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Posts
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Hopefully everybody at Paragon Studios and their families land on their feet, going forward. If you've been working at a special place, and it sounds like you have been, then that's a great starting point for finding the next gig.
This was a very good game and it got better over time. Obviously, Paragon Studios deserves credit for those numerous improvements. -
PWE wouldn't have put anything of substance at risk by playing nice about licensing renewal for a niche game offered by a competitor. Building a reputation as a bad partner has the potential to hurt them far more, in the long run, by reducing their chances of finding partners willing to work with them for projects of greater importance to PWE. The terms of such partnerships could end up being more unfavorably drawn for PWE, if they can even find partners, if they have a bad reputation for how they work with others.
If the IP issue wasn't a key strumbling block and COH was generating both profits and positive cash flows, all of which were probably true, then suddenly shutting it down wasn't very smart -- and that's not even considering the reputation problems they'll create for themselves, for the future. How much trust will anybody here have for NC Soft games, in the future, when they do things like this?
There are a lot of possibilities. But, the most likely scenario is that NC Soft made an error in judgment by closing down COH and Paragon Studios. -
Over 60 reads and no feedback?
My thinking is that this planned build can be improved in some way -- especially since I've not played stalkers late into the game (ie: all level 30 or less, so far).
Any help provided would be appreciated. Thank you in advance. -
I'm hoping the build below will offer good spike DPS, survive well when scrapping, and have few problems with endurance management. He's a PvE stalker meant to be self sufficient when on teams and good at soloing.
Is the build below likely to achieve these stated goals?
The one perhaps apparently odd choice is to put in maneuvers, toward the end; but, adding maneuvers gets this stalker very close to the softcap for defense, even when scrapping (ie: not hidden).
IOs are not in the picture, and with that constrain in mind feedback about how this could be better would be helpful, and appreciated.
Villain Plan by Mids' Villain Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Sage of Shadows: Level 50 Magic Stalker
Primary Power Set: Dark Melee
Secondary Power Set: Energy Aura
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Villain Profile:
Level 1: Shadow Punch -- Acc(A), Dmg(17), Dmg(17), Dmg(40), EndRdx(42), RechRdx(43)
Level 1: Hide -- DefBuff(A), DefBuff(27), DefBuff(33)
Level 2: Smite -- Acc(A), Dmg(3), Dmg(3), Dmg(5), EndRdx(5), RechRdx(11)
Level 4: Kinetic Shield -- EndRdx(A), DefBuff(23), DefBuff(25), DefBuff(33)
Level 6: Assassin's Eclipse -- Acc(A), Acc(7), Dmg(7), Dmg(9), Dmg(9), RechRdx(11)
Level 8: Hover -- Flight(A), Flight(15)
Level 10: Entropy Shield -- EndRdx(A)
Level 12: Placate -- RechRdx(A), RechRdx(13), RechRdx(13)
Level 14: Teleport -- EndRdx(A)
Level 16: Build Up -- RechRdx(A), RechRdx(34), RechRdx(39)
Level 18: Siphon Life -- Acc(A), Acc(19), Dmg(19), Dmg(21), EndRdx(21), RechRdx(23)
Level 20: Power Shield -- EndRdx(A), DefBuff(25), DefBuff(27), DefBuff(33)
Level 22: Kinetic Dampening -- ResDam(A), ResDam(40), ResDam(40)
Level 24: Boxing -- Acc(A)
Level 26: Touch of Fear -- Acc(A), Acc(50)
Level 28: Energy Drain -- RechRdx(A), RechRdx(29), DefBuff(29), DefBuff(31), EndMod(31), EndMod(31)
Level 30: Tough -- EndRdx(A), ResDam(43), ResDam(43), ResDam(45)
Level 32: Weave -- EndRdx(A), DefBuff(34), DefBuff(34), DefBuff(37)
Level 35: Energize -- RechRdx(A), RechRdx(36), RechRdx(36), Heal(36), Heal(37), Heal(37)
Level 38: Overload -- RechRdx(A), RechRdx(39), Heal(39), Heal(50), Heal(50)
Level 41: Superior Conditioning -- EndMod(A), EndMod(42), EndMod(42)
Level 44: Shadow Maul -- Acc(A), Acc(45), Dmg(45), Dmg(46), EndRdx(46), RechRdx(46)
Level 47: Maneuvers -- EndRdx(A), DefBuff(48), DefBuff(48), DefBuff(48)
Level 49: Physical Perfection -- EndMod(A)
Level 1: Assassination
Level 1: Brawl -- Acc(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Heal(A)
Level 4: Ninja Run
Level 2: Swift -- Flight(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(15)
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Quote:Any thoughts on the SO build above?Also as an FYI for anyone looking for an IO'd out Ice/Ice Tanker build, I just posted one yesterday in GooglyMoogly's thread in the Tanker forum.
The goals are a sturdy team tank with good aggro control, reasonable endurance management, and reasonably good AOE damage -- with the key price paid for these things being lower single target damage.
As one tweak I'm considering, I might drop a defense enhancer from EA, put in an end mod instead, and take maneuvers late in the build -- to soft cap even against hard single targets and also to (hopefully) allow EA to produce a net endurance gain, even with one mob.
