boppaholic

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  1. Take knockout blow. Take a look at what the 10% recharge really gives you for Footstomp too. In my opinion, it's better to go Armageddon in it (awesome proc damage) then to do the -res debuff. Heck, slot Knockout Blow with the hold purple set. Give it the purple proc damage and it can be a utility tool for you and still gives you your precious 10% recharge. I think I'd rather have a knockout blow slotted with holds than a slow recharging weak AoE attack that has only an 8' radius. But I would rather 5 slot it with crushing impact (so you still get 5% recharge), if you can get 6 slots, give it the hold damage proc. There, done. Makes you more flexible.
  2. Quote:
    Originally Posted by Draeth Darkstar View Post
    Sure.. or you could play the same build on a Scrapper with the brutal attack chain of MG -> Smite -> Siphon -> Smite amplified by AAO and supplement Dark's extremely weak AoE with your APP/PPP instead of needing to use it on Gloom to put out decent single target.
    Again, I am not saying a scrapper's damage isn't superior. I merely was mentioning another combo for a tank that could pair up with shield (in response to SS being the only set worth pairing on a shield tanker). Also again, I am only arguing against the notion that shield should only be played on a scrapper. It's a baseless argument. Fact is, some people like to be a tank and shield is a great set for a tank. It provides greater survivability and can contain aggro better than a scrapper. It won't kill as fast as a scrapper but it won't die as fast either. If you want to be a tank, a shield is a great option. Capped defenses, awesome PBAoE, ok resistances, good god-mode power that doesn't have a hard crash (it can also cap your S/L resistance and HP without outside help), it has a taunt aura that boosts your damage, and excellent DDR. If I were to make a tank, why wouldn't I consider shield?
  3. Quote:
    Originally Posted by Draeth Darkstar View Post
    AAO still does wildly more for a Scrapper than a Tank. The only reason I would ever play SD on a non-Scrapper would be to pair it with Superstrength. There just isn't any other compelling draw. Scrappers will soft-cap defenses with Shield, have great DDR, and some resists as well, what more do you really need?
    Now I'm not discrediting shield scrappers. I just didn't think any shield should be put away unless it's a scrapper. Fact of the matter is, it's a great set for any AT.

    Also, I could see a shield/dark tank as being pretty strong. Bruising helps close the gap a little for damage and you still have superior survivability. Tanks and brutes get a nice attack chain of shadow punch (SP)--smite--SP--gloom.
  4. To be fair, characters are capable of 2-3 builds. Though I don't believe any one build can be a master/jack of all trades, I do believe it's plausible that there are certain ATs with certain powerset combos that can design up to three builds that can do each of the things you desire (Solo TFs, solo AV/GMs, and do +4/x8 quickly). My guess would be a VEAT or HEAT as they both can be designed around certain specialties. Nonetheless, you may be able to make a toon with the capability of performing your 3 desired tasks, I don't believe you will be able to do all the different variations of those tasks; you may have a weakness (let's say psi resistance) that certain enemy groups will exploit.

    Good luck finding what you want
  5. Although I know you have made up your mind with Ice, but here's my final argument for Dark Blast. Umbral Torrent... 80ft base cone... I love it even before Boost Range... Imagine the fun you'll have when it's decked out.

    Here's the build I'm going for with my guy. It's high end, but toons I love I'll work for. I am still playing with the numbers, but I like what I have so far.

