planet_J

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  1. This is my build...

    Hero Plan by Mids' Hero Designer 1.958
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Wrath of Lightning: Level 50 Mutation Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership

    Hero Profile:
    Level 1: Charged Brawl -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(23), Hectmb-Acc/Dmg/Rchg:50(25), Hectmb-Acc/Rchg:50(25), Hectmb-Dmg/EndRdx:50(42)
    Level 1: Deflection -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx:50(3), Aegis-ResDam:50(7), Aegis-ResDam/EndRdx:50(9), Aegis-ResDam/Rchg:50(9)
    Level 2: Havoc Punch -- Mako-Acc/Dmg/EndRdx/Rchg:50(A), Mako-Acc/Dmg:50(29), Mako-Dmg/EndRdx:50(29), Mako-Dmg/Rchg:50(31), Mako-Acc/EndRdx/Rchg:50(42), Mako-Dam%:50(46)
    Level 4: Battle Agility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(11), LkGmblr-Def/EndRdx:50(11), LkGmblr-Def/Rchg:50(13)
    Level 6: Jacobs Ladder -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(31), Erad-Dmg/Rchg:30(31), Erad-Acc/Dmg/Rchg:30(34), Erad-Acc/Dmg/EndRdx/Rchg:30(43), Erad-%Dam:30(50)
    Level 8: True Grit -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(13), Aegis-ResDam/Rchg:50(15), Numna-Regen/Rcvry+:50(15), Numna-Heal:50(17), Numna-Heal/EndRdx:50(17)
    Level 10: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(19), GSFC-ToHit/Rchg/EndRdx:50(19), GSFC-Rchg/EndRdx:50(21), GSFC-ToHit/EndRdx:50(21), GSFC-Build%:50(23)
    Level 12: Active Defense -- RechRdx-I:50(A)
    Level 14: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(37), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(45), Oblit-%Dam:50(46)
    Level 16: Against All Odds -- EndRdx-I:50(A)
    Level 18: Chain Induction -- SScrappersS-Acc/Dmg:50(A), SScrappersS-Dmg/Rchg:50(39), SScrappersS-Acc/Dmg/Rchg:50(39), SScrappersS-Dmg/EndRdx/Rchg:50(40), SScrappersS-Acc/Dmg/EndRdx/Rchg:50(45), SScrappersS-Rchg/+Crit:50(50)
    Level 20: Phalanx Fighting -- RedFtn-Def:50(A)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- GA-3defTpProc:50(A), S'fstPrt-ResDam/Def+:30(40), ImpArm-ResDam:40(40), ImpArm-ResDam/EndRdx:40(43), ImpArm-ResDam/Rchg:40(43), ImpArm-ResDam/EndRdx/Rchg:40(45)
    Level 26: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(27)
    Level 28: Grant Cover -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(46)
    Level 30: Super Jump -- Winter-ResSlow:50(A)
    Level 32: Lightning Rod -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(33), Erad-Dmg/Rchg:30(33), Erad-%Dam:30(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(34)
    Level 35: Shield Charge -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(36), Armgdn-Acc/Dmg/Rchg:50(36), Armgdn-Acc/Rchg:50(36), Armgdn-Dmg/EndRdx:50(37)
    Level 38: One with the Shield -- ResDam-I:50(A)
    Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42)
    Level 44: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 47: Maneuvers -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(48), LkGmblr-Def/EndRdx:50(48), LkGmblr-Def/EndRdx/Rchg:50(48)
    Level 49: Assault -- EndRdx-I:50(A), EndRdx-I:50(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    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 -- Clrty-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Run-I:50(A)
    Level 4: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(7)
    Level 4: Hurdle -- Jump-I:50(A)
    Level 4: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(5), P'Shift-End%:50(5)
    Level 50: Agility Core Paragon
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 50: Cimeroran Core Superior Ally
    Level 50: Ion Core Final Judgement
    Level 50: Degenerative Radial Flawless Interface
    ------------



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  2. Quote:
    Originally Posted by Stormistress View Post
    I had forgotten about the Underworld basis for Vampires. It certainly was a good one. What AT would you recommend for a DP or AR character? Blaster seems like the obvious choice, but I wonder if a Corruptor might make a better fit with the right power sets.

    Thanks again for all the good feedback!





