VP Research

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  1. @ClawsandEffect: Yeah, I'm already noticing how helpful the +acc from BU can be when fighting things that heavily debuff my tohit. No, I don't have ninja run.

    I'll probably be sticking with the Kat/WP, simply because its defenses aren't bad (I'm frequently softcapped against incoming damage) and the resistances are much higher while the damage isn't that much lower.

    Can anyone suggest a good ranged AT for my second toon? I was going to go with a Crab, but the end issues look to be a massive hassle if I went with the AoE buff/kill strategy that I would want to use with a toon like that. Also, I hate the costume you're forced to use. Actually, its mostly the costume, I can't stand that helmet. Would a Widow be good? or should I be looking at Blasters/Corrupters? I'd be looking for something that wouldn't die easily, preferably one that had a lot of AoEs with as many of those being ranged AoEs as possible or several really strong STs.
  2. Quote:
    Originally Posted by Werner View Post
    Common Scrapper wisdom is that if you want to taunt something, stab it in the face. Calling of the Wolf is only a single target taunt, and not a particularly fast one. By the time you have a large crowd taunted and surrounding you, a Scrapper with Build Up has killed them all. Perhaps an exaggeration, but you probably get my point.

    Feel free to experiment, of course. People love all sorts of things that don't follow "common Scrapper wisdom", and our common understanding also changes over time. Even if I'm right, perhaps better to KNOW that from personal experience than to always wonder. And if I'm wrong, heck, I'd like to know too.
    Ah, I was assuming that it was an AoE. Complete waste of time if its an ST.
  3. Quote:
    Originally Posted by GavinRuneblade View Post
    Build up is a hugely effective power. Especially if you're on SOs. All it benefits from is tohit and recharge and basically all it needs is recharge. Plop two in there and done. Use it right before your rush into a spawn and you'll do double damage for your first 3 or 4 attacks. Once you have lotus drops then doing BU-lotusdrops-flashingsteel should drop most minions and do 40-60% damage to lieuts and you still have two more attacks at double strength before it wears off.

    Later on, buildup makes it possible for you to drop many bosses in 3-4 hits. It is a very good power. I really need to be better at remembering to use it. heh.
    I also suck at remembering to use Build Up, which is the main reason I generally don't care for it, but the reason I had originally planned to give it up for Calling of the Wolf was because I wanted to debuff ranged enemies and force them into melee range where Divine Avalanche and Rise to the Challenge would force them to miss while simultaneously exploding my regeneration.

    Quote:
    Originally Posted by GavinRuneblade View Post
    Then I suspect that you have several tokens you haven't placed yet. You should get 1 for having an account, 1 for buying a box, 1 for the 1 month of subscription. So you should have at least 1 more you haven't assigned. If you have a reward token available I recommend taking the "sprints" option in Tier 3. not because the sprints are good, but because it also comes with the choice of sands of mu or ghost slaying axe for all characters on the account. Sands of mu will be a huge benefit for you since it works decent without slotting at all and it's immune to set bonuses etc so you're not missing out by not having sets.
    Nope, only 2 tokens, just checked.
  4. Quote:
    Originally Posted by GavinRuneblade View Post
    Well you'd be surprised how fast you can build up hamis. If you rotate characters and run the two-to-three hami raids on both red and blue sides (most servers have a regular schedule, virtue it's blue on sat red on sun) that's 6/week. Do the occasional statesman or recluse strike force for more. I've got wuite a few stashed and I sell far more than I buy.
    Sadly, I only have a week left on my sub and not nearly as much time as I would like to play. I've never done a hami raid before and didn't even know there was a schedule, I just figured it was a basic SF of some sort. I'll ask my VG, but I don't know that we do raids. I've done a LRSF for the accolade, but that was the biggest thing we've done so far.

    Quote:
    Originally Posted by GavinRuneblade View Post
    With level 2 you can join Super Groups but not pay rent (only VIPs can pay rent). Do you have a trusted friend? If so the two of you can make a base and you can each have your own storage room. He can pay rent and you can invite eachother's characters to the group. That should keep you set.
    Already in a VG that I'm fairly happy with but I'm not sure how I'd go about accessing private storage (unless you meant public but on an honor system to not touch the other player's stuff)

    Quote:
    Originally Posted by GavinRuneblade View Post
    your primary account already existed as a subscriber though right? So you should be tier 3 at least. Tier 2 is like a brand new account that only bought 1 item and never had a sub at all.
    Yeah, but I only started just after the trial accounts ended so I've only bought cox, GR and one month's worth of sub time. When I look at Paragon Rewards, it only shows two tokens slotted, with the third row empty, which I assume means that I'm tier two.


    Quote:
    Originally Posted by GavinRuneblade View Post
    For my Kat/WP who is still levelling (currently 28) I tried very hard to make a decently fast chain of Gamblers-DivineAvalanche-FlashingSteel-DivineAvalanche. But without some recharge bonus IOs you might need to use brawl here and there as a filler. I have the Going Rogue enhancements, so that was a LOT easier for me.
    GR enhancements?

    Quote:
    Originally Posted by GavinRuneblade View Post
    Do you have haste?
    Not yet. I'm following the builds I posted, with the exception of Calling of the Wolf, which I replaced with Build Up, still not sure that that was a good call tho.

    Quote:
    Originally Posted by GavinRuneblade View Post
    Later on Kat gets far better. Gambler's Cut, Golden Dragonfly and Soaring Dragon make up 90% of your real killing power. And you only have the weakest of those three so far. By contrast you have most of your top claws attacks and are just filling out the AoE potential on that set now with eviscerate etc. So I'm not surprised it feels more violent.
    So in the long run I can expect Kat to be equal to or better than claws?
  5. Quote:
    Originally Posted by GavinRuneblade View Post
    Depends on how many slots are available on the account without a subscription. But that's one.

    Also @VP Research, will you still be high enough premium for base access? You could make a base and stash up to 100 there per table.

    Or use a second build as a mule if you have an existing 47+ you know you want to keep unlocked and that has vet/free/earned respects to get them back out again. that can hold a lot more than 10.