Any feedback to make the build reach it's goals better (especially sturdiness) would be helpful and appreciated -- other than "IO up", which I won't be doing.
PS: The one for whom this post was originally intended may still find the IO'd up ice/ice tank post quite helpful, of course. -
I can't get the data link to the earlier post to work either. Below is the data chunk; hopefully this works for you.
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This is the build plan that I'm following for an ice / ice / energy tank named Frost Yeti. It doesn't do good damage for quite a while and it'll never be a good choice for soloing purple bosses - single target damage is just too low for that. But, it's a team tank that holds aggro well and it's reasonably sturdy.
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Frost Yeti: Level 50 Natural Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Ice Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Frozen Armor -- EndRdx(A), DefBuff(15), DefBuff(17), DefBuff(21)
Level 1: Frozen Fists -- Acc(A), Acc(3), Dmg(3), Dmg(5), EndRdx(5), RechRdx(7)
Level 2: Hoarfrost -- Heal(A), Heal(7), Heal(13), RechRdx(13), RechRdx(31), RechRdx(31)
Level 4: Chilling Embrace -- EndRdx(A)
Level 6: Wet Ice -- EndRdx(A)
Level 8: Boxing -- Acc(A), Acc(9), Dmg(9), Dmg(11), EndRdx(11)
Level 10: Combat Jumping -- DefBuff(A), DefBuff(40), DefBuff(50)
Level 12: Icicles -- EndRdx(A), Acc(17), Acc(33), Dmg(33), Dmg(34), Dmg(37)
Level 14: Super Jump -- Jump(A)
Level 16: Taunt -- Taunt(A), Taunt(37), RechRdx(37), RechRdx(50)
Level 18: Glacial Armor -- EndRdx(A), DefBuff(19), DefBuff(19), DefBuff(21)
Level 20: Ice Patch -- RechRdx(A)
Level 22: Tough -- EndRdx(A), ResDam(23), ResDam(23), ResDam(31)
Level 24: Weave -- EndRdx(A), DefBuff(25), DefBuff(25), DefBuff(29)
Level 26: Energy Absorption -- RechRdx(A), RechRdx(27), DefBuff(27), DefBuff(29), DefBuff(33), EndMod(46)
Level 28: Freezing Touch -- Acc(A), Acc(34), Dmg(34), Dmg(36), EndRdx(36), RechRdx(36)
Level 30: Stimulant -- IntRdx(A)
Level 32: Aid Self -- IntRdx(A), IntRdx(42), Heal(43), Heal(43), EndRdx(43), RechRdx(48)
Level 35: Hibernate -- Heal(A), EndMod(50)
Level 38: Frozen Aura -- Acc(A), Acc(39), Dmg(39), Dmg(39), EndRdx(40), RechRdx(40)
Level 41: Conserve Power -- RechRdx(A), RechRdx(42), RechRdx(42)
Level 44: Frost -- Acc(A), Acc(45), Dmg(45), Dmg(45), EndRdx(46), RechRdx(46)
Level 47: Build Up -- RechRdx(A), RechRdx(48), RechRdx(48)
Level 49: Physical Perfection -- Heal(A)
Level 1: Brawl -- Acc(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Heal(A)
Level 4: Ninja Run
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(15)
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Here's a shield / MA build. It's a few percent over soft-capped for positional defenses when the defense boost from storm kick is active and phalanx fighting is in gear. Plus, it has reasonable resistances.
A key limitation might be endurance management -- One with the Shield has a -end penalty when it runs out, but there are no end management tools until level 41. Also, heavy recharge penalties would allow your mezz pretection to run out before it recharges -- obviously not good. Finally, it matures quite late. I'd love to make room for hasten, to help when recharge problems are looming, but I'm not certain what it would be best to remove to make room for it.
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Nightblock: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Martial Arts
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- DefBuff(A), DefBuff(17), DefBuff(17), ResDam(21), ResDam(31), ResDam(31)
Level 1: Thunder Kick -- Acc(A), Acc(3), Dmg(3), Dmg(5), EndRdx(5), RechRdx(9)
Level 2: True Grit -- Heal(A), Heal(15), Heal(21), ResDam(23), ResDam(29), ResDam(29)
Level 4: Storm Kick -- Acc(A), Acc(9), Dmg(11), Dmg(11), EndRdx(13), RechRdx(13)
Level 6: Active Defense -- RechRdx(A), RechRdx(7), RechRdx(7)
Level 8: Battle Agility -- EndRdx(A), DefBuff(19), DefBuff(19), DefBuff(31)
Level 10: Combat Jumping -- Jump(A)
Level 12: Stimulant -- IntRdx(A)
Level 14: Super Jump -- Jump(A)
Level 16: Aid Self -- IntRdx(A), IntRdx(42), IntRdx(43), EndRdx(43), Heal(48), RechRdx(48)
Level 18: Boxing -- Acc(A)
Level 20: Against All Odds -- EndRdx(A)
Level 22: Tough -- EndRdx(A), ResDam(23), ResDam(27), ResDam(33)
Level 24: Weave -- EndRdx(A), DefBuff(25), DefBuff(25), DefBuff(27)
Level 26: Grant Cover -- EndRdx(A), DefBuff(46), DefBuff(48)
Level 28: Shield Charge -- Acc(A), Acc(34), Dmg(34), EndRdx(34), RechRdx(36), RechRdx(36)
Level 30: Phalanx Fighting -- DefBuff(A), DefBuff(33), DefBuff(33)
Level 32: Warrior's Provocation -- RechRdx(A), Taunt(43), Taunt(50)
Level 35: One with the Shield -- Heal(A), Heal(36), Heal(37), ResDam(37), ResDam(37), ResDam(39)
Level 38: Dragon's Tail -- Acc(A), Acc(39), Dmg(39), Dmg(40), EndRdx(40), RechRdx(40)
Level 41: Conserve Power -- RechRdx(A), RechRdx(42), RechRdx(42)
Level 44: Eagles Claw -- Acc(A), Acc(45), Dmg(45), Dmg(45), EndRdx(46), RechRdx(46)
Level 47: Physical Perfection -- EndMod(A)
Level 49: Focus Chi -- RechRdx(A), RechRdx(50), RechRdx(50)
Level 1: Brawl -- Acc(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Heal(A)
Level 4: Ninja Run
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(15)
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I went ahead and made a character to try this build out, opting for kicks and punches with MA, plus the darkness elemental shield to make the shield less noticeable.