    Stormistress
    #1 DP/Cold Domination

    #2 DP/Dark Miasma

    #3 DP/Time

    #4 DP/Storm

    #5 DP/Kinetics

    In that order...you could color Cold Domination into many things, and stuff like Heat Loss would look amazingly vampiric under those circumstances. You have the 2 Ice shield buffs to others in the set, but you could either skip them, or color them dark to be a dark barrier protecting allies.
  3. Quote:
    Originally Posted by Z_e_r_o_NA View Post
    I have a MA/Invul scrapper that was a lot fun to level up, but I find it extremely weak on big teams, mostly because the damage output leaves a lot to be desired.

    How is a STJ or SS/Invul brute comparable to a MA/Invul scrapper? I am seriously considering rerolling her as a brute.


    Thanks
    SS/INV or TW/INV
  4. This is my Dark/Fire Tank build on live, hope it helps you with ideas. I like to 3 slot FotG for the 3 pts KB prot bonus, plus the set is pretty good numbers wise.

    Hero Plan by Mids' Hero Designer 1.958
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Soulfire Darkness: Level 50 Mutation Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(3), Erad-Dmg:30(5), FotG-Dam/End/Rech:50(25), FotG-Acc/End/Rech:50(25), FotG-ResDeb%:50(45)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(3), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(9)
    Level 2: Dark Embrace -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam/EndRdx:40(13), RctvArm-ResDam/Rchg:40(13)
    Level 4: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(19)
    Level 6: Super Jump -- Zephyr-ResKB:50(A), Zephyr-Travel:50(7)
    Level 8: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(27), S'fstPrt-ResDam/Def+:30(27), S'fstPrt-ResKB:30(29)
    Level 10: Obsidian Shield -- RctvArm-ResDam:40(A), GA-3defTpProc:50(15), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31)
    Level 12: Taunt -- Zinger-Dam%:50(A)
    Level 14: Dark Regeneration -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Rchg:30(15), Erad-Acc/Dmg/Rchg:30(36), Nictus-Acc/EndRdx/Rchg:50(36), Nictus-Acc/EndRdx/Heal/HP/Regen:50(36), Theft-+End%:30(37)
    Level 16: Breath of Fire -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(37), Ragnrk-Acc/Dmg/Rchg:50(39), Ragnrk-Acc/Rchg:50(39), Ragnrk-Dmg/EndRdx:50(39)
    Level 18: Cloak of Darkness -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(19), LkGmblr-Rchg+:50(23), SW-ResDam/Re TP:50(29)
    Level 20: Build Up -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit:20(21)
    Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33)
    Level 28: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx:50(34)
    Level 30: Oppressive Gloom -- Acc-I:50(A)
    Level 32: Soul Transfer -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(46)
    Level 35: Fire Sword Circle -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(37), Armgdn-Acc/Rchg:50(40), Armgdn-Dmg/EndRdx:50(43), Armgdn-Dam%:50(43)
    Level 38: Incinerate -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(40), Hectmb-Dam%:50(40), Hectmb-Acc/Rchg:50(42), Hectmb-Dmg/EndRdx:50(46)
    Level 41: Greater Fire Sword -- SMotTanker-Acc/Dmg:50(A), SMotTanker-Rchg/Res%:50(42), SMotTanker-Acc/Dmg/EndRdx/Rchg:50(42), SMotTanker-Dmg/Rchg:50(43), SMotTanker-Dmg/EndRdx/Rchg:50(45), SMotTanker-Acc/Dmg/Rchg:50(46)
    Level 44: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45)
    Level 47: Gloom -- Apoc-Acc/Rchg:50(A), Apoc-Dmg/EndRdx:50(48), Apoc-Dam%:50(48), Apoc-Acc/Dmg/Rchg:50(48), Apoc-Dmg/Rchg:50(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50), LkGmblr-Def/EndRdx:50(50)
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(21)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(11), EndMod-I:50(23)
    Level 1: Brawl -- Empty(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 -- Clrty-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    Level 50: Degenerative Radial Flawless Interface
    Level 50: Ion Core Final Judgement
    Level 50: Cimeroran Core Superior Ally
    ------------



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  5. This is how I would do it...