    If you will have access to email you could work with a trusted friend to hold them.
    I'll be tier 2 and bought GR, but I'm not sure what all rights that will give me. Regardless, I'm far from rich, I think I have maybe 3-400m total across all of my toons, so even if I used up all of my money it wouldn't add more than 10 Hamis. Most likely they would be Acc/Dam in place of Acc or Dam SOs with the free slot that generates filled by end redux or rech.

    That said, I've gotten both scrappers to lvl 20ish and so far I like the Claws/SR better simply because she doesn't die as often and I think she's killing faster (though its hard to be certain). Does the Kat/WP get significantly better? Or is this pretty much what I should expect?
    Also, to be fair, I should mention that I didn't use enhancements (other than those I found randomly) until near lvl 20 since I was simply leveling too fast to bother.
  6. Quote:
    Originally Posted by Nihilii View Post
    Took a look just now as I was curious and acc/dam HOs (nucleolus and synthetic nucleolus, level 50) are actually in the 30-50m range with last 5 sales all in the current day, so bidding for 30,333,333 inf should net you some quickly. While it is admittedly a hefty price compared to SOs, it remains well worth it in my opinion on a build that can't slot IOs.
    The real problem here is that I'd either have to level to 47 in the next few days or find some way to store all of the Hami's until I reached 47, as I would not have access to the auction houses or the necessary quantities of money once my subscription expired. This is fine for a limited number since I can store some in email and give up half my enhancement bar for the rest, but it probably wouldn't be enough space for an entire build. So the question becomes, which slots are important enough to rate Hami's?
  7. I looked into the Acc/Dam Hami's, they were running at 500m each, so at most, I could buy one. I assumed the others would be similar and left it at that. Unless that was just an abnormal day on the market?
  8. I notice that you both dropped the taunt, is it not useful with Divine Avalanche and Rise to the Challenge?

    I'm really not a fan of Build Up, is it really that necessary?

    Also not a fan of Strength of Will, mainly because of the massive endurance cut when it ends. Am I overestimating its effect?

    I put in Stealth for stealthing as much as defense, there are times when I simply don't feel like fighting everything and I've found Stealth to be extremely useful. If I need to drop something for Leadership, then I'd prefer to drop Hasten, my recharge is fast enough on most attacks that I wasn't really sure I needed it in the first place.

    I took CJ early because it is my travel power of choice and I prefer to not be without it when exemplaring, or is there a compelling reason to wait on it?

    Second stab at Kat/WP
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  9. I'm not really going to have as much time to play until after New Year's, so I'm planning to cancel my sub till then, but I wanted to have 1-2 characters that I could play when I did have time. I was considering a scrapper, but most of the builds and build advice is for IOs and so I wasn't sure which would be the best. I prefer toons with high survivability and decent to great dps and was considering a claws/SR or a Kat/WP (builds below, comments/advice appreciated) but I'm open to other suggestions, or even other ATs.

    Claws/SR
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    Kat/WP
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  10. Good points, I'll consider them more thoroughly after Mids updates for the new content. I'm only 31 at the moment and I've intentionally slowed my leveling so that I can pick up LotGs at 34 (not ideal, but better than lvl 50) so I should have a little while before I have to make permanent decisions.
  11. @Miladys Knight: I'll look into the costs then, and check with my VG.
    I was mostly putting it in so I'd have another source of AoE damage, Tremor is pathetic in that regard and Fissure does KB, which is usually counterproductive.I have Shiver atm, but I rarely find it useful solo when compared to Iceslick and the teams I've been in kill so fast that its a wasted attack compared to a location based AoE like Iceslick. Also, it draws a lot of aggro and doesn't help to mitigate it until after the first attack.

    can you think of a way that I could work Recall Friend (and possibly Teleport) into the build? without losing Invisibility, Superspeed or softcapped defenses. The SFs I've been on would have greatly benefited from me having these powers. I'm hoping the solution to this problem will be in i21, but my hopes aren't high. Unless PFF + Superspeed would cover the removal of Invis? But I'm not sure how I'd cover the loss of defense from Stealth or CJ.

    @Oedipus Tex: Love the name.

    How did you get the new sets in Mids? According to my version there is no update. Does it have the new Purple AO sets?

    You're removed Flash freeze, my second most reliable AoE control for soloing?

    You've underslotted AA for end redux, I'll never be able to keep it up unless I'm just standing there, hoping they kill themselves. I assume this is were Cardiac comes in, but this is the build I hope to be using when I start Incarnate content, so being helpless until I've fully upgraded the Alpha slot is suboptimal to say the least.

    Gravitational Anchor costs around 800m the last time I checked, which is why I decided against it, that and Frostbite is a useless and self-destructive power far more often than not. Chilblain is even worse, I don't even know why anyone would want to use it.

    Unbreakable Constraint was also very expensive (though I don't remember the exact numbers at the moment and may be confusing it with GA, though I'm certain that both were prohibitively expensive).

    I was mainly choosing Mace Mastery for the Energy defense, I'm told its a very common damage type in the end game. Though I admit that from an RP standpoint Ice is the superior choice. Sadly I'll sacrifice RP for practicality any day of the week when it means the difference between dieing constantly and dieing occasionally. Also, Frozen Armor seems to be heavily overslotted for Defense, I assume that this was for the recharge bonus, but I can't help but think that that bonus could have been gotten in a more useful way somewhere else, probably in one of the powers you skipped.

    I find that I take a great deal of damage from both melee and range, but I think at least part of that is due to the fact that I can't leave AA up (its simply too expensive), my defenses are subpar (only stealth atm) and I can't permadom yet so I get knocked down and mezzed frequently.
  12. The +2 is mainly for AVs and multiple boss situations. Also, I could be mistaken, but doesn't it help with enemies that are of a significantly higher level?

    Yeah, I was really iffy about the self heal in hurl boulder and had been thinking about changing it/moving the slot. I just forgot about it.

    I thought Hami's were extremely expensive?
  13. Quote:
    Originally Posted by Miladys_Knight View Post
    You can't perma Glacier. The recharge is too long and the duration is too short even with domination and power boost.

    Ice is the one Dom primary that gets the least benfit from Perma Dom.