    *Note, I did slot for the To-Hit Debuff IOs quite a bit. That's because I could 4 slot for the 6.25 recharge bonus instead of the 5 slot needed for positron's blast. With the final 2 slots and alpha I felt I made up enough ground towards trying to achieve 100% enhanced damage. Plus, it does make my tohit debuffs stronger, thus more survivability. ALSO, Life drain is not slotted properly. For some reason Mids isn't accepting accurate heal IOs, so I used Doctored Wounds as a place holder.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Dark Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Dark Blast -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Acc/Rchg(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Dmg/Rchg(5), Cloud-%Dam(7)
    Level 1: Power Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(9), KinCrsh-Rechg/EndRdx(9), KinCrsh-Dmg/EndRdx/KB(11), KinCrsh-Acc/Dmg/KB(11)
    Level 2: Umbral Torrent -- Cloud-ToHitDeb/EndRdx/Rchg(A), Cloud-Acc/EndRdx/Rchg(13), Cloud-Acc/ToHitDeb(13), Cloud-ToHitDeb(15), Dmg-I(15), Dmg-I(17)
    Level 4: Gloom -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(17), Decim-Dmg/Rchg(19), Decim-Dmg/EndRdx(19), Decim-Acc/Dmg(21), Cloud-%Dam(21)
    Level 6: Boxing -- Empty(A)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
    Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25)
    Level 12: Tenebrous Tentacles -- Cloud-Acc/ToHitDeb(A), Cloud-ToHitDeb/EndRdx/Rchg(25), Cloud-Acc/EndRdx/Rchg(27), Cloud-ToHitDeb(27), HO:Centri(29), Ragnrk-Dmg(29)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 16: Conserve Power -- RechRdx-I(A)
    Level 18: Abyssal Gaze -- Cloud-Acc/EndRdx/Rchg(A), Cloud-ToHitDeb/EndRdx/Rchg(31), Cloud-Acc/ToHitDeb(33), Cloud-ToHitDeb(33), HO:Perox(33), HO:Perox(34)
    Level 20: Tactics -- HO:Enzym(A)
    Level 22: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(23), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(34), AdjTgt-Rchg(34)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(36)
    Level 26: Life Drain -- Apoc-Dmg(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal/EndRdx(37), Dct'dW-EndRdx/Rchg(37), Dmg-I(37)
    Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(40)
    Level 32: Vengeance -- LkGmblr-Rchg+(A)
    Level 35: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(43), AdjTgt-ToHit/EndRdx/Rchg(46), AdjTgt-EndRdx/Rchg(50), AdjTgt-ToHit/EndRdx(50)
    Level 38: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
    Level 41: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(42), ExRmnt-Dmg/EndRdx(42), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-+Res(Pets)(43)
    Level 44: Mace Beam Volley -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46), FrcFbk-Rechg%(46)
    Level 47: Web Envelope -- GravAnch-Immob(A), GravAnch-Immob/Rchg(48), GravAnch-Acc/Immob/Rchg(48), GravAnch-Acc/Rchg(48), GravAnch-Immob/EndRdx(50)
    Level 49: Boost Range -- EndRdx-I(A)
    Level 50: Musculature Radial Paragon
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Cryonic Radial Final Judgement
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 11% DamageBuff(Smashing)
    • 11% DamageBuff(Lethal)
    • 11% DamageBuff(Fire)
    • 11% DamageBuff(Cold)
    • 11% DamageBuff(Energy)
    • 11% DamageBuff(Negative)
    • 11% DamageBuff(Toxic)
    • 11% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 4.56% Defense(Energy)
    • 4.56% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.13% Defense(Ranged)
    • 3% Defense(AoE)
    • 9% Max End
    • 116.3% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 48% Enhancement(Accuracy)
    • 76.8 HP (6.37%) HitPoints
    • Knockback (Mag -3)
    • Knockup (Mag -3)
    • MezResist(Confused) 10%
    • MezResist(Held) 10%
    • MezResist(Immobilize) 12.75%
    • MezResist(Sleep) 10%
    • MezResist(Stun) 10%
    • MezResist(Terrorized) 12.2%
    • 9.5% (0.16 End/sec) Recovery
    • 72% (3.62 HP/sec) Regeneration
    • 12.5% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 16.3% Resistance(Fire)
    • 16.3% Resistance(Cold)
    • 12.52% Resistance(Energy)
    • 12.52% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 3% RunSpeed




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  6. Quote:
    Originally Posted by Cainus View Post
    Electric Armour would help with the high Endurance costs of the Titan Weapon set.
    Stone Armour has always been highly durable, and with all the AoE in the set, it might work better than a single target set while solo or on a small team.

    Both are Resist heavy armours, so they'd help your survivability when your Defence has been compromised.

    I feel your pain, by the way. I cant stand auto-hit powers that floor your Defence, as my primary tanks tend to be Shield Defence (which, of course, is not available here).
    Agreed. Electric isn't too clicky so redraw won't be much of an issue and endurance won't be an issue. You will have very high resistances (can cap S/L and will cap energy), you'll have a self heal and decent regeneration. You get a damage aura and you get soft mitigation with endurance drain (sap 80-90% endurance using power sink then drain the rest with lightning field). You get 20% recharge. Oh yes, and You also get decent psionic resistance (theoretically can cap this if you slot for it?).