    Hero Plan by Mids' Hero Designer 1.958
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Recesses: Level 50 Magic Dominator
    Primary Power Set: Darkness Control
    Secondary Power Set: Psionic Assault
    Power Pool: Concealment
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Dark Grasp -- G'Wdw-Dam%:50(A), BasGaze-Acc/Hold:30(5), BasGaze-Rchg/Hold:30(5), BasGaze-Acc/Rchg:30(7), BasGaze-Acc/EndRdx/Rchg/Hold:30(7), DefEgo-RecDeb%:20(9)
    Level 1: Psionic Dart -- Thundr-Acc/Dmg:50(A)
    Level 2: Living Shadows -- GravAnch-Acc/Immob/Rchg:50(A), GravAnch-Acc/Rchg:50(9), GravAnch-Hold%:50(11)
    Level 4: Stealth -- LkGmblr-Rchg+:50(A)
    Level 6: Possess -- CoPers-Conf%:50(A), CoPers-Conf/Rchg:50(11), CoPers-Acc/Rchg:50(13), CoPers-Conf/EndRdx:50(40), CoPers-Acc/Conf/Rchg:50(43)
    Level 8: Fearsome Stare -- AotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(A), AotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(13), AotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(15), AotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(15), AotDominator-EndRdx/Rchg:50(17), Abys-Dam%:50(17)
    Level 10: Grant Invisibility -- LkGmblr-Rchg+:50(A)
    Level 12: Heart of Darkness -- FotG-Acc/Dmg:50(A), FotG-Acc/Dmg/End/Rech:50(19), FotG-ResDeb%:50(19)
    Level 14: Mental Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(46), Decim-Dmg/Rchg:40(46), Decim-Acc/EndRdx/Rchg:40(48), Decim-Acc/Dmg/Rchg:40(48)
    Level 16: Psychic Scream -- Posi-Dam%:50(A), Posi-Acc/Dmg:50(37), Posi-Dmg/EndRdx:50(40), Posi-Dmg/Rng:50(43), Posi-Acc/Dmg/EndRdx:50(45), Det'tn-Dmg/Rng:50(46)
    Level 18: Haunt -- EdctM'r-PetDef:40(A), ExRmnt-+Res(Pets):50(21), ExRmnt-Acc/Rchg:50(21), ExRmnt-Dmg/EndRdx:50(23), ExRmnt-Acc/Dmg/Rchg:50(23), SvgnRt-PetResDam:50(25)
    Level 20: Drain Psyche -- Nictus-Acc/EndRdx/Heal/HP/Regen:30(A), P'Shift-EndMod/Acc:50(34), Theft-Acc/Heal:30(36), Theft-Acc/EndRdx/Rchg:30(36), Nictus-Acc/Heal:30(36), Theft-Acc/EndRdx/Heal:30(37)
    Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(27)
    Level 24: Fly -- Zephyr-ResKB:50(A)
    Level 26: Shadow Field -- G'Wdw-Dam%:50(A), BasGaze-Acc/Hold:30(27), EoCur-Acc/Hold:30(29)
    Level 28: Subdue -- SAotDominator-Rchg/+Dmg%:50(A), Apoc-Dmg/Rchg:50(29), Apoc-Acc/Dmg/Rchg:50(31), Apoc-Acc/Rchg:50(31), Apoc-Dmg/EndRdx:50(31), Apoc-Dam%:50(34)
    Level 30: Hover -- LkGmblr-Rchg+:50(A)
    Level 32: Umbra Beast -- C'Arms-+Def(Pets):30(A), C'Arms-Acc/Rchg:30(33), C'Arms-Acc/Dmg/Rchg:30(33), C'Arms-Acc/Dmg:30(33), Abys-EndRdx/Fear:50(34)
    Level 35: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(37)
    Level 38: Psychic Shockwave -- Armgdn-Dam%:50(A), Armgdn-Dmg/EndRdx:50(39), Armgdn-Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Acc/Dmg/Rchg:50(40)
    Level 41: Rain of Fire -- Ragnrk-Knock%:50(A), Ragnrk-Dmg/EndRdx:50(42), Ragnrk-Dmg/Rchg:50(42), Ragnrk-Acc/Rchg:50(42), Ragnrk-Acc/Dmg/Rchg:50(43)
    Level 44: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(45), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rng:50(50)
    Level 47: Rise of the Phoenix -- Rope-Acc/Rchg:50(A)
    Level 49: Melt Armor -- LdyGrey-DefDeb/Rchg:50(A), LdyGrey-DefDeb/Rchg/EndRdx:50(50), LdyGrey-%Dam:50(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 -- Clrty-Stlth:50(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 -- Flight-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(3)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(3)
    Level 50: Degenerative Interface
    Level 50: Vorpal Judgement
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 50: Musculature Radial Paragon
    ------------
  6. Here it is with some minor tweaks...I swapped the Damage for Damage/End in mental blast...you were losing most of the damage enhancement to ED in that power...as well as a few other adjustments...I will play with it more tonight and show you how I would do it...