    Perma is still valuable for the full time mez protection alone but you should either try to soft cap yourself to Smashing and Lethal attacks, get as much Energy defense as possible, and forget perma or get perma with enough of a pad that you are comfortable and then try to get your S/L/E defense to 32.5% so that a single small purple insp will soft cap you to S/L/E.
    I added a few of the more popular (and thus more expensive) sets, S/L/E is now softcapped, I still have permadom and permaAOE sleep, but I'm even further away from permahasten so the margin of error on domination isn't as high as I would like it to be.

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

    Click this DataLink to open the build!

    Glacia Kelvin: Level 50 Mutation Dominator
    Primary Power Set: Ice Control
    Secondary Power Set: Earth Assault
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Block of Ice
    • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
    • (3) Basilisk's Gaze - Accuracy/Recharge: Level 30
    • (3) Basilisk's Gaze - Recharge/Hold: Level 30
    • (5) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
    • (5) Lockdown - Chance for +2 Mag Hold: Level 50
    Level 1: Stone Spears
    • (A) Thunderstrike - Accuracy/Damage: Level 50
    • (7) Thunderstrike - Damage/Endurance: Level 50
    • (7) Thunderstrike - Damage/Recharge: Level 50
    • (9) Thunderstrike - Accuracy/Damage/Recharge: Level 50
    • (9) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    • (11) Thunderstrike - Damage/Endurance/Recharge: Level 50
    Level 2: Stone Mallet
    • (A) Kinetic Combat - Accuracy/Damage: Level 35
    • (11) Kinetic Combat - Damage/Endurance: Level 35
    • (13) Kinetic Combat - Damage/Recharge: Level 35
    • (13) Kinetic Combat - Damage/Endurance/Recharge: Level 35
    Level 4: Tremor
    • (A) Eradication - Damage: Level 30
    • (15) Eradication - Accuracy/Recharge: Level 30
    • (15) Eradication - Damage/Recharge: Level 30
    • (17) Eradication - Accuracy/Damage/Recharge: Level 30
    • (17) Force Feedback - Chance for +Recharge: Level 50
    Level 6: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (19) Recharge Reduction IO: Level 50
    • (19) Recharge Reduction IO: Level 50
    Level 8: Arctic Air
    • (A) Coercive Persuasion - Contagious Confusion: Level 50
    • (21) Coercive Persuasion - Confused/Endurance: Level 50
    • (21) Malaise's Illusions - Endurance/Confused: Level 50
    • (23) Perplex - Endurance/Confused: Level 50
    • (23) Cacophony - Endurance/Confused: Level 30
    Level 10: Hurl Boulder
    • (A) Decimation - Accuracy/Damage: Level 40
    • (25) Decimation - Damage/Endurance: Level 40
    • (25) Decimation - Damage/Recharge: Level 40
    • (27) Decimation - Accuracy/Endurance/Recharge: Level 40
    • (27) Decimation - Accuracy/Damage/Recharge: Level 40
    • (29) Entropic Chaos - Chance of Heal Self: Level 35
    Level 12: Ice Slick
    • (A) Recharge Reduction IO: Level 50
    • (29) Recharge Reduction IO: Level 50
    Level 14: Stealth
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (31) Luck of the Gambler - Defense: Level 50
    • (31) Luck of the Gambler - Defense/Endurance: Level 50
    • (31) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    Level 16: Power Boost
    • (A) Recharge Reduction IO: Level 50
    • (33) Recharge Reduction IO: Level 50
    Level 18: Flash Freeze
    • (A) Fortunata Hypnosis - Sleep: Level 50
    • (33) Fortunata Hypnosis - Sleep/Recharge: Level 50
    • (33) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50
    • (34) Fortunata Hypnosis - Accuracy/Recharge: Level 50
    • (34) Fortunata Hypnosis - Sleep/Endurance: Level 50
    Level 20: Heavy Mallet
    • (A) Kinetic Combat - Accuracy/Damage: Level 35
    • (34) Kinetic Combat - Damage/Endurance: Level 35
    • (36) Kinetic Combat - Damage/Recharge: Level 35
    • (36) Kinetic Combat - Damage/Endurance/Recharge: Level 35
    • (48) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    Level 22: Boxing
    • (A) Accuracy IO: Level 50
    Level 24: Tough
    • (A) Reactive Armor - Resistance: Level 40
    • (36) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    • (37) Reactive Armor - Resistance/Endurance: Level 40
    • (37) Reactive Armor - Endurance: Level 30
    • (37) Steadfast Protection - Resistance/+Def 3%: Level 30
    Level 26: Glacier
    • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
    • (39) Basilisk's Gaze - Recharge/Hold: Level 30
    • (39) Basilisk's Gaze - Accuracy/Recharge: Level 30
    • (39) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
    Level 28: Seismic Smash
    • (A) Crushing Impact - Damage/Endurance/Recharge: Level 50
    • (40) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    • (40) Crushing Impact - Accuracy/Damage/Recharge: Level 50
    • (40) Crushing Impact - Damage/Endurance: Level 50
    • (42) Crushing Impact - Accuracy/Damage: Level 50
    • (42) Lockdown - Chance for +2 Mag Hold: Level 50
    Level 30: Weave
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (42) Luck of the Gambler - Defense: Level 50
    • (43) Luck of the Gambler - Defense/Endurance: Level 50
    Level 32: Jack Frost
    • (A) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
    • (43) Expedient Reinforcement - Accuracy/Recharge: Level 50
    • (43) Expedient Reinforcement - Accuracy/Damage: Level 50
    • (45) Expedient Reinforcement - Damage/Endurance: Level 50
    • (45) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
    • (45) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
    Level 35: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (46) Luck of the Gambler - Defense: Level 50
    • (46) Luck of the Gambler - Defense/Endurance: Level 50
    Level 38: Invisibility
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    Level 41: Scorpion Shield
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (48) Luck of the Gambler - Defense: Level 50
    • (48) Luck of the Gambler - Defense/Endurance: Level 50
    Level 44: Personal Force Field
    • (A) Endurance Reduction IO: Level 50
    Level 47: Disruptor Blast
    • (A) Detonation - Damage/Endurance: Level 50
    • (50) Detonation - Accuracy/Damage: Level 50
    • (50) Detonation - Accuracy/Damage/Endurance: Level 50
    Level 49: Super Speed
    • (A) Winter's Gift - Slow Resistance (20%): Level 50
    Level 50: Musculature Core Paragon
    Level 50: Void Radial Final Judgement
    Level 50: Diamagnetic Radial Flawless Interface
    Level 50: Warworks Radial Superior Ally
    Level 50: Ageless Core Epiphany
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Domination
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 2: Swift
    • (A) Run Speed IO: Level 50
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 40
    • (46) Numina's Convalescence - Heal: Level 50
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 50
    • (50) Endurance Modification IO: Level 50
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  14. I've been playing her for a bit now, and she's a ton of fun, but I hadn't read any guides or put much thought into her build other than grabbing all the dom powers that looked useful and hasten. I recently found out about permadom, read several posts and decided to try respecing for it. Unfortunately Ice/Earth seems to be fairly uncommon and the only builds I could find for it were legacy ones. They were still helpful, but I'm not sure if I'm missing something crucial. I have permadom, near permahasten, permaAOE sleep and the whole thing should cost about 1 bil, which I think I can farm from Villian merits over the course of a month or so (depending on rl time constraints). A lot of the powers I was taking towards the end were more filler than anything else since I wanted the slots for powers I already had, they aren't really useless, but I'd be open to alternatives. Also, my def is only softcapped when I use two small purple, powerboost or PFF, I'd like to change that, but its not as great of a priority as recharge and budget constraints. Any suggestions for improvement would be welcome (especially if someone can tell me how to get Glacier to be permanent).

