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Posts
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My planned Elec/Elec, if he chose Cardiac Core Paragon (which, you know, he wouldn't, cuz he has zero end issues; Spiritual otoh...), gets his S/L to 85.2%. My Fire/EM hits 76.8% w/the same (from his current 75%-ish, so yeah, the 4th tier is a minor benefit). So the Fire tank in question at 86.51% would need your bonuses and a bit more (like almost 5%), and that bit more is kinda hard to get since S/L res bonuses are sorta rare.
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My own Elec/Therm is only 22, and I'm still trying to figure out what to do w/him myself, other than pimp out his ranged def, which is sort of a default action of mine on controllers. My own thoughts on the combo though are, that it's not a particularly good one, which is to say there's nothing intrinsically bad about it, but there's little synergy. I only took /Therm myself because it was that, FF, Emp or Son, none of which I particularly like, or at least at controller levels (love my Son defender tho).
I do like Elec/* primary, and I use Cond. Aura after I've laid down Static Field, so I can sap the mobs in relative safety. Then I spam Jolting Chain & Chain Fences til things drop (takes a while... which is why I always team). Unfortunately, this would work far better w/like an Elec/Rad setup. *shrugs* I use Therm for the 2 shields, the AoE heal (cuz it's forced on me), Forge, HE & MA; I take none of the other heals or the CM variant.
Looking at your build, why do you skip Forge? It's not as good as Fort or SB, but it's still a pretty good damage buff for your pets, if no one else. I'd take that over a ST heal, myself (I'm of the opinion that as a controller, you should be too busy to do targeted heals, which is why I don't like */Emp). Hell, I'd take Thaw over a heal, if it came down to it. And your shields are horribly underslotted. If you're more interested in healing than shielding, maybe Elec/Emp would be better (though there, again, I'd favor Fort over HO anyway)? But then you don't have Cauterize slotted either. Not really seeing what you're trying to do w/your secondary here.
The Fortuna set is still pretty cheap for your sleep. I'd also go for the 6x Coercive set--they've gone up in price a bit, but still are relatively affordable. Also I'd 6-slot Blood Mandate for Gremlins for better def #s.
Any reason for the no Hasten thing? Powers like IW, Forge (if you take it), MA & HL scream for faster recharges. Plus, you can then 6-slot Paralyzing Blast w/Lockdowns for more def. And Invis? Guess if you're not going the SS + stealth IO route...
W/a self heal, I don't see the need for a +regen IO in CA. That should be more heavily slotted w/end mods. W/CA, you'll also have few end issues, so you don't need to slot so heavily for end redux elsewhere (e.g. replace the D/E LotG in IW w/a D/R for faster recharge).
I think HE is taken way too late at 47, and Fences should also be taken earlier, but procced for damage (and the hold purp proc if you can afford it). Yes, it costs you def, but 6x Crap of the Hunter is a heavy price to pay for 3.125% ranged def. Same for 6-slotting Red Fortune for only 2.5%. -
Quote:While I agree w/your larger point, the flipside of Glue's persistence per mobs hit also works the other way, i.e. mobs that wander into Tar Patch's AoE are affected. I don't really consider the target persistence an advantage over area persistence, esp if you can lock stuff down inside of the patch.Glue's debuff is persistent after enemies leave the AoE. Tar Patch's is not..
But yeah, arguing power to power leads to all sorts of silliness. For balance, you have to argue set to set. -
Solid looking build. Nitpiks to follow.
BU could use a recharge. CJ doesn't need end redux or 3 slots. I'd swap the LotG D/E for D, remove the generic IO and put the slot into BU for a 50 rech IO.
In DP, sub a H/E/R for the H/E Numi's for better recharging DP. Yes, perma is the main goal, but having a rather massive heal up 7 sec faster is nice too.
This is an incarnate-only build? Cuz w/o the Cardiac, your S/L res is under 80%. At least swap the 2nd slot of RPD into Tough for better returns.
Health and/or Stam look a bit overslotted. I'd love to see an extra lvl 50 range IO in Frost. W/Cardiac, you can get its range to almost 15'.
I know you don't wanna Hover-tank, but if you have Hover on, and switch the FA Obliteration slotting to 6x Scirroco's, you can still keep S/L def cap and bump your Psi def to a healthier 23.3%. Yes, bad for recharge, I don't know if I'd do it myself, but the reason I bring this up is to point out that Obliteration & Mako's are inefficient at getting your S/L & E/N defenses up, assuming that's your goal. Kin Combats & Eradications do a better job of both (or Scirroco's for Psi def), though that would require a lot of juggling of slots. -
Why would anyone have issues dealing damage w/ */Storm? Why would controllers as an AT not be looking to do tons of damage? If you're talking early on, sure, but late game? Even my Earth/TA (my least damaging controller by far) does more than his share of AoE mayhem. Now end, that's going to be a serious hassle (until you pick up Cardiac!).