    Hero Plan by Mids' Hero Designer 1.958
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Recesses: Level 50 Magic Dominator
    Primary Power Set: Darkness Control
    Secondary Power Set: Psionic Assault
    Power Pool: Concealment
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Dark Grasp -- G'Wdw-Dam%:50(A), BasGaze-Acc/Hold:30(5), BasGaze-Rchg/Hold:30(5), BasGaze-Acc/Rchg:30(7), BasGaze-Acc/EndRdx/Rchg/Hold:30(7), DefEgo-RecDeb%:20(9)
    Level 1: Psionic Dart -- Thundr-Acc/Dmg:50(A)
    Level 2: Living Shadows -- GravAnch-Acc/Immob/Rchg:50(A), GravAnch-Acc/Rchg:50(9), GravAnch-Hold%:50(11)
    Level 4: Stealth -- LkGmblr-Rchg+:50(A)
    Level 6: Possess -- CoPers-Conf%:50(A), CoPers-Conf/Rchg:50(11), CoPers-Acc/Rchg:50(13)
    Level 8: Fearsome Stare -- AotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(A), AotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(13), AotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(15), AotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(15), AotDominator-Rchg/+Dmg%:50(17), Abys-Dam%:50(17)
    Level 10: Grant Invisibility -- LkGmblr-Rchg+:50(A)
    Level 12: Heart of Darkness -- FotG-Acc/Dmg:50(A), FotG-Acc/Dmg/End/Rech:50(19), FotG-ResDeb%:50(19)
    Level 14: Mental Blast -- Apoc-Dam%:50(A), Apoc-Dmg/EndRdx:50(46), Apoc-Dmg/Rchg:50(46), Apoc-Acc/Dmg/Rchg:50(48), Apoc-Acc/Rchg:50(48), Decim-Acc/EndRdx/Rchg:40(50)
    Level 16: Psychic Scream -- Posi-Dam%:50(A), Posi-Acc/Dmg:50(37), Posi-Dmg/EndRdx:50(40), Posi-Dmg/Rng:50(43), Posi-Acc/Dmg/EndRdx:50(45), Det'tn-Dmg/Rng:50(46)
    Level 18: Haunt -- EdctM'r-PetDef:40(A), ExRmnt-+Res(Pets):50(21), ExRmnt-Acc/Rchg:50(21), ExRmnt-Dmg/EndRdx:50(23), ExRmnt-Acc/Dmg/Rchg:50(23), SvgnRt-PetResDam:50(25)
    Level 20: Drain Psyche -- Theft-Heal/Rchg:30(A), Theft-Acc/Heal:30(36), Theft-Acc/EndRdx/Rchg:30(36), Theft-+End%:30(36), Theft-Acc/EndRdx/Heal:30(37), P'Shift-EndMod/Acc:50(37)
    Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(27)
    Level 24: Fly -- Zephyr-ResKB:50(A)
    Level 26: Shadow Field -- G'Wdw-Dam%:50(A), BasGaze-Acc/Hold:30(27), EoCur-Acc/Hold:30(29)
    Level 28: Subdue -- RechRdx-I:50(A), Decim-Acc/Dmg:40(29), Decim-Dmg/EndRdx:40(31), Decim-Dmg/Rchg:40(31), Decim-Acc/EndRdx/Rchg:40(31), Decim-Acc/Dmg/Rchg:40(34)
    Level 30: Hover -- LkGmblr-Rchg+:50(A)
    Level 32: Umbra Beast -- C'Arms-+Def(Pets):30(A), C'Arms-Acc/Rchg:30(33), C'Arms-Acc/Dmg/Rchg:30(33), C'Arms-Acc/Dmg:30(33), Abys-Dam%:50(34), Abys-EndRdx/Fear:50(34)
    Level 35: Maneuvers -- LkGmblr-Rchg+:50(A)
    Level 38: Psychic Shockwave -- Armgdn-Dam%:50(A), Armgdn-Dmg:50(39), Armgdn-Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Acc/Dmg/Rchg:50(40), Stpfy-Acc/Stun/Rchg:50(40)
    Level 41: Rain of Fire -- Ragnrk-Knock%:50(A), Ragnrk-Dmg:50(42), Ragnrk-Dmg/Rchg:50(42), Ragnrk-Acc/Rchg:50(42), Ragnrk-Acc/Dmg/Rchg:50(43), Posi-Dam%:50(43)
    Level 44: Fire Ball -- Posi-Acc/Dmg:50(A), Det'tn-Acc/Dmg:50(45), Posi-Acc/Dmg/EndRdx:50(45)
    Level 47: Rise of the Phoenix -- Rope-Acc/Rchg:50(A), Stpfy-Acc/Rchg:50(48)
    Level 49: Melt Armor -- LdyGrey-DefDeb/Rchg:50(A), LdyGrey-DefDeb/Rchg/EndRdx:50(50), LdyGrey-%Dam:50(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 -- Clrty-Stlth:50(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 -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(3)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(3)
    Level 50: Musculature Boost
    Level 50: Degenerative Interface
    Level 50: Vorpal Judgement
    Level 0: The Atlas Medallion
    ------------
  7. can use + mag procs too...make a big difference if they fire and you're stacking magnitude of hold on LTs. I like the lockdown proc in the AoE hold...also like the devastation proc in blast powers...My Fire/Psi permadom stacks mag like crazy...
  8. Elec/Dark could be lots of fun to play....