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

    Click this DataLink to open the build!

    Glacia Kelvin: Level 50 Mutation Dominator
    Primary Power Set: Ice Control
    Secondary Power Set: Earth Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Teleportation
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Block of Ice
    • (A) Basilisk's Gaze - Accuracy/Recharge: Level 30
    • (3) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
    • (3) Basilisk's Gaze - Accuracy/Hold: Level 30
    • (5) Basilisk's Gaze - Recharge/Hold: Level 30
    • (5) Lockdown - Chance for +2 Mag Hold: Level 50
    • (7) Lockdown - Endurance/Recharge/Hold: Level 50
    Level 1: Stone Spears
    • (A) Decimation - Accuracy/Damage: Level 40
    • (7) Decimation - Damage/Endurance: Level 40
    • (9) Decimation - Damage/Recharge: Level 40
    • (9) Decimation - Accuracy/Endurance/Recharge: Level 40
    • (11) Decimation - Accuracy/Damage/Recharge: Level 40
    Level 2: Frostbite
    • (A) Endurance Reduction IO: Level 50
    Level 4: Tremor
    • (A) Kinetic Crash - Accuracy/Damage/Knockback: Level 50
    • (15) Kinetic Crash - Damage/Knockback: Level 50
    • (15) Kinetic Crash - Accuracy/Knockback: Level 50
    • (17) Kinetic Crash - Recharge/Knockback: Level 50
    • (17) Kinetic Crash - Recharge/Endurance: Level 50
    • (19) Kinetic Crash - Damage/Endurance/Knockback: Level 50
    Level 6: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (19) Recharge Reduction IO: Level 50
    • (21) Recharge Reduction IO: Level 50
    Level 8: Arctic Air
    • (A) Perplex - Endurance/Confused: Level 50
    • (11) Malaise's Illusions - Chance of Damage(Psionic): Level 50
    • (21) Malaise's Illusions - Endurance/Confused: Level 50
    • (23) Coercive Persuasion - Confused/Endurance: Level 50
    • (23) Coercive Persuasion - Contagious Confusion: Level 50
    • (25) Cacophony - Endurance/Confused: Level 30
    Level 10: Hurl Boulder
    • (A) Decimation - Accuracy/Damage: Level 40
    • (25) Decimation - Accuracy/Damage/Recharge: Level 40
    • (27) Decimation - Damage/Endurance: Level 40
    • (27) Decimation - Damage/Recharge: Level 40
    • (29) Decimation - Accuracy/Endurance/Recharge: Level 40
    Level 12: Ice Slick
    • (A) Recharge Reduction IO: Level 50
    • (29) Recharge Reduction IO: Level 50
    Level 14: Stone Mallet
    • (A) Crushing Impact - Accuracy/Damage: Level 50
    • (31) Crushing Impact - Damage/Endurance: Level 50
    • (31) Crushing Impact - Damage/Endurance/Recharge: Level 50
    • (31) Crushing Impact - Accuracy/Damage/Recharge: Level 50
    • (33) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    Level 16: Power Boost
    • (A) Recharge Reduction IO: Level 50
    • (33) Recharge Reduction IO: Level 50
    Level 18: Flash Freeze
    • (A) Fortunata Hypnosis - Sleep/Endurance: Level 50
    • (33) Fortunata Hypnosis - Sleep: Level 50
    • (34) Fortunata Hypnosis - Sleep/Recharge: Level 50
    • (34) Fortunata Hypnosis - Accuracy/Recharge: Level 50
    • (34) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50
    Level 20: Heavy Mallet
    • (A) Crushing Impact - Accuracy/Damage: Level 50
    • (36) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    • (36) Crushing Impact - Damage/Endurance: Level 50
    • (36) Crushing Impact - Damage/Recharge: Level 50
    • (37) Crushing Impact - Accuracy/Damage/Recharge: Level 50
    Level 22: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (37) Luck of the Gambler - Defense: Level 50
    • (37) Defense Buff IO: Level 50
    Level 24: Maneuvers
    • (A) Red Fortune - Defense/Endurance: Level 50
    • (39) Gift of the Ancients - Defense/Endurance: Level 40
    • (39) Luck of the Gambler - Defense/Endurance: Level 50
    • (39) Luck of the Gambler - Recharge Speed: Level 50
    Level 26: Glacier
    • (A) Basilisk's Gaze - Accuracy/Recharge: Level 30
    • (40) Basilisk's Gaze - Accuracy/Hold: Level 30
    • (40) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
    • (40) Basilisk's Gaze - Recharge/Hold: Level 30
    • (42) Lockdown - Accuracy/Recharge: Level 50
    • (42) Lockdown - Chance for +2 Mag Hold: Level 50
    Level 28: Seismic Smash
    • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
    • (42) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
    • (43) Basilisk's Gaze - Accuracy/Recharge: Level 30
    • (43) Basilisk's Gaze - Recharge/Hold: Level 30
    • (43) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    • (45) Crushing Impact - Damage/Endurance/Recharge: Level 50
    Level 30: Shiver
    • (A) Pacing of the Turtle - Accuracy/Endurance: Level 50
    • (45) Pacing of the Turtle - Endurance/Recharge/Slow: Level 50
    • (45) Pacing of the Turtle - Range/Slow: Level 50
    Level 32: Jack Frost
    • (A) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
    • (46) Expedient Reinforcement - Accuracy/Damage: Level 50
    • (46) Expedient Reinforcement - Damage/Endurance: Level 50
    • (46) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
    • (50) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
    Level 35: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
    • (48) Adjusted Targeting - To Hit Buff: Level 50
    • (48) Adjusted Targeting - To Hit Buff/Endurance: Level 50
    Level 38: Recall Friend
    • (A) Winter's Gift - Slow Resistance (20%): Level 50
    Level 41: Scorpion Shield
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (48) Luck of the Gambler - Defense: Level 50
    • (50) Luck of the Gambler - Defense/Endurance: Level 50
    • (50) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    Level 44: Teleport
    • (A) Endurance Reduction IO: Level 50
    Level 47: Super Speed
    • (A) Endurance Reduction IO: Level 50
    Level 49: Personal Force Field
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    Level 50: Void Radial Final Judgement
    Level 50: Warworks Radial Superior Ally
    Level 50: Musculature Core Paragon
    Level 50: Ageless Core Epiphany
    Level 50: Diamagnetic Radial Flawless Interface
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Domination
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 2: Swift
    • (A) Run Speed IO: Level 50
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    • (13) Numina's Convalescence - Heal: Level 50
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 50
    • (13) Endurance Modification IO: Level 50
    Level 4: Ninja Run