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Quote:As Local points out, Rooted is even worse than Granite for mobility. I can run in Granite at a decent clip (around 23mph these days, used to be faster), but Rooted only gets me around 18mph ottomh. That's actually not too horrible, but the lack of jump is a pita. Even with TP, there are some maps that will frustrate you.Kind of going on a tangent here, but how does a non-Granite Stone build fare compared to the Granite? The main reason I haven't tried Stone Armor yet is that being that slow in Granite and not even being able to jump would have driven me bonkers, so is it a viable strategy to just ignore Granite and roll with the other armors?
However, I can tell you my Stone tank w/S/L/E/N/Psi def cap, decent S/L/F/C resists, high regen (Rooted), HPs & a heal is well nigh untouchable. Hell, I barely even touch EE any more. I use Granite for tanking LR, and that's really it these days. Never touch it for LG, ITF, Kahn, MSRs, etc.
Full disclosure: I'm Stone/Ice (toughest build in the game, bar none), so Ice Patch helps obviously, but even when I don't bother with it, I'm fine. Very likely, I'd use EE more w/o IP, but w/HPs capped w/EE and the regen from Rooted, I wouldn't need IP. Also, if I'm "tank stealthing" or gathering mobs or stuff, sometimes I'll do it in Granite, but only cuz it's faster than Rooted. -
-End recovery is fine. I hate nuking because of the retoggling. Granted, most blasters have fewer toggles running than the average toon, but if we could just keep a sliver of blue, say crash to 2%, so that we can pop a blue or 3 and actually keep on trucking, that would be awesome. Far more awesome on my defenders, in fact, who hardly even take nukes for exactly this reason.
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For Tips farming, I run 40-50 content w/my 50(+1)s (natch), set to +0/x0. Used to be -1/0x, but +0s since I19 for shards. Of those, since time to complete is paramount, I always skip the Sister Jocasta and the Debutante missions, because they involve Knives (read, Caltrops) and/or hostages. The Carnie one w/2 police hostages (one of whom is guarded by Knives) is sometimes skipped, but I usually end up doing it. Same for the Rikti one w/the 4 rescues + object to blow up, Freaks w/3 bombs & 2 hostiles to take out and Council (or 5th?) w/the staged objectives (Oberst, Maelstrom, object). I'll usually do them, but sometimes skip them if I'm feeling lazy, mostly because they're just annoying w/the amount of objects you have to find/destroy/rescue.
On the flip side, Can't Find Your Balance, Scrawled Bark, Ms Thystle and the Malta assassination plot ones are some of the easiest/fastest. The IP ones are super easy too, but I'll try to hit 2 at once to minimize travel time. -
Lock them down w/Stone Cages first, problem solved. Use EQ for another crowd, or just its rather significant debuffs.
Psi Tornado does Knockup, not KB. No reason anyone in a group should be annoyed by that. -
I'm facing this dilemma myself w/my crab. I went through a similar analysis as both of you, but reached a slightly different conclusion. Then again, he's not yet 50, and won't know how he plays out, esp end-wise, at that level.
I was originally going Cardiac, cuz my crab expects to have some end issues, and I find Cardiac pretty much a game changer w/toons w/any end issues, plus the extra res, while not much, wouldn't suck either. I usually love the extra range for my cones, but I'm only planning on using Suppression; all the other AoEs are ranged.
My other usual option is Spiritual--Spiderlings are already perma, but Spiritual would make my Disrupters & Strikers (going Mu for concept) also perma. Still, a 9s & 13s downtime for those two isn't exactly bad. The extra heal for Serum (already well perma) would be nice though.
Nerve is what I settled on (or will settle on once I hit 50). Ranged & AoE def are already capped, but w/Nerve Core Paragon, my melee will come up to 40% and psi (for non-positional psi) to 37.5%, both of which I can cap, but would sacrifice some recharge, so I'll likely leave them at those level. The extra def buffs for my teammates is icing. Oh, acc too, but not really necessary w/Tactical Training, other than it lets me underslot for Acc a bit here and there.
Ultimately, any of the three are golden for my crab--musc is usually my least favorite, and by a long way. If I find my end bar manageable at 50, I'll go Nerve; if it's really a pain to keep up, I'll go Cardiac. W/a 4.6s downtime on Hasten already, I think I won't really miss the extra rech. Spiritual brings. -
While I don't agree VEATS are the end all, be all...