If it ends up helping the OP, though, then that's good as well. -
Quote:I'm only 36 with my ice / ice tanker and I've been serving as lead tank for a fair variety of mobs (DE, Malta, Carnies, plus the easy stuff like Council, Freaks ...), often over my level, and it's going quite well.All true. I would steer clear of an ice tank in the modern game, though, as the aggro power of an ice is SO huge, I fear modern enemy groups would deliver a less than enjoyable play experience.
I've got all ice armor powers except permafrost already slotted to where I'd like them to be (icicles needs a few more slots, that's it), tough and weave are slotted up, plus aid self and hibernate. Ice patch also helps with mitigation. It's a pretty resilient combination.
The idea that Ice Armor is outdated doesn't fit with my own experiences, at least not yet.
Quote:Well, if you seriously want to try and main tank the modern game on SO's, a stone armor/ice melee would be difficult to argue with as the single most survivable combo. You'd never, ever, kill anything on your own, though.
I did try building and soloing an earth / ice tank and an invul / ice tank a few years back; both characters were ultimately abandoned because of problems with endurance management. -
Quote:I looked at scrappers, as I initially thought it would be great on a MA/EA scrapper. But, I was surprised not to find it there.It's only available to Tankers. It's listed in my Mids. What version are you using?
It is there, for tankers, in the version that I have. -
If you're wiling to look further than SR / SD, then another reasonable candidate is an ice / dark tank. It's a particularly sturdy SO-only tank, with up to 2 end management tools in your primary and secondary, if you'd like. You'd also find it relatively easy to hold aggro, with a well built ice tank.
Other viable candidates are ice / ice and ice / stone, both with aid self added into the build for self-healing. The mitigation built into both ice melee and stone melee is quite helpful.
On another note, I looked up Storm Kick in Mids and saw no defense bonus listed for using it. Is there really a defense bonus from Storm Kick? -
Here's a different approach to building a human only PB; not necessarily better, but different.
The following build order is based on building up single target ranged damage first, then healing, then single target melee damage, then recharge and endurance management, then solar flare / light form, then nukes, then proton scatter and utility powers toward the end. The build intends that you fight while hovering, relying on combat jumping to protect against immobilizes and acrobatics to help against holds and knockback.
I must confess that I don't know whether you do that flip you do when hovering and you get knocked back, if you have acrobatics. If you do, then you can either fight while leaping around, courtesy of combat jumping, and take the extra slot out of combat flight, or drop the leaping pool entirely and rely on the presence pool instead to mezz mobs. On the subject of mezzing mobs, Pulsar can be helpful for minions and can be stacked with a teammate's stuns to lock down bosses. Finally, glowing touch adds another dimension to what you can bring to a team, at the cost of a single power and no slots, so I'd probably rather take it on a team-focused PB.
However you build your PB, good luck and hopefully you'll enjoy the character.