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  15. @Square Woot: I'll go with a normal End Mod IO then, rather not spend 100m+ for questionable returns. Also, I've been playing with caltrops up'ed for damage, and the results aren't worth it, so I think I'll probably be taking your advice about Pacing the Turtle too.

    @New Dawn: I was mostly trying to balance my defenses since I'll be fighting at varied distances. With Executioner's Shot and HOB, I can't really afford to not have any defense against melee. Also, I hate hover blasting (because of camera issues), so there will always be the possibility of getting hit by melee attacks.

    @Plainguy: they were meant to be end redux in Acrobatics, just clicked the wrong icon

    Scorpion Shield would be nice, but I don't like any of the other powers in Mace Mastery. With Flame Mastery I can create a zone around myself that enemies will be punished for entering, reduce the damage I take from the most common damage types, and resurect myself when I fall.

    I've considered super speed, but considering how much trouble i have navigating with just SB and Sprint running, I'm not sure it would actually be a good idea for me and I mostly skipped Smoke Grenade because I wasn't sure how it would affect the ability of other players to see what was going on in team play, I didn't really want to pick up another non-damaging power and one of the threads I read before making this was arguing against it as a useless power (can't remember which thread now).

    @People against time bomb: I was planning to set the bomb, drop caltrops on it and then pull mobs across it, or place it where I knew the mobs would be coming in in the case of patrols or known ambushes, or if I'm with a tank who has good control of the aggro, just toe bombing. If this isn't likely to work out very often, then I probably will skip it. But I would like to have trip mine, I think it'll make things easier when I'm soloing if I can lure enemies around a corner into the mine and a caltrops field and then hit them with all my aoe's and leg it for the next corner (assuming enough of them are alive to require running).
  16. Couldn't find any guides on this so I'm not sure if I'm missing anything crucial.

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

    Click this DataLink to open the build!