    Elec/SR...bye bye end problems on SR...

    Could go Elec/Ice stalker....that's a win/win...keep the AoE and pick up a good ST hitter.
  9. Quote:
    Originally Posted by Fireheart View Post
    Well, you know, the 'billion' was a bit facetious, but my point is that I don't have that much to spend. I'm a normal player, not some auction-house genius who can outright buy anything he wants.

    You say I should push my Defense to the soft-cap... What sets do you suggest for doing that?

    Be Well!
    Fireheart
    Obliterations in PBAoE will get you 3.75% Melee Defense for 6 slots

    Eradications in PBAoE attacks will get you 1.56% ranged defense for 3 slots

    Touch of Death in ST melee will get you 3.75% melee for 6 slots

    Makos Bite in ST melee will get you 3.75% ranged for 6 slots

    Sciroccos Dervish in PBAoE will get you AoE defense in 6 slots

    Aegis in resistance powers will get you AoE defense in 3 slots

    Some of those are a bit pricey.

    Also, Luck of the Gambler recipes can be had for 1 or 2 alignment merits each, someone mentioned getting the uniques that way...you could also get Luck of the Gambler sets which will boost recharge and get you some HP and regen bonuses along the way...you can also make money by getting more than you need and selling them later to further fund upgrades to your build.

    doctored wounds is a cheap IO set to go in a heal power and for 5 slots gets 5% recharge...however, your Max HP power is also a resist power...and for that I would likely use 3 pieces of Numinas and 3 Aegis which will get you some defense bonuses

    Furthermore, I would add Manuevers, combat jumping, and Weave, slotted well those 3 will get you approx 12% defense to all positions...which will go much farther than burning lots of slots to do it through sets...though you will still need a few sets, but not nearly as many to get it done.

    Put 3 LotG in Manuevers and Weave...(Def + Def/End + Def/Global Rech)

    Put 2 Lotg in CJ (Def/Global Rech + Def)
  10. Quote:
    Originally Posted by Energizing_Ion View Post
    Okay so I interpreted what you said wrong then.

    I thought you were saying that TK was able to be used to stop Tilman from walking BEFORE she got hit from the EB's death debuff thingy.


    Therefore I thought it was a bug
    Support:

    Fire/Cold Corruptor -Nasty Mix of Damage and debuffs

    Elec/Kin Corruptor - This can be a sapper that makes AVs Brawl

    Rad/Rad Defender - Debuff King...'nuff said

    Dark/Dark Defender - Lots of fun debuffs and soft controls

    Ill/Rad Controller - Tank Mage

    Dark/Dark Controller - Debuffs plus tons of pets and good damage

    Plant/Storm Controller - Seeds of Confusion...seriously

    Fire/Kin Controller - The classic controller power combo

    Fire/Psi Dom - All kinds of nastiness with debuffs galore and top rate damage

    Mind/Psi Dom - Probably one of the nastiest hard target combos...