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Nitelite: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Hero Profile:
Level 1: Gleaming Bolt -- Acc(A), Dmg(7), Dmg(9), Dmg(9), EndRdx(11), RechRdx(11)
Level 1: Incandescence -- ResDam(A)
Level 2: Gleaming Blast -- Acc(A), Acc(3), Dmg(3), Dmg(5), EndRdx(5), RechRdx(7)
Level 4: Essence Boost -- Heal(A), Heal(17), Heal(17), RechRdx(21), RechRdx(21), RechRdx(29)
Level 6: Radiant Strike -- Acc(A), Dmg(31), Dmg(31), Dmg(31), EndRdx(33), RechRdx(33)
Level 8: Combat Jumping -- Jump(A)
Level 10: Hasten -- RechRdx(A), RechRdx(33), RechRdx(34)
Level 12: Inner Light -- RechRdx(A), RechRdx(13), RechRdx(13)
Level 14: Jump Kick -- Acc(A)
Level 16: Acrobatics -- EndRdx(A)
Level 18: Incandescent Strike -- Acc(A), Acc(19), Dmg(19), Dmg(36), EndRdx(36), RechRdx(36)
Level 20: Assault -- EndRdx(A)
Level 22: Reform Essence -- Heal(A), Heal(23), EndRdx(23), EndRdx(25), RechRdx(25), RechRdx(29)
Level 24: Conserve Energy -- RechRdx(A), RechRdx(34), RechRdx(34)
Level 26: Solar Flare -- Acc(A), Dmg(27), Dmg(27), Dmg(37), EndRdx(37), RechRdx(37)
Level 28: Pulsar -- Acc(A), Acc(40), Dsrnt(42), EndRdx(42)
Level 30: Glowing Touch -- EndRdx(A)
Level 32: Dawn Strike -- Acc(A), Dmg(42), Dmg(48), Dmg(48), RechRdx(48), RechRdx(50)
Level 35: Photon Seekers -- Acc(A), Dmg(43), Dmg(43), Dmg(43), RechRdx(46), RechRdx(50)
Level 38: Light Form -- ResDam(A), ResDam(39), ResDam(39), RechRdx(39), RechRdx(40), RechRdx(40)
Level 41: Quantum Flight -- EndRdx(A)
Level 44: Proton Scatter -- Acc(A), Dmg(45), Dmg(45), Dmg(45), EndRdx(46), RechRdx(46)
Level 47: Tactics -- EndRdx(A)
Level 49: Vengeance -- DefBuff(A), DefBuff(50)
Level 1: Brawl -- Acc(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Flight(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Heal(A)
Level 4: Ninja Run
Level 10: Combat Flight -- Flight(A), Flight(15)
Level 2: Swift -- Flight(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(15)
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Thank you for the response and suggested improvement in ACC slotting. The tweaks were in fact pulled from your guide and I'm using the binds from it as well. I'm really liking the teleport bind, in particular, and I like the "E" for dwarf, "Q" for nova arrangement as well.
I think that I can take a second ACC SO out of dwarf attacks, with the dwarf mire being more or less perma; that's a good idea and I'll go ahead and do that. I'll probably keep 2 ACC in gravity well, gravitic emanation, and inky aspect; I find that I fairly frequently use them before using mire, as openers intended to incapacitate mobs.
As one unmentioned tweak, as long as it also helps my warshade I'll switch out Vengeance and replace it with Victory Rush, when i24 arrives, to help further with end management; it seems likely to end up being a particularly thematic power when on teams, sort of like a team-focused stygian circle. Victory Rush can also be useful even when solo, as I can then boost recovery shortly before going to fight an end-of-mission boss. -
Electric / electric is already viable for making mobs hit less hard and less often, when grouping. In i24, it's likely to become even better.
In i24, blaster nukes will do less damage, but they'll recharge faster and they won't crash your endurance. That's good news for Thunderous Blast, the electric nuke, because it can be a very effective sapping tool.
Also, the changes to blaster secondaries to improve absorb / heal capabilities for blasters pretty much needs to mean that blasters will be tougher. This makes sapping more viable, in general, as you're more likely to survive long enough to pull it off.
When you add these two things together, electric / electric sappers could see a surge in popularity. -
I tweaked the build a bit more, in light of Mids suggesting that Black Dwarf antagonize doesn't have a "to hit" check for PvE mobs; I was told in channel, though, that it does have a to hit check for mobs, and not just for PvP.
On a related note, I'm a bit concerned about how well I can tank and solo bosses while in dwarf form, with the slotting as it would be in the 30s. I'm particularly wondering about endurance issues during protracted fights with a tough single boss, while in dwarf form.
To help with interpreting the Mids output, I've respec'd already and the 4 "empty" slots in Gravimetric Snare were actually be put into Nova form, to make it more robust -- 4 slotting detonation and 5 slotting both nova blast and nova emanation was what was actually done.
Any feedback provided would be appreciated.