    Only downside to electric is no toxic resistance, no +max hp (so you'll never be able to cap your hp without outside help), and no defenses.

    Nonetheless, I think it will be the best defense to go with titan weapons because of the extra endurance. Willpower might be up there too
  7. Quote:
    Originally Posted by Necrotech_Master View Post
    the shield in mace mastery is not affected by power boost because it has a +resistance component, similar shields such as cold domination shields which have cold resistance follow the same rules and cant be powerboosted
    I thought because mace shield's resistance isn't enhanceable that it would get the boost. But I wasn't sure either way.
  8. Quote:
    Originally Posted by Necrotech_Master View Post
    my dark/energy blaster was planning on going with mace mastery for the shield + spiderling pets
    Mace is also a great way to go (I believe the shield is boosted by power boost too). Dark blast has so many powers you'll want to take that choosing the redundancy offered in soul master may not be desired (and too tight of a build for your liking). But both options are great choices. I like the idea of soul because it provides a second decent damage holdattack, another decent cone that offers tohit debuff, and another immobilize cone for stacking. So between all the debuffs and mitigation the defense offered by mace shield may be unnecessary and the resistance shield offered by soul may suit your needs better. But it's a player preference only. If my dark/NRG build is too tight, I'd go mace. Otherwise, I like the 4 cone attack chains offered by soul. Using intuition alpha, some slotting and power boost, I believe the attack chain of nightfall, TT, and UT can achieve a sustained tohit debuff of around 50%. But you have to ramp ip to that, which is where Mace is quite nice to have. As you can see, I'm pretty evenly split between those options. So pick your flavor and enjoy
  9. I love NRG with cone-centric blaster primaries, so I love the prospects of AR, sonic and dark. But I think dark has the most to offer when paired with NRG. Although you only get 2 cones instead of 3 you do get the added benefit of -tohit with power boost. Plus, umbra torrent is a 80 foot knockback cone with decent recharge. Imagine the fun you can have with that range boosted. Other benefits you get with dark (also amplified by power boost) is a self healing attack and a strong damaging hold attack. Plus!!!! You would also love the new intuition alpha coming out. Its T4 radial will boost your hold, range, damage and tohit debuffs. Come on. That screams dark/NRG. Also, you can take the soul mastery for two more cones while still sticking with the dark theme.
  10. Thanks. Didn't event think about the pseudo pet aspect. Thanks
  11. Quote:
    Originally Posted by Necrotech_Master View Post
    achilles proc is excellent in it, force feedback will not be useful in it at all

    if your short on slots just go with achilles proc and rech IOs, if you have more slots achilles proc + IO set for the dmg/rech and set bonuses
    Can you elaborate as to why the are useful or not? Is it the lower probability and shorter duration that makes force feedback "useless"?
  12. I am considering going with an Achilles and force feedback proc, and possible frankenslot the other 4 slots with damage and recharge. How would you slot it?
  13. Quote:
    Originally Posted by Black_Assassin View Post
    anything Shield should be put away unless its a scrapper....tank/brute just dont get on aswell with Shields as scrappers do.

    And brutes and tanks have exactly same damage. Brutes just get fury.
    I disagree with the generality of this statement. Scrappers do get better AAO numbers than a tanker, but a tanker's Shield Charge does the same damage as that of a scrapper (according to Mids) and you'll have superior HP, defense, and resistance as a Shield tank over a Shield scrapper. So no, Shield should not be put away unless it's a scrapper. A Shield tank is a beast when played properly (don't get me wrong, they're not actually hard to play).

    Now, when it comes to the Electric Melee / Shield Defense combo, I do agree that Scrapper is the best way to go. You're likely not capping your resistances without a lot of outside help anyways (thus a brute doesn't get as much benefit there), but you are still more than capable of softcapping your defense, while enjoying the 200.2 pt damaging Lightning Rod (133.5 for brutes, 141.5 for tanks). Now I may need some correcting on this, but I don't believe Lightning Rod nor Shield Charge will do critical hits for scrappers. So that sucks for Scrapper's AoE burst damage.