    MSG Dayan: Level 50 Magic Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Devices
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Dual Wield
    • (A) Entropic Chaos - Accuracy/Damage: Level 35
    • (3) Entropic Chaos - Damage/Recharge: Level 35
    • (3) Entropic Chaos - Damage/Endurance/Recharge: Level 35
    • (5) Entropic Chaos - Damage/Endurance: Level 35
    • (5) Entropic Chaos - Chance of Heal Self: Level 35
    Level 1: Web Grenade
    • (A) Accuracy IO: Level 35
    Level 2: Empty Clips
    • (A) Achilles' Heel - Chance for Res Debuff: Level 20
    • (7) Detonation - Damage/Endurance/Range: Level 50
    • (7) Detonation - Damage/Endurance: Level 35
    • (9) Detonation - Accuracy/Damage/Endurance: Level 35
    • (9) Detonation - Damage/Range: Level 35
    Level 4: Caltrops
    • (A) Detonation - Damage/Endurance: Level 50
    • (13) Positron's Blast - Damage/Endurance: Level 50
    • (13) Air Burst - Damage/Endurance: Level 50
    • (31) Pacing of the Turtle - Endurance/Recharge/Slow: Level 50
    Level 6: Swap Ammo
    Level 8: Bullet Rain
    • (A) Detonation - Accuracy/Damage: Level 35
    • (15) Detonation - Damage/Endurance: Level 35
    • (15) Detonation - Damage/Recharge: Level 35
    • (17) Detonation - Damage/Range: Level 35
    • (17) Detonation - Accuracy/Damage/Endurance: Level 35
    • (19) Force Feedback - Chance for +Recharge: Level 35
    Level 10: Targeting Drone
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 21
    • (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 21
    • (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 21
    • (21) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 21
    • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 21
    • (23) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
    Level 12: Suppressive Fire
    • (A) Accuracy IO: Level 35
    Level 14: Maneuvers
    • (A) Luck of the Gambler - Defense: Level 50
    • (25) Luck of the Gambler - Defense/Endurance: Level 50
    • (25) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    Level 16: Combat Jumping
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (27) Luck of the Gambler - Defense: Level 50
    • (27) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    Level 18: Executioner's Shot
    • (A) Entropic Chaos - Accuracy/Damage: Level 35
    • (29) Entropic Chaos - Damage/Endurance: Level 35
    • (29) Entropic Chaos - Damage/Recharge: Level 35
    • (31) Entropic Chaos - Damage/Endurance/Recharge: Level 35
    • (31) Entropic Chaos - Chance of Heal Self: Level 35
    Level 20: Cloaking Device
    • (A) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (33) Luck of the Gambler - Defense/Endurance: Level 50
    • (33) Luck of the Gambler - Defense: Level 50
    Level 22: Boxing
    • (A) Accuracy IO: Level 35
    Level 24: Tough
    • (A) Aegis - Psionic/Status Resistance: Level 30
    • (33) Aegis - Resistance: Level 35
    • (34) Aegis - Resistance/Endurance: Level 30
    • (34) Steadfast Protection - Resistance/+Def 3%: Level 30
    Level 26: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 35
    Level 28: Weave
    • (A) Luck of the Gambler - Defense: Level 35
    • (34) Luck of the Gambler - Defense/Endurance/Recharge: Level 35
    • (36) Luck of the Gambler - Defense/Endurance: Level 35
    • (36) Luck of the Gambler - Recharge Speed: Level 35
    Level 30: Trip Mine
    • (A) Obliteration - Damage: Level 35
    • (36) Obliteration - Accuracy/Recharge: Level 35
    • (37) Obliteration - Damage/Recharge: Level 35
    • (37) Obliteration - Accuracy/Damage/Recharge: Level 35
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 35
    • (39) Obliteration - Chance for Smashing Damage: Level 35
    Level 32: Hail of Bullets
    • (A) Multi Strike - Accuracy/Damage: Level 35
    • (39) Multi Strike - Damage/Endurance/Recharge: Level 35
    • (39) Multi Strike - Damage/Endurance: Level 35
    • (40) Multi Strike - Damage/Recharge: Level 35
    • (40) Multi Strike - Accuracy/Endurance: Level 35
    • (40) Multi Strike - Accuracy/Damage/Endurance: Level 35
    Level 35: Time Bomb
    • (A) Multi Strike - Damage/Endurance/Recharge: Level 50
    • (42) Multi Strike - Damage/Endurance: Level 50
    • (42) Scirocco's Dervish - Damage/Endurance: Level 50
    Level 38: Gun Drone
    • (A) Thunderstrike - Accuracy/Damage: Level 35
    • (42) Thunderstrike - Damage/Endurance/Recharge: Level 35
    • (43) Thunderstrike - Damage/Endurance: Level 35
    • (43) Thunderstrike - Damage/Recharge: Level 35
    • (43) Thunderstrike - Accuracy/Damage/Recharge: Level 35
    • (45) Thunderstrike - Accuracy/Damage/Endurance: Level 35
    Level 41: Acrobatics
    • (A) Recharge Reduction IO: Level 50
    • (45) Recharge Reduction IO: Level 50
    Level 44: Bonfire
    • (A) Force Feedback - Chance for +Recharge: Level 50
    • (45) Kinetic Crash - Damage/Endurance/Knockback: Level 50
    • (46) Kinetic Crash - Recharge/Endurance: Level 50
    • (46) Kinetic Crash - Recharge/Knockback: Level 50
    • (46) Force Feedback - Recharge/Knockback: Level 50
    Level 47: Fire Shield
    • (A) Reactive Armor - Resistance: Level 40
    • (48) Reactive Armor - Resistance/Endurance: Level 40
    • (48) Reactive Armor - Resistance/Recharge: Level 40
    • (48) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    Level 49: Rise of the Phoenix
    • (A) Scirocco's Dervish - Damage/Recharge: Level 50
    • (50) Eradication - Damage/Recharge: Level 30
    • (50) Multi Strike - Damage/Endurance: Level 50
    • (50) Multi Strike - Damage/Recharge: Level 50
    Level 50: Musculature Core Paragon
    Level 50: Reactive Core Flawless Interface
    Level 50: IDF Radial Superior Ally
    Level 50: Ion Radial Final Judgement
    Level 50: Barrier Core Epiphany
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Defiance
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Miracle - Heal: Level 35
    • (11) Miracle - +Recovery: Level 35
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - EndMod: Level 35
    • (11) Performance Shifter - Chance for +End: Level 35
    Level 4: Ninja Run
    Level 6: Chemical Ammunition
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition
    Level 6: Incendiary Ammunition



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  17. Quote:
    Originally Posted by Finduilas View Post
    My mistake, I meant Acc/Dam/Rchg. (I *wish* Erad had another IO with end reduction besides the quad, it would make slotting much easier!)

    Where you take the slot from is really up to you and your priorities. But if you are indeed getting the Spiritual Alpha taking it from Hasten wouldn't be bad, IMO.

    Wherever you get the slot from, be sure to put the Kismet in a defense power that you're likely to use all or most of the time since the power needs to be active for you to get the bonus. In an earlier iteration of my Dark/Mace tank CoD was the only place I could put it, which was inconvenient since there were times when I didn't want or need to run CoD but I wanted to have the ToHit bonus. I have it in CJ in my current build, which I like much better.
    Good point, CoD isn't something I really want to leave running when I don't need it (too ugly), slot moved to Weave. I considered CJ, but I'll be getting it four levels later and I doubt I'll find Weave as aesthetically offensive as CoD.
  18. for one sure, but for four, plus any other enh's that are too expensive to buy and extras of the LotG to sell so that I can afford to buy the other enhs, I'll have to do nothing but morality missions for months.
  19. Quote:
    Originally Posted by Scene_EU View Post
    You will keep your enhancements when you respec, but you will only be able to save a total of 10 after you complete the respec, the rest either have to go back into slots or will be sold off automatically.
    good to know

    Quote:
    Originally Posted by Scene_EU View Post
    You don't have to have SJ, you could place in PG if you so wished, I personally think repair is a wasted power slot seeing as TG will do the same thing but as an AoE and will heal DS too.
    Do you mean Photon Grenade? Repair is mostly for when pets manage to avoid TG by being too spread out or when they're almost dead and can't wait for TG to be cast twice.