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Alpha Soul: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Leadership
Hero Profile:
Level 1: Shadow Bolt -- Acc(A)
Level 1: Absorption -- ResDam(A)
Level 2: Gravimetric Snare -- Acc(A), Empty(3), Empty(3), Empty(5), Empty(5)
Level 4: Hasten -- RechRdx(A), RechRdx(17), RechRdx(17)
Level 6: Dark Nova -- EndMod(A)
Level 8: Starless Step -- Acc(A)
Level 10: Super Speed -- Run(A)
Level 12: Sunless Mire -- Acc(A), Acc(13), RechRdx(13), RechRdx(15), RechRdx(34)
Level 14: Shadow Cloak -- EndRdx(A)
Level 16: Assault -- EndRdx(A)
Level 18: Gravity Well -- Acc(A), Acc(19), Dmg(19), Dmg(46), Dmg(48), RechRdx(48)
Level 20: Black Dwarf -- ResDam(A), ResDam(21), ResDam(21)
Level 22: Stygian Circle -- EndMod(A), EndMod(23), RechRdx(36), EndRdx(36)
Level 24: Tactics -- EndRdx(A)
Level 26: Gravitic Emanation -- Acc(A), Acc(27), Dsrnt(37), Dsrnt(40), RechRdx(42), RechRdx(42)
Level 28: Unchain Essence -- Acc(A), Acc(45), Dmg(45), Dmg(46), EndRdx(46), RechRdx(50)
Level 30: Burnout -- RechRdx(A)
Level 32: Dark Extraction -- Acc(A), Acc(33), Dmg(33), RechRdx(33), RechRdx(34), RechRdx(34)
Level 35: Quasar -- Acc(A), Dmg(43), Dmg(43), Dmg(43), RechRdx(45), RechRdx(50)
Level 38: Eclipse -- Acc(A), Acc(39), ResDam(39), RechRdx(39), RechRdx(40), RechRdx(40)
Level 41: Vengeance -- DefBuff(A), DefBuff(42)
Level 44: Nebulous Form -- EndRdx(A)
Level 47: Inky Aspect -- Acc(A), Acc(48)
Level 49: Stygian Return -- Heal(A)
Level 1: Brawl -- Acc(A)
Level 1: Dark Sustenance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Shadow Step -- EndRdx(A)
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- Heal(A)
Level 4: Ninja Run
Level 10: Shadow Recall -- Range(A)
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A)
Level 6: Dark Nova Blast -- Acc(A), Dmg(7), Dmg(9), Dmg(15)
Level 6: Dark Nova Bolt -- Acc(A)
Level 6: Dark Nova Detonation -- Acc(A), Dmg(9), Dmg(11)
Level 6: Dark Nova Emanation -- Acc(A), Dmg(7), Dmg(11)
Level 20: Black Dwarf Antagonize -- Taunt(A)
Level 20: Black Dwarf Drain -- Acc(A), Acc(27), EndRdx(29), EndRdx(29), Heal(31), RechRdx(50)
Level 20: Black Dwarf Mire -- Acc(A), Acc(23), RechRdx(25), RechRdx(25), RechRdx(36)
Level 20: Black Dwarf Smite -- Acc(A), Acc(31), Dmg(31), Dmg(37), EndRdx(37)
Level 20: Black Dwarf Step -- EndRdx(A)
Level 20: Black Dwarf Strike -- Acc(A)
------------
------------ -
I noticed that Mids claims black dwarf antagonize doesn't need a "to hit" check with critters. If that's false, then a little more tweaking is needed. If it's true -- and I'm hoping it's true -- then the revised build (which has some other tweaks) should level up more smoothly.
The build order given below follows a particular path to maturity ...
Low levels: hover-blaster in nova form
20s: transition from hover-blaster to switching between nova / dwarf
30s: dwarf is pretty much mature, tanks for dark extractions solo, for teams can blast or off-tank
late 30s to 50: controls get better developed, buffs as well, and build rounds out
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Alpha Soul: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Leadership
Hero Profile:
Level 1: Shadow Bolt -- Acc(A)
Level 1: Absorption -- ResDam(A)
Level 2: Gravimetric Snare -- Acc(A), Acc(3), EndRdx(3)
Level 4: Hasten -- RechRdx(A), RechRdx(5), RechRdx(5)
Level 6: Dark Nova -- EndMod(A)
Level 8: Super Speed -- Run(A)
Level 10: Starless Step -- Acc(A)
Level 12: Sunless Mire -- Acc(A), Acc(13), RechRdx(13), RechRdx(45)
Level 14: Shadow Cloak -- EndRdx(A)
Level 16: Assault -- EndRdx(A)
Level 18: Gravity Well -- Acc(A), Acc(19), Dmg(19), Dmg(34), RechRdx(45)
Level 20: Black Dwarf -- ResDam(A), ResDam(21), ResDam(21)
Level 22: Stygian Circle -- EndMod(A), EndMod(23), RechRdx(48), EndRdx(50)
Level 24: Tactics -- EndRdx(A), ToHit(43), ToHit(43)
Level 26: Gravitic Emanation -- Acc(A), Acc(37), Dsrnt(37), Dsrnt(37), RechRdx(40), RechRdx(42)
Level 28: Inky Aspect -- Acc(A), Acc(42)
Level 30: Burnout -- RechRdx(A)
Level 32: Dark Extraction -- Acc(A), Dmg(33), Dmg(33), RechRdx(33), RechRdx(34), RechRdx(34)
Level 35: Quasar -- Acc(A), Dmg(36), Dmg(36), RechRdx(36), RechRdx(43)
Level 38: Eclipse -- Acc(A), ResDam(39), ResDam(39), RechRdx(39), RechRdx(40), RechRdx(40)
Level 41: Vengeance -- DefBuff(A), DefBuff(42)
Level 44: Nebulous Form -- EndRdx(A)
Level 47: Stygian Return -- Heal(A)
Level 49: Shadow Slip -- RechRdx(A)
Level 1: Brawl -- Acc(A)
Level 1: Dark Sustenance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Shadow Step -- EndRdx(A)
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- Heal(A)
Level 4: Ninja Run
Level 10: Shadow Recall -- Range(A)
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A)
Level 6: Dark Nova Blast -- Acc(A), Dmg(7), Dmg(7), Dmg(15)
Level 6: Dark Nova Bolt -- Acc(A), Dmg(17)
Level 6: Dark Nova Detonation -- Acc(A), Dmg(11), Dmg(11), Dmg(17), RechRdx(46)
Level 6: Dark Nova Emanation -- Acc(A), Dmg(9), Dmg(9), Dmg(15), RechRdx(46)
Level 20: Black Dwarf Antagonize -- Taunt(A)
Level 20: Black Dwarf Drain -- Acc(A), Acc(27), EndRdx(29), EndRdx(31), Heal(48), RechRdx(50)
Level 20: Black Dwarf Mire -- Acc(A), Acc(23), RechRdx(25), RechRdx(45)
Level 20: Black Dwarf Smite -- Acc(A), Acc(25), Dmg(27), Dmg(31), EndRdx(46), RechRdx(50)
Level 20: Black Dwarf Step -- EndRdx(A)
Level 20: Black Dwarf Strike -- Acc(A), Dmg(29), Dmg(31), EndRdx(48)
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Again working with SOs, I'm aiming to build a versatile warshade -- floating damage platform, control / buff human form, and reasonably tanky dwarf form.