    For additional fun, throw in Spring Attack for more teleporting AoE action. Damage for tanks, brutes, and scrappers are 66.73, 62.56, 93.84 respectively.
  14. From the looks of it, any defense set with a capability of increasing ones HP can max it out either permanently (hoar frost, dull pain) or temporarily (One with the shield) can cap their HP. But I was wondering if there is anyway to cap an electric armor tank using IOs (or other means other than Rebirth Destiny) assuming they have the accolades?
  15. Here is my attempt. Focused on a bit of overall playability. You have a solid single target attack chain with: Shocking Grasp -- Shriek -- Charged Brawl -- Shriek -- Scream -- Shriek.

    My main concern is endurance recovery. Luckily, you have two ways to fix that. Power Sink (it's on an 18 second recharge when hasten is up) and Ageless Destiny T4 (+Recovery). If you're willing to go with Ageless, I promise you'll never have endurance issues again and can help make hasten perma.

    You are not softcapped in S/L defense, but you do sit at 36.8%, so 1 purple will take you over softcap with some buffer for ToHit debuffers (see what I did there?).

    You have good S/L resistances (49.1%/46.6%) and you have Surge of Power to cap your S/L/E resistances if needed.

    I slotted EM Pulse to be a useable power. It's a very long recharge, but when it's up, it's a great power for this build (30+ second stun without knockback, allowing for easy double stack of stuns with the Clap). It will disorient and drain endurance of everyone around you. Then you can double stack that stun with Lightning Clap (so all bosses will be walking dizzy for a bit). You can then use Power Sink (if you hit two enemies you're back to full blue bar). This will help fight off the 15 seconds of recovery loss caused by EMP.

    For fun, I slotted Thunderstrike as a mini nova. The IO bonuses from Kinetic Crash are great (provides the toon with 3 mag KB protection), and it still enhances your damage. Since you're going for a theme toon, I liked the idea of using this and watching the enemies go flying. All in all, just have fun with it.

    I wanted to give you shockwave to complete your massive cone attack options, but just couldn't justify it over something else.

    Here's the build.

    P.S. I know you said you want Electric Mastery, but you might like what Mu has to offer in terms of playability. It has an AoE damaging immobilization power that prevents knockback. This would help you in double stacking stuns with Lightning Clap and Thunder Strike as the enemies stay in your radius. Just a thought, but maybe you wanted the KB. Which is perfectly fine. The game should be fun, and concept characters do that the best IMO.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Sonic Attack
    Secondary Power Set: Electricity Manipulation
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(19), Apoc-Dam%(27)
    Level 1: Electric Fence -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(37), Enf'dOp-Acc/EndRdx(37), Enf'dOp-Immob/Rng(37)
    Level 2: Howl -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(3), Posi-Dmg/Rng(3), Posi-Acc/Dmg/EndRdx(9), Posi-Dam%(9)
    Level 4: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Hectmb-Dam%(7)
    Level 6: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(27), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(29), Decim-Acc/Dmg/Rchg(31)
    Level 8: Lightning Field -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(43), Sciroc-Dmg/EndRdx(46), Sciroc-Acc/Dmg/EndRdx(46)
    Level 10: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
    Level 14: Tough -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam(17)
    Level 16: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(46)
    Level 20: Lightning Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(21), Stpfy-Acc/EndRdx(21), Stpfy-Stun/Rng(23), Stpfy-Acc/Stun/Rchg(23), FrcFbk-Rechg%(25)
    Level 22: Sirens Song -- HO:Nucle(A)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25)
    Level 26: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(31)
    Level 28: Thunder Strike -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(33), KinCrsh-Rchg/KB(33), KinCrsh-Rechg/EndRdx(34), KinCrsh-Dmg/EndRdx/KB(34), KinCrsh-Acc/Dmg/KB(34)
    Level 30: Amplify -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(31)
    Level 32: Tactics -- EndRdx-I(A)
    Level 35: Power Sink -- Efficacy-EndMod/Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(36), Efficacy-EndMod/Rchg(36), P'Shift-EndMod/Rchg(36)
    Level 38: Shocking Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), UbrkCons-Dam%(40)
    Level 41: Static Discharge -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Dam%(43)
    Level 44: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
    Level 47: EM Pulse -- Amaze-EndRdx/Stun(A), Amaze-Acc/Rchg(48), Amaze-Acc/Stun/Rchg(48), Amaze-Stun/Rchg(48), Amaze-ToHitDeb%(50)
    Level 49: Surge of Power -- S'fstPrt-ResDam/Def+(A)
    Level 50: Musculature Radial Paragon
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A)
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 26.75% Defense(Smashing)
    • 26.75% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 14.88% Defense(Melee)
    • 4.25% Defense(Ranged)
    • 3% Defense(AoE)
    • 6.3% Max End
    • 3% Enhancement(Immobilize)
    • 71.25% Enhancement(RechargeTime)
    • 3% Enhancement(Stun)
    • 33% Enhancement(Accuracy)
    • 5% FlySpeed
    • 135.5 HP (11.25%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -3)
    • Knockup (Mag -3)
    • MezResist(Immobilize) 15.95%
    • 11.5% (0.19 End/sec) Recovery
    • 46% (2.31 HP/sec) Regeneration
    • 2.5% Resistance(Smashing)
    • 5.67% Resistance(Fire)
    • 5.67% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 8% RunSpeed




