85EA32| |AAD19E013861436795E8F48EBD478EB9EF04AFD53E019A3F139F082D18CFED66857| |0376690DE1D295879A9C13EA6BC2249B3F315A31D00E0CB47B81D33F266D51F6962| |92E39380DCC000946EB05469EEC6DAADA3694D98E32DBD5E0D155C706B0C5B844DA| |895DF64ED4D4859ABA5053176ABA4BD7B24715D383598490248424210CA1F725E30| |ED9C3CA1EC645EEC345EEC345EEC345EEC745BE47F688FAD74606B9B0817D402F63| |8574505D9AC1F3DC6FA3A3E46BABE7AC274A4376764D38B63F40A1610E4D3BAE82C| |BBFFD05FDEFEF95B7789CEB949B34266542CAA4942929D35266A424A5CC4A494929| |BCDEDEEDDB2FEB3A20E5A0944352AAA93E71453A9DF2A3F248F14AA994B24B8A4F8| |A5F4A95947A29B7A514FE02156B089E| |-------------------------------------------------------------------|
-
Sure you can be all jaded and min-maxy and take Siphon Power instead of Repel, but Repel is more fun.
Lewis