Warshades are so very slot-constrained, and so advice about how to re-arrange a few slots to make each form work better in their respective roles would be appreciated; balance is the key and it's a challenge to bring it about.
Also, will quasar become a crashless nuke, just as for other powersets, or will the VEATs be the only powersets left with nukes that crash a player's end?
Thank you in advance for any suggestions provided.
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Leadership
Hero Profile:
Level 1: Shadow Bolt -- Acc(A)
Level 1: Absorption -- ResDam(A)
Level 2: Gravimetric Snare -- Acc(A), Acc(3), EndRdx(3)
Level 4: Hasten -- RechRdx(A), RechRdx(5), RechRdx(5)
Level 6: Dark Nova -- Flight(A)
Level 8: Starless Step -- Acc(A)
Level 10: Super Speed -- EndRdx(A)
Level 12: Sunless Mire -- Acc(A), Acc(13), RechRdx(13), RechRdx(15), RechRdx(43)
Level 14: Shadow Cloak -- EndRdx(A)
Level 16: Burnout -- RechRdx(A)
Level 18: Gravity Well -- Acc(A), Acc(19), Dmg(19), Dmg(40), RechRdx(42), RechRdx(46)
Level 20: Black Dwarf -- ResDam(A), ResDam(21), ResDam(21)
Level 22: Stygian Circle -- EndMod(A), EndMod(23), Heal(23), RechRdx(46)
Level 24: Assault -- EndRdx(A)
Level 26: Gravitic Emanation -- Acc(A), Acc(27), Dsrnt(29), Dsrnt(29), RechRdx(42)
Level 28: Inky Aspect -- Acc(A), Acc(42), Dsrnt(43)
Level 30: Tactics -- EndRdx(A), ToHit(45), ToHit(46)
Level 32: Dark Extraction -- Acc(A), Dmg(33), Dmg(33), RechRdx(33), RechRdx(34), RechRdx(34)
Level 35: Quasar -- Acc(A), Dmg(37), Dmg(37), RechRdx(37)
Level 38: Eclipse -- Acc(A), Acc(39), ResDam(39), RechRdx(39), RechRdx(40), RechRdx(40)
Level 41: Nebulous Form -- EndRdx(A)
Level 44: Vengeance -- DefBuff(A), DefBuff(45), Range(45)
Level 47: Essence Drain -- Acc(A), Acc(48), Heal(48), Heal(48)
Level 49: Stygian Return -- Heal(A)
Level 1: Brawl -- Acc(A)
Level 1: Dark Sustenance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Shadow Step -- Range(A)
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- Heal(A)
Level 4: Ninja Run
Level 10: Shadow Recall -- Range(A)
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A)
Level 6: Dark Nova Blast -- Acc(A), Dmg(7), Dmg(7), RechRdx(15)
Level 6: Dark Nova Bolt -- Acc(A)
Level 6: Dark Nova Detonation -- Acc(A), Dmg(11), Dmg(11), Dmg(17), RechRdx(50)
Level 6: Dark Nova Emanation -- Acc(A), Dmg(9), Dmg(9), Dmg(17), RechRdx(50)
Level 20: Black Dwarf Antagonize -- Acc(A), Acc(34), Taunt(36)
Level 20: Black Dwarf Drain -- Acc(A), Dmg(31), Dmg(31), Heal(50)
Level 20: Black Dwarf Mire -- Acc(A), Acc(25), RechRdx(25), RechRdx(27), RechRdx(43)
Level 20: Black Dwarf Smite -- Acc(A), Dmg(31), Dmg(36), RechRdx(36)
Level 20: Black Dwarf Step -- EndRdx(A)
Level 20: Black Dwarf Strike -- Acc(A)
------------
------------ -
I have a concept I'd like to try out -- an evil illusionist / user of toxins -- as a returning premium player with access to only SOs.
I'm wondering about slotting for Spectral Terror, in particular; One synergy for this build is that to hit debuffs can stack to noticeable levels, and so having Spectral Terror hit reliably would be good. But, a couple of extra slots in the heal would be nice (an extra heal and an end red would probably go in there).
Any build feedback provided would be appreciated, and thank you in advance.