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  16. Sounds good with the holds, but I'm lost on the playstyle you're going for. You said you want as much AoE as possible. That gives me howl, shockwave, sirens song, and thunderstrike, and static discharge. Thunderclap for mitigation. But you also want to blap. It seems like you'll have a lot of AoE stuns and knockback (KB going against your blapper desires). I love the idea of doublestacking the stuns but the AoE knockback in thunderstrike and thunderclap defeats the purpose. I'm thinking maybe EM pulse. But really, there are a lot if ways for me to go. Should I go for damage, recharge, mitigation, or defense? In what order of priority. What attack chain would you like. What are your must have powers? I have an idea of how I'd play it, but you'll probably have a completely different idea theme wise. I picture going into a mob, em pulsing for an initial stun, thunderclap to double stack the stun, then powersink. You may be different. If you make a mids of the powers you want I can really run from there.
  17. I actually love the idea. I'll work on a build for you, can you tell me any powers you won't want? I like the possibility of going into a crowd and sucking the endurance and managing to blapper while at the same time sonic is great against single hard targets
  18. What is your primary? If you don't have stuns in it, then you may want to go with CoF since you said you're building for defense. ToHit debuffs act as additional defense (though it can be resisted). Plus, you still get a mag 2 mez. Additionally (if you wish to go all out) I think the ToHit Debuff IOs and Fear IOs have damaging procs, so you could treat it as a second mini death shroud with mitigation and debuffs thrown in.

    Edit: It's worth noting that everyone complains about CoF's endurance costs, but it's the same cost as Death Shroud (.52end/sec base). Once slotted and with Cardiac, you won't even care.
  19. I think Fault is a knock down power. It should not be making people fly unless you have it slotted for KB or if you are fighting foes below your level.

    Otherwise, if you have fun playing him how he is, why change that? You don't have to be a min/max character. There's more to being said to enjoying playing someone as opposed to how it performs.

    A single KB protect (4 magnitude KB protection) is good for most stuff, and is enough to drop acrobatics.
  20. When calculating DPS, I highly recommend factoring in the Damage Bonus you get from blaster's defiance.

    Another thing to factor in is Reactive interface. Reactive Interface essentially provides you with 50.1 damage to each attack (Not damage enhanceable, but still solid DPS addition). Faster attack animations (even if they do less damage) can provide you with more DPS when using reactive. Charged brawl and Energy punch have high damage at very low activation time, thus making them an ideal attack along with Reactive interface.

    I don't know from experience (my only lvl 50 blaster is a fire/ice), but I would think the -regen from MM would outperform any other secondary alone for effective kill speed on AV/GMs. My next guess for secondaries would be electric because of it's damage aura with Shocking Grasp and Charged Brawl. Next might be fire because of its multiple damage auras (Hot feet can add about 19 DPS and Blazing Aura can add you about 16 DPS without interrupting your attack chain). Closely followed by Energy for Energy Punch.