    Quote:
    Originally Posted by Scene_EU View Post
    Assault Bot's Swarm Missiles gives a chance to fire off the proc on each missile hit
    Ah, didn't know it got that attack.

    Quote:
    Originally Posted by Scene_EU View Post
    The aim of beefing out your global recharge is to reduce the long charges of DS and HT. You will be needing to use both of these powers quite a lot if you want to tankermind at higher levels - not essential at lower levels and quite expensive, so something to work towards
    Hadn't noticed the Recharge on Dark Servant, but LotG +Rech is 100m+ each. Will I really need those enough to offset the cost?

    Quote:
    Originally Posted by Scene_EU View Post
    I'm only using Tough as a mule for the steadfast unique, so I don't actually use the toggle
    But why not? I thought S/L was one of the most common damage types? And if I'm tanking for the pets in a large crowd I'll probably be taking quite a few hits, even with softcapped defenses. Or will TG be able to overcome that without Tough?

    Quote:
    Originally Posted by Scene_EU View Post
    I've not had too much bother with only 4KB protection, and what with FS, DS and DN running, I hardly get hit anyway. I'm really only there to protect the pets
    K, people were saying in the tanker threads that higher end content had several mobs with mag 10 kb and I didn't want to die because I couldn't get off the ground long enough to use TG.

    Quote:
    Originally Posted by Scene_EU View Post
    It would be more beneficial for you to have the Performance Shifter proc in Stamina which is the same 10 end @ 20% chance but becomes auto hit, so doesn't rely on a cast
    K
  20. If I do a respect quest, will it allow me to unslot my enhancements, or will I have to start over from scratch the way I would if I changed my active build?

    Honestly I don't really like Super Jump, I'd rather just take Repair and put the slot in CJ for the knockback protection.

    Why put the Chance for Smashing damage in the Assualt Bot? the Battle Drones should be knocking things back about three times as much.

    Do I really need 3 LotG +Recharge and fully slotted Provoke? About the only things I'll be casting in most battles are TG, TP, EF, Provoke and the occasional Bot recast.

    Why is Tough so thoroughly underslotted? with the number of attacks that contain S/L, I'd think it'd be a good idea to have it as high as possible.

    Why only 4 KB prot? With provoke fully slotted, I'll be getting hit by a lot of KB attacks that are higher than mag 4, and I'll need to be able to heal before all the aggro kills me.

    Why remove the chance for +End from TG? solo it helps your prot bots keep healing and in a team it helps your teammates keep killing.

    I'd prefer to avoid Sovereign Right, it can't be slotted till 50 and I'd like to be putting all of these in from level 32 up at the speed of enh aquisition.
  21. Quote:
    Originally Posted by Finduilas View Post
    Hmm, not sure why you'd want to change the slotting of Weave, it was at 41% end reduction, which should be sufficient. Maneuvers was only at about 20% end reduction and has a higher end cost.
    I was being stupid, fixed now.

    Quote:
    Originally Posted by Finduilas View Post
    Instead of slotting for accuracy bonuses, you should consider finding a place for the Kismet +Accuracy, which gives a 6% ToHit bonus in a single slot. It can go in any defense power, so you might want to consider using that instead of the +Recharge in CJ if you can't scrounge up another slot.
    I didn't see an acc/dam/end in erad, went acc/dam/rech instead. Pulled a slot from hasten and moved it to CoD for Kismet, but I'm not sure if that's a good idea.
  22. I mainly put Oblit in for the +Acc, I was noticing disturbingly low numbers on my Acc as I was double checking my powers w/o Soul Drain on. Unless I'm overestimating how much Acc I need?

    I think you're probably right about the +End in SL, moved the slot to CJ for +Rec and changed the +Rec in Weave to a End/Rec. I considered an End/Def or a straight End, but I wanted the +9 Acc from using another LotG.

    @seebs: cool, I'll have to keep that in mind for the future.
  23. Trying to figure out if I've made too many mistakes in this build already, she's level 29 at the moment and the four slots in Stamina were done a while back before I found out about ED. I think there may also have been a second slot in Health, but servers are down and I can't check. Slotting is accurate to the best of my knowledge for the same reason. End is a major issue that I'm not sure I can really fix at this point unless I give up the idea of tanking for the pets at the start of fights the way I'd like to. Any suggestions for avoiding a respec or arguments for a respec would be appreciated.

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

    Click this DataLink to open the build!