My crab, with softcapped ranged & AoE def, full mez protection and decent resists across the board (minus psi), with a full AoE attack chain? Tank. Mage. Uber-buffs for the team, and decent debuffs to boot. Non-positional psi and the lack of DDR are the only two tiny holes in his armor. End recovery is kinda painful too, but Cardiac will fix that, though I'm tempted to go Nerve and basically get rid of the psi (and Melee) hole(s). -
For heaven's sakes, put the Armageddon's in Frozen Aura instead of Icicles.
I'm assuming all the purple sets, even going over the 10% x5 cap, is to build up your tox resists & psi def? I don't play Ice (the only primary I don't play), but that looks pretty impressive--50% tox resists and nearly softcapped Psi def.
No Ice Sword--do you have a complete ST attack chain w/o it? Looks like Ice Blast is your bread & butter attack...
Minor nitpik: the chance for BU in BU is a waste. That'll fire so rarely, I'd just stick in a 50 rech IO instead. In fact, I'd pull 3 slots out of CE (you're already overcapped for S/L, even w/o EA) and add a slot each to BU, Hibernate & Ice Storm. Hell, I'd pull each of the 4th LotG sets too since you have enough +Acc from the purp sets. You could likely 5-slot Ice Storm that way. Maybe even add a 5th slot to FT for a Endo HO (take it out of Stamina?). -
Quote:I'd consider EQ with much better debuff numbers an "I Win" button.It's Earthquake on a longer timer, isn't it?
*Edit : Oh wait, there's two patch effects it drops. One is basically Earthquake with better debuffs, the other seems to do damage and a hold, how does that work?
EQ offers (base) -10% def and to hit.
Liquefy offers (again base) -37.5% def and to hit.
That's a *lot* better, esp after you properly slot up. 56% to hit debuff? Yes please.
EQ has a higher KD chance, I think, but Liquefy does other things like minor hold (mag 2), tick damage, etc. They both have -jump, but Liquefy has -fly & -rech as well. So basically, Liquefy is kinda like EQ + RI + CC + a bit more. Actually, stronger than RI (but weaker than CC), and no anchors to worry about, though, of course, RI is "perma" against AVs and the like for the duration of the fight. Still, that's pretty freakin "Win".
I think ppl hate Liquefy because it's on a long recharge, but it's the exact same recharge as EMP, which I don't hear too many complaints about, not to mention, no -end recovery either. Oh, mobs run out of Liquefy, but you can circumvent some of that by positioning yourself inside of it. I do know, every time I get in trouble and lay down Liquefy, we win the fight and no one really understands why (mostly the -to hit). My only dillema w/Liquefy is whether to slot 3 enzymes & 3 rech IOs to max out the debuffs, or 6-slot Cloud Senses for the bonuses (lose ranged def cap w/o that set). -
Quote:I thought I did an adequate job of explaining what DPA meant in the guide. To sum up, if an attack A does 100 points of damage, but takes 5 seconds to do it, is it better than attack B that does 50 points of damage, but only takes 1 second? The DPA of A is 20 vs. 50 for B, thus B is better in that metric.I do understand your critique, but this point I don't get. I did see your guide, but I'm the degree of ignorant that I basically only care about the damage a power does. Thus, I don't care about DPE, DPS, DPA DP-whatever.
Feel free to try and explain to me why I should; I might change my playstyle
GIS's DPA is miserable, so I advise ppl to skip it. If that's not sufficient, I don't know what else to say. I'm not trying to change anyones playstyles, just trying to provide information as to give ppl more informed choices. If you like the orange numbers that float up after GIS, by all means go for it. -
Quote:This. WP too, to a smaller extent. And if your primary has stuns (Mace & EM (brutes/tanks), MA, etc)? Freakin' gravy.>Shrugs< No clue as to the PVP aspect but as far as I'm concerned, Spiritual was tailor made for any and all /Regen characters. +Recharge and +Heal over and above the ED cap on Reconstruction, Dull Pain, Hasten, Instant Healing, Health, all your Primaries attacks and buff powers, Moment of Glory, Integration, Instant Healing and Shadow Meld? Yes please!
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On my Incarnate build, I literally can't play my Son/Son w/o his Cardiac. He runs like 9 or 10 toggles (Son stuff, Leadership, Tough & Weave, epic armor--S/L res cap + ranged def cap FTW!), and basically has almost zero net recovery. W/Cardiac, esp at T3 now, he's rolling along no prob.
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To play, or play with?