    Anyways, that's my two influence.
  21. The build looks solid. Normally, I would put Armageddon into footstomp that way the damage proc can trigger every 6 seconds instead of every 10 seconds (as you have it in a toggle now). But I could understand why you want more endurance in footstomp, so no complaints on sticking with what you have. If you are only looking for S/L defense, you can possible shift a couple slots around and put two more Enfeebled Operations in your immobility power. It will give you another 3.75% recharge and another ~1.56% S/L defense. I'm sorry if my numbers are off, but I don't have mids up to remind me of the IO bonuses. All in all though, it looks like a tight build where I wouldn't want to move anything around. It seems very solid. It's too bad you couldn't fit in a 6-slotted taunt anywhere. The Taunt IOs are excellent in recharge and S/L defense.

    You should know though, you won't be using Hover while in a battle, so toggle it off to get a better idea of what your defense will me. Because hover is a mule, I would seriously consider droping the fly pool. Pick up superjump for a travel power if you need it, and go with maneuvers instead of hover for your mule. Atleast now you'll have a mule that you'll use and will get you to softcapped S/L.

    Correction: I should have said, you won't be using Hover while in battle if you expect to use foot stomp or burn. You technically don't have to use those powers, but I assumed you would. In that case, you have to reconsider your defense and recharge options. If you're willing to go super jump instead, you could do this...

    S/L Defense = 45.6%
    Endurance Usage also dropped to 1.58end/sec by moving a Cyto from Weave to Maneuvers.

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Volidor: Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13), Dct'dW-Rchg(15)
    Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(21)
    Level 12: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(33)
    Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 18: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(29), RechRdx-I(29)
    Level 20: Consume -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(31)
    Level 22: Weave -- LkGmblr-Rchg+(A), HO:Cyto(31)
    Level 24: Blazing Aura -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(34)
    Level 26: Super Jump -- Winter-ResSlow(A)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37)
    Level 30: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(37), GA-3defTpProc(37)
    Level 32: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg(A), M'Strk-Dmg/EndRdx/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(40), FrcFbk-Rechg%(40)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(42)
    Level 41: Gloom -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(43), Apoc-Dam%(43)
    Level 44: Dark Obliteration -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46), EndRdx-I(46)
    Level 47: Soul Tentacles -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/EndRdx(48), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/Immob(48)
    Level 49: Rise of the Phoenix -- HO:Perox(A)
    Level 50: Spiritual Core Paragon
    Level 50: Reactive Radial Flawless Interface
    Level 0: Marshal
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    Level 0: Invader
    Level 50: Ion Core Final Judgement
    Level 50: Cimeroran Core Superior Ally
    ------------
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 7% DamageBuff(Smashing)
    • 7% DamageBuff(Lethal)
    • 7% DamageBuff(Fire)
    • 7% DamageBuff(Cold)
    • 7% DamageBuff(Energy)
    • 7% DamageBuff(Negative)
    • 7% DamageBuff(Toxic)
    • 7% DamageBuff(Psionic)
    • 34.75% Defense(Smashing)
    • 34.75% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 12.88% Defense(Energy)
    • 12.88% Defense(Negative)
    • 6% Defense(Psionic)
    • 23.19% Defense(Melee)
    • 9.44% Defense(Ranged)
    • 6% Defense(AoE)
    • 1.8% Max End
    • 62.5% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilize)
    • 39% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 174.3 HP (11.63%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 17.05%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 2.2%
    • 9.5% (0.16 End/sec) Recovery
    • 26% (1.62 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 6.3% Resistance(Fire)
    • 6.3% Resistance(Cold)
    • 1.88% Resistance(Negative)




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  22. I designed the following end-game brute with the thought of perma-hasten, perma-energize and a gapless single target attack chain of Gloom-Shadow Punch-Smite-Shadow Punch. I didn't quite perma the hasten nor energize (<1s down), but I did make the attack chain gapless. That I'm happy with (chasing down an extra 15% recharge for perma wasn't worth it).

    I was originally going to put damage procs into all of my attacks in my attack chain (and extra 14.35 damage/attack) but I instead took those 3 slots and put them elsewhere to give myself more survivability and mitigation.