    Melee:

    Dark/Fire tank - Damage + lots of psi/status resists

    Fire/Ice tank - Damage plus soft controls for aggro management

    TW/Dark Brute - This is pure insanity balled into a fun package

    SS/Fire Brute - If you want DPS + taunt... this is a good one too

    DM/Inv Brute - Sturdy as can be, and solid debuffs...plus several AoE powers that make you an NPC magnet (Soul Drain, Dark Consumption, Shadow Maul).
  11. What about an ATO proc for tankers that would allow one ST attack to deal "splash" damage turning it into a very narrow cone...something along the lines of shadow maul size cone.

    Picture something like that in...say...KOB from SS.
  12. /Regen has a taunt aura...Integration...and it's Mag and duration are the same as invuln on a brute...
  13. Quote:
    Originally Posted by Haribon View Post
    awesome, i was actually considering agility...i guess it's the difference between 45% rech vs 33%

    here's a bit of a neurotic min/max question. i've read that havoc punch generally sucks compared to jacob's ladder...and considering i'm really liking my running in +1x8 missions (solo sometimes), i think i'd benevit from it DPS wise...however..here's the uber-neurotic question:

    if i take JL instead of HP, i would basically drop 3.75% smash/lethal defense since JL is an AOE type attack

    any opinions on this? which would be better?
    Personally, I like them both, though I find the animation on JL to be a bit tedious sometimes, and the cone is relatively narrow...(think shadow maul size) If I have room, I take both, if not, I can skip the cone, as there's already alot of AoE in Elec Melee
  14. Quote:
    Originally Posted by Jabbrwock View Post
    Interesting. Just going off of their respective damage scales of 0.75 for Brutes and 1.125 for Scrappers, my calculations suggested that it would take about 49% Fury for a Brute to catch up and do as much damage as a Scrapper. Not being a math whiz, and coming from a long break from the game, I decided not to post it, trusting that somebody else would catch him if he was wrong.

    Is your data purely tested, or was it a calculation from numbers on the web?
    That figure falls pretty closely inline with similar experience I have playing a Katana/Dark Brute... The trick to it in soloing is you pretty much have to run all out, all the time, to keep above 60-70% fury constantly...and that's hard to do. The Fury proc now makes it to where, when I am ticket farming +4/x8 I can keep fury pretty high...say...85-95%...but with random spawn generation on smaller maps at same difficulty, it tends to not reach those levels...because you have to hunt down spawns and the map sizes often limit the amount of time you can spend saturated in a mob worth of bodies...large maps, it's more attainable if the spawn numbers are higher (total number of spawns, not group size). Then you can sort of aggro a few together and maintain your fury.
  15. Your slots in Phys Perf are better used in Inexhaustible...the base modifier is higher...in Phys Perf anything above the slot it comes with...loaded with a perf shifter proc...is really a waste of slots...

    AoD...well...I like using erads...the bonuses are great...but AoD is your slay them all attack...you want to be at or near ED Cap for Damage/accuracy/recharge...and you really want more end redux in it than that...I would take those 2 offending slots from Phys Perf...and stick a couple of triples in this power from like....sciroccos or Multistrike...or something...Personally I like to put an armageddon in the power...but that's up to you.

    WS needs more Acc/DMG/End

    RA...this attack is your BIG ST hitter...it REALLY needs more ACC...and a touch more damage and end redux...you should be up around 60-70% accuracy enhancement minimum on this power...you REALLY don't want it to miss....

    FT also needs alot more Acc and alot more Dmg/Rech...this one is a big part of your ST attack chain and is the 2nd highest DPA in the set...you want this up as often as possible.

    Get a Steadfast Protection +3% Defense unique and a Glad Armor +3% Defense unique...you can save yourself a lot of grief on gimping your slotting some to try to get the defense values you are looking for...that would allow you to do a few things a little differently and get more potency and value in your attacks...

    TW really suffers when you whiff...for 2 reasons...1) you lose momentum and this is bad juju!...2) each attack costs a lot of end...you really don't want to use an attack and miss very often, cause sucking wind is bad...
  16. Stone/Dark will be awesome...