    VP Research: Level 50 Science Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Dark Miasma
    Power Pool: Leadership
    Power Pool: Flight
    Power Pool: Presence
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Battle Drones
    • (A) Explosive Strike - Chance for Smashing Damage: Level 20
    • (3) Blood Mandate - Damage: Level 50
    • (3) Blood Mandate - Accuracy: Level 50
    • (5) Blood Mandate - Accuracy/Damage/Endurance: Level 50
    • (5) Blood Mandate - Damage/Endurance: Level 50
    • (7) Blood Mandate - Accuracy/Endurance: Level 35
    Level 1: Twilight Grasp
    • (A) Theft of Essence - Accuracy/Endurance/Recharge: Level 30
    • (7) Theft of Essence - Accuracy/Endurance/Healing: Level 30
    • (9) Theft of Essence - Chance for +Endurance: Level 30
    • (9) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 35
    • (11) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 35
    • (11) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 35
    Level 2: Tar Patch
    • (A) Pacing of the Turtle - Chance of -Recharge: Level 35
    • (13) Pacing of the Turtle - Endurance/Recharge/Slow: Level 35
    • (13) Pacing of the Turtle - Accuracy/Endurance: Level 35
    • (15) Impeded Swiftness - Endurance/Recharge/Slow: Level 30
    • (15) Tempered Readiness - Endurance/Recharge/Slow: Level 35
    • (17) Recharge Reduction IO: Level 50
    Level 4: Darkest Night
    • (A) Dark Watcher's Despair - Chance for Recharge Slow: Level 35
    • (21) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 35
    • (21) Endurance Reduction IO: Level 50
    Level 6: Equip Robot
    • (A) Endurance Reduction IO: Level 50
    Level 8: Maneuvers
    • (A) Defense Buff IO: Level 50
    • (23) Defense Buff IO: Level 50
    • (23) Karma - Knockback Protection: Level 30
    Level 10: Assault
    • (A) Endurance Reduction IO: Level 50
    Level 12: Protector Bots
    • (A) Defense Buff IO: Level 50
    • (25) Defense Buff IO: Level 50
    • (25) Kinetic Crash - Damage/Knockback: Level 35
    • (27) Kinetic Crash - Accuracy/Knockback: Level 35
    • (27) Kinetic Crash - Damage/Endurance/Knockback: Level 35
    • (29) Kinetic Crash - Accuracy/Damage/Knockback: Level 35
    Level 14: Tactics
    • (A) To Hit Buff IO: Level 50
    • (29) To Hit Buff IO: Level 50
    Level 16: Shadow Fall
    • (A) Luck of the Gambler - Defense/Endurance: Level 35
    • (31) Luck of the Gambler - Defense/Recharge: Level 35
    • (31) Luck of the Gambler - Defense: Level 35
    • (31) Luck of the Gambler - Defense/Endurance/Recharge: Level 35
    • (33) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (33) Steadfast Protection - Knockback Protection: Level 30
    Level 18: Repair
    • (A) Recharge Reduction IO: Level 50
    Level 20: Fearsome Stare
    • (A) Nightmare - Accuracy/Fear/Recharge: Level 35
    • (33) Nightmare - Endurance/Fear: Level 35
    • (34) Nightmare - Accuracy/Fear: Level 35
    • (34) Nightmare - Fear/Range: Level 35
    Level 22: Vengeance
    • (A) Defense Buff IO: Level 50
    Level 24: Hover
    • (A) Defense Buff IO: Level 50
    • (34) Defense Buff IO: Level 50
    Level 26: Assault Bot
    • (A) Blood Mandate - Accuracy/Damage: Level 35
    • (36) Blood Mandate - Accuracy/Endurance: Level 35
    • (36) Blood Mandate - Accuracy: Level 35
    • (36) Blood Mandate - Damage: Level 35
    • (37) Blood Mandate - Damage/Endurance: Level 35
    • (37) Blood Mandate - Accuracy/Damage/Endurance: Level 35
    Level 28: Petrifying Gaze
    • (A) Lockdown - Accuracy/Hold: Level 30
    • (37) Lockdown - Chance for +2 Mag Hold: Level 35
    • (39) Lockdown - Accuracy/Recharge: Level 30
    • (39) Lockdown - Recharge/Hold: Level 30
    • (39) Lockdown - Endurance/Recharge/Hold: Level 30
    • (40) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 30
    Level 30: Provoke
    • (A) Recharge Reduction IO: Level 50
    • (40) Recharge Reduction IO: Level 50
    Level 32: Upgrade Robot
    • (A) Endurance Reduction IO: Level 50
    Level 35: Boxing
    • (A) Recharge Reduction IO: Level 50
    Level 38: Dark Servant
    • (A) Enfeebled Operation - Accuracy/Recharge: Level 35
    • (40) Enfeebled Operation - Accuracy/Immobilize: Level 35
    • (42) Enfeebled Operation - Endurance/Immobilize: Level 35
    • (42) Enfeebled Operation - Accuracy/Endurance: Level 35
    • (42) Enfeebled Operation - Immobilize/Range: Level 35
    • (43) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 35
    Level 41: Tough
    • (A) Reactive Armor - Endurance: Level 35
    • (43) Reactive Armor - Resistance/Endurance: Level 35
    • (43) Reactive Armor - Resistance/Recharge: Level 35
    • (45) Reactive Armor - Resistance: Level 35
    • (45) Reactive Armor - Resistance/Endurance/Recharge: Level 35
    Level 44: Charged Armor
    • (A) Reactive Armor - Resistance: Level 35
    • (45) Reactive Armor - Resistance/Endurance: Level 35
    • (46) Reactive Armor - Resistance/Recharge: Level 35
    • (46) Reactive Armor - Endurance: Level 35
    • (46) Reactive Armor - Resistance/Endurance/Recharge: Level 35
    Level 47: Electrifying Fences
    • (A) Enfeebled Operation - Accuracy/Recharge: Level 35
    • (48) Enfeebled Operation - Endurance/Immobilize: Level 35
    • (48) Enfeebled Operation - Accuracy/Endurance: Level 35
    • (48) Enfeebled Operation - Immobilize/Range: Level 35
    • (50) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 35
    • (50) Enfeebled Operation - Accuracy/Immobilize: Level 35
    Level 49: Weave
    • (A) Defense Buff IO: Level 50
    • (50) Defense Buff IO: Level 50
    Level 50: Cardiac Core Paragon
    Level 50: Ion Radial Final Judgement
    Level 50: Gravitic Radial Flawless Interface
    Level 50: Clockwork Core Superior Ally
    Level 50: Rebirth Core Epiphany
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 1: Supremacy
    Level 2: Rest
    • (A) Empty
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Healing IO: Level 50
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - EndMod: Level 35
    • (17) Performance Shifter - EndMod/Accuracy/Recharge: Level 35
    • (19) Performance Shifter - EndMod/Recharge: Level 35
    • (19) Performance Shifter - EndMod/Accuracy: Level 35
    Level 4: Ninja Run



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  24. Quote:
    Originally Posted by Deus_Otiosus View Post
    I was thinking about going villian with her eventually anyway, as you may be able to tell from the name

    I would have made her a brute, but I preferred gauntlet to rage (or w/e it was called).

    @Purus: would Chance for +End even do anything in an auto power?

    Why use a set IO instead of a basic one in PP?

    You don't really need the extra def bonuses from Triumphant Insult in Taunt, I'd suggest taking the slots for a different power, especially the one with disorient. Disorient is very annoying for melee types.

    Is there a reason that you skipped Soul Transfer? Personally I'd dump Super Jump for it, by that point in the game you should already be pretty used to using temp travel powers anyway.

    Like Finduilas said, you don't need Aid Self, and you don't seem interested in Aid other, ditching both will let you get more crucial powers earlier and if you decide to stick with Super Jump, it'll allow you to get Acrobatics and use that slot in Super Jump somewhere else and put actual resistance boosters in Obsidian Shield.

    I'm guessing from some of your selections that money's not an issue?