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Toxic Delusions: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Poison
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Blind -- Acc(A), Acc(3), Hold(3), EndRdx(5), RechRdx(5), RechRdx(11)
Level 1: Alkaloid -- Heal(A)
Level 2: Spectral Wounds -- Acc(A), Acc(7), Dmg(7), Dmg(9), EndRdx(9), RechRdx(11)
Level 4: Envenom -- Acc(A), Acc(13), Acc(23), DefDeb(25), EndRdx(37), RechRdx(46)
Level 6: Deceive -- Acc(A), Acc(17), EndRdx(25)
Level 8: Hover -- Flight(A), Flight(13)
Level 10: Neurotoxic Breath -- Acc(A), Acc(15), Slow(33), Slow(39), EndRdx(40), RechRdx(43)
Level 12: Super Speed -- Run(A)
Level 14: Hasten -- RechRdx(A), RechRdx(17), RechRdx(43)
Level 16: Weaken -- Acc(A), Acc(34), ToHitDeb(34), ToHitDeb(39), EndRdx(39)
Level 18: Phantom Army -- Acc(A), Dmg(19), Dmg(19), RechRdx(21), RechRdx(21), RechRdx(23)
Level 20: Superior Invisibility -- EndRdx(A)
Level 22: Flash -- Acc(A), Acc(40), Acc(40), Hold(42), RechRdx(42), RechRdx(43)
Level 24: Burnout -- RechRdx(A)
Level 26: Spectral Terror -- Acc(A), Acc(27), Fear(27)
Level 28: Paralytic Poison -- Acc(A), Acc(29), Hold(29), EndRdx(31), RechRdx(31), RechRdx(31)
Level 30: Antidote -- EndRdx(A)
Level 32: Phantasm -- Acc(A), Dmg(33), Dmg(33), Dmg(34)
Level 35: Poison Trap -- Acc(A), Acc(36), Hold(36), Hold(36), RechRdx(37), RechRdx(37)
Level 38: Venomous Gas -- EndRdx(A)
Level 41: Indomitable Will -- RechRdx(A), RechRdx(42)
Level 44: Mental Blast -- Acc(A), Acc(45), Dmg(45), Dmg(45), EndRdx(46), RechRdx(46)
Level 47: Psionic Tornado -- Acc(A), Acc(48), Dmg(48), Dmg(48), EndRdx(50), RechRdx(50)
Level 49: Mind Over Body -- EndRdx(A), ResDam(50)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(15)
------------ -
Thank you for the replies.
If end drain is viable, then I'd like to build for it. I re-arranged slots in this new build to get more out of conductive aura, and also to get mud pots into the build earlier.
Villain Plan by Mids' Villain Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Copper Dragon: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Earth Assault
Power Pool: Leaping
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Tesla Cage -- Acc(A), Acc(3), Hold(3), Hold(5), RechRdx(5), RechRdx(7)
Level 1: Stone Spears -- Acc(A)
Level 2: Stone Mallet -- Acc(A), Acc(7), Dmg(11), Dmg(11), EndRdx(17), RechRdx(19)
Level 4: Tremor -- Acc(A), Acc(15), Dmg(25), Dmg(37), EndRdx(37), RechRdx(40)
Level 6: Electric Fence -- Acc(A), Acc(42), EndRdx(43)
Level 8: Conductive Aura -- Acc(A), Acc(9), EndMod(9), EndMod(34)
Level 10: Combat Jumping -- Jump(A)
Level 12: Static Field -- Acc(A), Acc(13), EndMod(13), RechRdx(15), RechRdx(43), Sleep(50)
Level 14: Fly -- Flight(A)
Level 16: Power Boost -- RechRdx(A), RechRdx(17)
Level 18: Hasten -- RechRdx(A), RechRdx(37)
Level 20: Heavy Mallet -- Acc(A), Acc(21), Dmg(21), Dmg(23), EndRdx(23), RechRdx(25)
Level 22: Assault -- EndRdx(A)
Level 24: Paralyzing Blast -- Acc(A), Acc(46), Acc(46), RechRdx(46), RechRdx(48)
Level 26: Synaptic Overload -- Acc(A), Acc(27), RechRdx(27)
Level 28: Seismic Smash -- Acc(A), Acc(29), Dmg(29), Dmg(31), RechRdx(31), RechRdx(31)
Level 30: Tactics -- EndRdx(A), ToHit(34), ToHit(34)
Level 32: Gremlins -- Acc(A), Acc(33), Dmg(33), Dmg(33)
Level 35: Mud Pots -- Acc(A), Dmg(36), Dmg(36), EndRdx(36)
Level 38: Fissure -- Acc(A), Acc(39), Dmg(39), Dmg(39), EndRdx(40), RechRdx(40)
Level 41: Power Sink -- RechRdx(A), RechRdx(42), EndMod(42), EndMod(43)
Level 44: Surge of Power -- ResDam(A), ResDam(45), RechRdx(45), RechRdx(45)
Level 47: Charged Armor -- EndRdx(A), ResDam(48), ResDam(48)
Level 49: Hurl Boulder -- Acc(A), Dmg(50), Dmg(50)
Level 1: Brawl -- Acc(A)
Level 1: Domination
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Jump(A)
Level 2: Rest -- Heal(A)
Level 4: Ninja Run
Level 2: Swift -- Flight(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(19)
------------ -
Is it worth slotting conductive aura with heal / end mod enhancements?