To play... well, really any of my "support" toons. Son/Son, Cold/Dark, Fire/Rad, Ill/Kin, Ice/Storm, Earth/TA all provide ridiculous amounts of buff/debuffs. If the measuring stick is how fast the end AV goes down, I'd prolly give a nod to my Cold 'fender, followed closely by my Fire/Rad, then Son/Son.
To play with? If I'm melee, give me a Soldier. If I'm ranged, give me a tank.
BTW, nice to see respect for Sonics on this thread, but no love for Liquefy? It's a damn "I Win" button! -
I went Cardiac w/my Fire/EM for the end redux & resists. First off, I think if you're not running out of end, even w/Consume slotted well, you're just not firing off enough (PB)AoE attacks.
Cardiac fixed that, plus now (currently T3) my S/L resists went from around 70% to 75%, as Aett illustrated w/math. I was already softcapped to S/L def, but still, it's a nice bump in performance, w/similar, though not quite as good, performances to E/N resists, way over cap for F and a tiny amount for C/Tox (for Healing Flames, only).
Of course, the other option is Spiritual for Healing Flames, for both the recharge & heal portion to go over ED. I didn't do the math, but it'd be nice.Being EM, I'd take full advantage of the stuns too, and Consume and all my AoEs would come up faster too, but I found my end bar suffering enough from all the WH > Burn > Fireball combos I was laying out, and Consume just didn't recharge fast enough to be a reliable way to keep up.
Nerve & Musc are sorta out of the question for me. For Musc, keep in mind, the bonuses are to your base stats. Assuming all your attacks are ED capped, at the T4 level, you're only getting a 30% bonus to your base (2/3 of 45%), which comes out to less than an SOs worth. So if you're doing 100 base damage, and are ED capped at 195-ish, and say you hit BU or FE to do 300 (ish) points of damage, now you're looking at a 10% buff to overall damage. Doesn't suck, but when compared to infinite end or perma-Hasten, I don't think it adds up. -
Right off the bat, you're not taking PF or GC? PF is a base 5% def bonus which would let you play w/your slots a bit more. GC gives you valuable DDR.
You also have too many 9% accuracty bonuses--drop some of your 4th LotG pieces. Did you mean to slot all those LotG Def/Rech IOs, or did you mean Def/Global recharge?
Ice Patch should be a rech IO, though w/the build I redid, you might be well enough off w/the end redux instead.
FA needs more recharge, as does AD. You want to stack AD for yet more DDR. If you can afford to stick Membranes in there, all the better.
Skip GIS, cuz it sucks. See my guide as to why.
Lining up 3 cones looks tasty to me, but I think you may actually have too many AoEs. Frost recharges fairly quickly, and w/Hasten, you should have plenty of AoE powers w/Frost & FA. Yes, they have longer ranges, but you're a tank, and w/SD, you'll want mobs tight around you anyway. I'd drop AB & Bile Spray in favor of Hasten & Grant Cover (FF replaces GIS).
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(3), LkGmblr-Def(9), HO:Ribo(17), HO:Ribo(21)
Level 1: Frozen Fists -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(37)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(3), LkGmblr-Def(9)
Level 4: Ice Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(37)
Level 6: True Grit -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-ResDam(7), Numna-Heal/EndRdx(23), Numna-Heal(23), Numna-Heal/Rchg(34)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(21)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15)
Level 14: Super Jump -- Jump-I(A)
Level 16: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(33), Mocking-Taunt/Rchg/Rng(45), Mocking-Acc/Rchg(46), Mocking-Taunt/Rng(48), Mocking-Rchg(48)
Level 18: Frost -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Range-I(36), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(43)
Level 20: Boxing -- Empty(A)
Level 22: Ice Patch -- EndRdx-I(A)
Level 24: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(25), RechRdx-I(25)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(40), FrcFbk-Rechg%(40)
Level 28: Freezing Touch -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(29), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(43), HO:Endo(46)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam(31), RctvArm-EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(50)
Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(33), LkGmblr-Def(33)
Level 35: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 38: Frozen Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(43)