    For incarnates, I am going with T4 Musculature Radial Paragon Alpha for its Damage, Endurance Modification, and To-Hit Debuff bonuses. This allowed me to focus slots into other areas (recharge mainly) while still maintaining excellent enhancement in my powers. For Destiny I could go three ways: Barrier/Rebirth/Ageless in that order of preference. I consider barrier the most because it can provide me with an extra 5% resistance and defense permanently... but also I imagine it as a great way to mitigate the crash from Power Surge by clicking it right when I crash to give me capped defense and resistance for 10 seconds while I pop a blue then use powersink or dark consumption to refill my blue bar, toggle my defenses back on, then toggle my resistances back on. By the time my ten seconds is up, I get another 20 seconds of 32.5% resistance and defense which will still leave me capped or near capped. During this time I will be finishing restoring the rest of my toggles (if I get close to running out of endurance again, powersink or dark consumption will be used to refill my blue bar). Half way through this 20 seconds of continued Barrier buffing, the recovery debuff from my crash will have worn off. At this time, I should be back to my regular fighting capabilities. When the 32.5% Barrier buffing drops down to 7.5% buffing, I will have 50 seconds until Power Surge is fully recharged and I can be ultra tank again.

    Now this is likely all overkill. I may not need to use Power Surge ever because of the endurance drain from Power Sink and Lightning Field. Plus, with my Darkest Night running, I will already be taking less damage (similar to increasing resistance) and will be applying a lot of to-hit debuffs around me (similar to increasing defense). That should be enough to handle Lts and Minions with ease as I focus on the harder guys (Bosses+). So, if I find Power Surge unnecessary to use because my mitigation is so strong, I would likely go with Rebirth (not sure if I should go for max HP or insane regen). This would give me a second reliable big heal (to go with Energize) just in case I am in major trouble. This may be the better route to go with anyways.

    Lastly, I would consider going with Ageless again because of the Power Surge crash. It would allow me to refill my blue bar with out having to use an inspiration. The huge boost in recharge would allow me to get Power Surge back up faster as well. However... I will be left mostly defenseless as I attempt to retoggle. This does not at all seem like a good way to go and was likely worthless to even write why I slightly considered going with it.

    I am stuck between going with Ion or Void for my judgement power. The -50% Damage from Void seems great as it would synergize well with my high resistances and it's more Negative Energy damage which this character is going for. Plus, the -50% lasts a whopping 30 seconds. On the other hand, Ion also synergizes well with my endurance drain plus has 10 seconds of -recovery (which will easily drop all enemies to zero for a while) plus has the 12 second hold which further provides me with mitigation, even against bosses.

    If all is said and done, I would likely go with Barrier and Void. With Barrier, every two minutes I can provide myself with capped (or close to) resistance and defense for 30 seconds. Combine that with Void, every 90 seconds I would be able to give my enemies -50% damage for 30 seconds. That's a lot of damage protection.

    Here's the build, please critique it as much as you like. I am designing it before playing it so that I don't wind up with buyer's remorse, but I think there is great synergy here. Lots of resistance, lots of to-hit debuffs, and lots of endurance drain. That, along with an awesome attack chain, seems to make this build quite solid. It's light on the AoE though, but this build seems to be more focused on being in a hard AV fight where I can focus on single target damage and anchor my debuffs on my enemy while the little enemies around me keep missing or hits for minimal damage (Darkest Night) as well as have their endurance drained worse than by a sapper on steroids. If I wish to get better AoE, I will likely swap out Soul for Mu and enjoy further drinking the endurance of everyone around me.

    Please though, critique away at my slotting. And feel free to ask me why I went with certain IOs or slotting, I can provide my reasoning and you can provide me with better techniques