I have a preliminary build for SOs for an electric / earth dominator, and feedback would be welcome for that as well. I don't have access to IOs, being a returning premium player.
Villain Plan by Mids' Villain Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Copper Dragon: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Earth Assault
Power Pool: Leaping
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Tesla Cage -- Acc(A), Acc(3), Hold(3), Hold(5), RechRdx(5), RechRdx(7)
Level 1: Stone Spears -- Acc(A), Acc(11)
Level 2: Stone Mallet -- Acc(A), Acc(7), Dmg(9), Dmg(11), EndRdx(19), RechRdx(19)
Level 4: Tremor -- Acc(A), Acc(43), Dmg(43), Dmg(43), RechRdx(46)
Level 6: Electric Fence -- Acc(A), Acc(33)
Level 8: Conductive Aura -- Acc(A), Acc(9)
Level 10: Combat Jumping -- Jump(A)
Level 12: Static Field -- Acc(A), Acc(13), Acc(13), Sleep(15), RechRdx(15), RechRdx(17)
Level 14: Fly -- Flight(A)
Level 16: Power Boost -- RechRdx(A), RechRdx(17)
Level 18: Hurl Boulder -- Acc(A), Acc(40)
Level 20: Heavy Mallet -- Acc(A), Acc(21), Dmg(21), Dmg(23), EndRdx(25), RechRdx(25)
Level 22: Hasten -- RechRdx(A), RechRdx(23)
Level 24: Paralyzing Blast -- Acc(A), Acc(34), Acc(34), Hold(36), RechRdx(37), RechRdx(46)
Level 26: Synaptic Overload -- Acc(A), Acc(27), Conf(27), Conf(37), RechRdx(37)
Level 28: Seismic Smash -- Acc(A), Acc(29), Dmg(29), Dmg(31), RechRdx(31), RechRdx(31)
Level 30: Assault -- EndRdx(A)
Level 32: Gremlins -- Acc(A), Acc(33), Dmg(33), Dmg(34), RechRdx(50)
Level 35: Tactics -- EndRdx(A), ToHit(36), ToHit(36)
Level 38: Fissure -- Acc(A), Acc(39), Dmg(39), Dmg(39), EndRdx(40), RechRdx(40)
Level 41: Power Sink -- RechRdx(A), RechRdx(42), EndMod(42), EndMod(42)
Level 44: Surge of Power -- ResDam(A), ResDam(45), ResDam(45), RechRdx(45), RechRdx(46)
Level 47: Charged Armor -- EndRdx(A), ResDam(48), ResDam(48), Empty(48)
Level 49: Mud Pots -- Acc(A), EndRdx(50), Dmg(50)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod(A)
------------
I was thinking it's better to add a lot fairly early to stamina, leaving one out of charged armor later.
Any feedback provided is appreciated, and thank you in advance.
-
A taunt effect on energy drain would be lovely.
-
My experiences with people who like to jump to the end, so far, have been negative. They've not been particularly good about playing team-friendly, nor have they seemed to be having fun. Their primary concern has been "are we following that winning script?"
They also seem to be consistently unaware that keeping Rommy out of sight on the nictus seems to encourage the nictus to wander back to the podium, after he drops. Having pulled the nictus and Rommy away, to keep them away from all the 5th that are nearby, we then fight the surviving nictus on the podium in fairly restricted quarters because inviting over-aggro is a good way to get the squishies to repeatedly face-plant, and becomes, at least, a distraction from focusing on bringing down the nictus.
The very best ITF I was on, to date, was led by somebody who took the left fork in on the last mission. We fought our way to Rommy, and then the leader brought Rommy and the nictus back to near the stairs that we had cleared on the way into the square. The nictus were kept far enough away from Rommy that he wasn't healed while fighting, but the nictus all had a clear view of Rommy. And so, the nictus duly sacrificed themselves each time he was defeated. And, we had a place to which to easily run to avoid Rommy's post-death stun.
We ended up needing to get a handful more traitors after defeating Rommy for the fourth time, which illustrates that there was very little time wasted killing more mobs than necessary (other than a fairly small number of 5th, who all went down easily and quickly). The ease with which we were able to fight and beat Rommy more than made up for that (we won against Rommy and his helpers quickly because we could fight easily and well, without concerns about inviting over-aggro).
That was the fastest and smoothest ITF I've been on so far, with the leader more interested in being a good teammate and in having fun than in herding everybody into following some script. -
I was on a PUG that tried the tower trick tonight. It didn't go smoothly, it didn't save time, and it forced us to hold back on using certain powers and to fight in relatively tight quarters. We ran the risk of inviting extra spawns into the battle, if it didn't go smoothly.
All in all, it just reduced the amount of fun to be had. -
A build explanation / guide for a "blastroller":
A "blastroller" build explanation: electricity / ice / fire -
Further reading made me realize this post wasn't in the right location. Please feel free to delete this, and sorry for the trouble.