Level 41: Block of Ice -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(48), Lock-%Hold(50)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Grant Cover -- Ksmt-ToHit+(A)
Level 49: One with the Shield -- Aegis-Psi/Status(A), ImpArm-ResPsi(50)
Level 50: Cardiac Radial Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(36)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(13), EndMod-I(46)
Code:Frost is up every 4.1 sec, and has a 16' range. The +rech in SC is also kinda nice, though optional if you really want to stack the Melee def. Also, I find a 2nd hold nice to stack with FT, which I added an Endo for more hold duration. The 6% psi res in OWTC is prolly worthless (tho there are non-positional psi in the game), if you want to just put 2 resist IOs in there instead.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1375;675;1350;HEX;| |78DA6D944B73124110C77BC36212020918200FDE600890B0B265F4E8A34C6288508| |5857A450293B001170A56CBDCBCF805BC78F4E047504BBF948F8B6FE3DA744F3029| |DC82FDCDF4CC74FF7B7A66CB4F36DD004FAF81E2BED9A90F06B5BB75B32DFA53E54| |756DD32BA264C0240848DB54DB12FCC81D0AA2D43749A27DDA01C2D8B8E105AB121| |B8E52B9A2DD117A6A59D34DC956EB7A39544BD6798071EEA6C1B072D0B7B2EEA557| |B42347DD42C9A8F8D81B167740CEB687EAB6734B41BFD8665346AE5FAC012FDA345| |9495C6FFA6075F0AFEC156C18B0D1D260284293FC17B15C75407F88900CB2E908FE| |D847D184E510F08EE1661D620A40E0917DA842D0CA3709809E57F6142E8D6C16E55| |C703765B27B8F6180DF6D7246CA33F27FB733A0BE4E19CCED82004EF30EE111255C| |20EAE9A2419364C26C8D12D344D4B61D36B64F232FC8C201670862728332C799625| |2FE0888725832743932398C59CDC9CB9D6C4D0143708EB87847C9B70B1C3784808E| |32A9F5CE57B4D8ECEBF61BCE5BDCC71EEEF08B9F70405C3CFCBF0F3363E10433F01| |6909707A51342DC8F4165E51B4C5970C4EEF3666B024632FFDA291E5DF8C6342E20| |F61D5663CE3A4D06D48AE0A7161C25C98B02024B87639AE5DFE0A9F21074A8EC8C3| |1619CA8A40348A588568929122E809828AD363527C8C0F4D9C2B10E70A14517C922| |740924792A86C452A5BE17CD29C4F9AF3499FC927373C743A54F09D91AB325F6824| |FB95F18DF19D0BF683A0FF242451DF9AD4B7C6DBB97E06BBA84F93FAB4E3E187004| |A682A7024A5709924EB59CA36AC8E2E16FE86F52C8D592AAABCAC6851C8925547F7| |D79EF68EEE909D1B5B5B18B3E863964B63968D31CB07D7E82A8392A73C3FFD3329C| |A2E6593BA4FB97D3C3D99EFC867D7A94FC173DA48F70BBE1C719A701D4FB52E53FA| |0BA0B6DD87| |-------------------------------------------------------------------|
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AAO + BU + Frozen Aura = win.
Of course, AAO + BU + damn near anything = win, but still. -
If you plan on playing him all the time, Regen's awesome (not to say the others aren't). If you run a ton of alts (like me), WP might be a safer bet, since it's more or less easy mode. Invul, sorta too.
Every time I jump on my Regen after a month or two off, I get my butt handed to me until I figure out the timing of all the heals vs. incoming damage again. Then I put him in storage again for a month or so. My WP just sorta plays itself. -
Quote:You should be aware that the BU/Aim do not last all throughout the rains, and they will fade within 10s of the BU/Aim casting. Thus your order should be:This is currently my favorite set up for my ice/ice/cold:
Aim
Buildup
Icestorm
Blizzard
Pop a blue
Hibernate
Hasten
Kill whatevers left
Smile and laugh
Aim
BU
Blizzard
pop a blue
Ice Storm
Hibernate
Smile
This maximize the time Blizzard will be buffed by both Aim & BU. -
At least in one metric, ST damage, you can look over at the scrapper board's Rikti Pylon Times thread to see who deals out damage the fastest while being survivable "enough".
My most "powerful" toon is my Fire/Rad. Ultimately versatile, can solo AVs, etc (best 4:10 pylon time--hardly a record, but impressive enough), can solo or team, very safe (near capped ranged def, near perma-IW, etc), controls, deals damage, buffs & debuffs w/the best of them. Some control better, some damage better, buff/debuff better, etc, but as a whole, I don't think there's a better powerset combo out there. -
My weekly success story has nothing to do w/how fast or smoothly the Kahn went (though it did). I ran it over the weekend for the 1st time w/a non-50. And got like 2M+ XP at the end; basically a 1/2 a level. Yeah, I totally ran it again w/all my 45+ toons who weren't 50 yet. Running out of 45-49 toons though for LG, but Sister Psyche is going to be run a lot--which is to say once each by all 31 of my alts--50s for the Notice, everyone else for the XP bonus.
Oh, Kahn marathon success story--did a mini marathon w/someone going for the badge. I switched in toons for around 6 runs in a row, non lasting much longer than 25 min. Fastest was 21--still haven't broken 20 min myself (our server record is 16 min for this past week).