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Negative Energy: Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Electric Armor
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Shadow Punch -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(3), Hectmb-Acc/Rchg(3), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Dmg/Rchg(5)
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9)
    Level 2: Smite -- Cloud-%Dam(A), Cloud-Acc/ToHitDeb(9), Cloud-Acc/Rchg(11), Cloud-ToHitDeb/EndRdx/Rchg(11), Hectmb-Dmg(13), HO:Nucle(13)
    Level 4: Lightning Field -- Armgdn-Dmg(A), EndMod-I(15)
    Level 6: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(17)
    Level 8: Siphon Life -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/EndRdx/Rchg(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Acc/Dmg(21)
    Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23)
    Level 12: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rng(25), Mocking-Acc/Rchg(25), Mocking-Taunt/Rchg/Rng(27), Mocking-Taunt/Rchg(27), Mocking-Taunt(29)
    Level 14: Boxing -- Empty(A)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Dark Consumption -- Mocking-Rchg(A), Mocking-Taunt/Rng(29), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(46), Mocking-Taunt/Rchg(50), Mocking-Taunt(50)
    Level 20: Lightning Reflexes -- Run-I(A)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(33)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33)
    Level 26: Soul Drain -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(33), Armgdn-Dmg/Rchg(34), Armgdn-Acc/Dmg/Rchg(34), Armgdn-Acc/Rchg(34), GSFC-Build%(36)
    Level 28: Energize -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal(37)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(37)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(39)
    Level 35: Gloom -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(39), Apoc-Acc/Rchg(39), Apoc-Acc/Dmg/Rchg(40), Apoc-Dmg/Rchg(40)
    Level 38: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(43)
    Level 41: Dark Obliteration -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Acc/Rchg(43), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Dmg/Rchg(45), Ragnrk-Knock%(45)
    Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-ToHitDeb(46), DarkWD-Rchg/EndRdx(46)
    Level 47: Power Surge -- Aegis-ResDam/Rchg(A), TtmC'tng-ResDam/Rchg(48), RctvArm-ResDam/Rchg(48), RechRdx-I(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 50: Musculature Radial Paragon
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 50: Void Radial Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Barrier Core Epiphany
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 6.5% DamageBuff(Smashing)
    • 6.5% DamageBuff(Lethal)
    • 6.5% DamageBuff(Fire)
    • 6.5% DamageBuff(Cold)
    • 6.5% DamageBuff(Energy)
    • 6.5% DamageBuff(Negative)
    • 6.5% DamageBuff(Toxic)
    • 6.5% DamageBuff(Psionic)
    • 16.75% Defense(Smashing)
    • 16.75% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.88% Defense(Melee)
    • 5.5% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 5.85% Max End
    • 45% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 98.75% Enhancement(RechargeTime)
    • 106.8 HP (7.13%) HitPoints
    • MezResist(Confused) 2.5%
    • MezResist(Held) 8%
    • MezResist(Immobilize) 9.65%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 4.7%
    • 16% (0.27 End/sec) Recovery
    • 56% (3.5 HP/sec) Regeneration
    • 8.82% Resistance(Fire)
    • 8.82% Resistance(Cold)




    Code:
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    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  23. boppaholic

    katana

    From what I hear, gloom is an awesome power for brutes in any attack chain. In fact, it's practically a standard. But it causes redraw, which is possibly why you don't hear katana discussed that often. I really want to make a Katana/Elec/Soul, but I don't know if I should go scrapper or brute myself. I'm curious as to how much time is in fact eaten up by redraw
  24. Quote:
    Originally Posted by Flower View Post
    The one exception to that is the reactive DoT which each person can apply one time so everyone on a league can stack that on a target.
    I don't know if I'm reading this correctly, but I believe the DoT stack works the same as the other stacks except that it can go up to a max of 8 on a single target instead of 4. Are you saying each player can stack up to 8 DoT applications and there is no limit to how many damage stacks are applied to a single target? If that's the case, AVs should be getting absolutely shredded when a team of 8 is on them... I don't think this the case.
  25. From my understanding that particular process works like this:

    75% DoT proc hits everytime (on successful attacks) but each of the 5 ticks of damage has a 75% chance of hitting (each tick has a 75% chance at applying 13.36 fire damage; this averages to 50.1 damage per stack/attack). The single DoT stack lasts 4.3 seconds (duration of the DoT) and up to 8 of these DoT stacks can apply to a single target at the same time (while solo it is nearly impossible to saturate this without use of pets).

    25% resistance debuff proc has a 25% chance of applying a 2.5% resistance debuff on successful attacks. This proc can stack up to 4 times on a single target for a max debuff of 10%.

    The resistance debuff acts like a damage buff for an attack but better because it's not an additive buff, it's multiplicative and it boosts damage procs (which are not buffed by damage enhancements. I use the following formula for final damage from an attack:

    Damage = [BaseDMG×(1+DMGEnhancers/100) + ProcDMG]×[1 + ResDebuff/100]