    Now, just a couple of things I would change if it were me personally...

    I would find room for a Glad Armor +3% Defense unique...they're not all that pricey anymore...a couple hundred million is cheap relatively.

    Second thing I would do, is I would drop all but the perf shifter proc from Phys Perf. Why? Well, because those extra slots aren't helping you all that much. The base modifier for that power is not all that great...instead...I would get the atlas medallion and portal jockey accolades...the 2 of those will give +5 to your max endurance EACH! So you'll have 112-115 endurance, and that will naturally make your recovery more, because you have more endurance to work with...works the same as regeneration basically...you can use those 2 slots in Phys Perf elsewhere to more effect....like say...in Fault! Put a 5 slotted set in there and get some more set bonuses!
  17. looks pretty good actually...instead of regenerative unique in health I would use miracle...otherwise you should be in pretty good shape. You might want to consider Agility Core Alpha...Elec/Elec is particularly attuned to agility...though spiritual is a great one for anything when you're trying to hit recharge goals....agility has some recharge in it too.
  18. I think it will work honestly...You could take flashing steel in exchange for one of the ST attacks if you wanted...but...it should work
  19. Quote:
    Originally Posted by Arcanaville View Post
    Stop right there. Currently, toggles cost endurance. Currently, the game isn't designed around zero-cost toggles. But there's also no need for them to cost material end either. They could all cost 0.03 eps and still be detoggled by drain.
    You know something, the idea of toggles not being effected by endurance drain is a serious game changing idea. I personally have felt for a long time, that I had been one of a few that had pondered the idea of this. I personally think melee survivability should not be tied to endurance, because even if we manage it, factors outside our control can instantly impact survivability and cause a death. I am not sure you are advocating endurance drain not detoggling or if you are advocating reducing their cost to zero and still making them detoggle from drain, but either way, the proposal is very intriguing and I am curious to hear what your idea is completely.

    Quote:
    If melee had the right endurance burden before, didn't inherent fitness then cause that to break? Did it coincidentally fix a problem that just happened to be fixable with inherent fitness?

    What if attacks just cost 5.5 end per scale instead of 5.2? 5.2 is a completely arbitrary number.

    And there are other ways to differentiate archetypes in terms of their endurance management. Like, for example, giving all blasters almost unlimited endurance. Which is what they are going to get in I24 as part of Sustain.

    Different defensive sets could still cost different amounts of endurance: the two biggest drains on endurance don't come from defensive toggles, they come from offensive damage auras and clicks. Dark Armor has below average defensive toggle costs. But its still considered a very high endurance costing set, for the obvious reason that Dark Regen costs a ton. Clicks are better endurance throttles, because as I said previously clicks actually present a real choice: each time you use me I will cost end, and deliver a certain benefit. That choice is blurry, if it exists at all, for defensive toggles.
    I agree with this, and I know Synapse actually told me on one occasion that he doesn't consider the use of endurance to be a balance factor for a powerset, they have a rough idea of what they want defensive sets to cost, in terms of endurance to run...but...I don't know that the devs couldn't be convinced to see the flip side of the coin either.
  20. when brutes and scrappers finally get ice armor, I hope they get the stalker T9...it's a MoG clone...and I LOVE MoG.
  21. Quote:
    Originally Posted by Rylas View Post
    But you gain a debuff on another power. So by that logic, it's also a debuff.

    Starsman's point was that it's not always so cut and dry.
    You can see it in shades of gray or black and white...

    Quote:
    At least have the courage to name the people if you're going to say some people don't provide good input or have feedback you deem unworthy. Just remember, you invite the same criticism of yourself if you start bringing that kind of talk around. Don't worry though, I think you've made a couple of decent points.
    Johnny Butane for one always brings up damage caps when this comes around and is convinced brutes run around hard capped out. Though he would rather see tanks buffed than brutes nerfed for the most part...(I feel odd we somewhat agreed on something...very odd)
  22. Quote:
    Originally Posted by Starsman View Post
    Riddle me this:

    At one point Unyielding had a self -def debuff and invincibility granted more defense per target than it does now.

    At further point, Unyielding's defense debuff was removed, but Invincibility's per-target defense was lowered for an equal amount.

    The net result is the same as earlier, with some edge case changes in both directions, super-saturated and no enemies in range.

    This is balancing. Would you say it was a buff or a nerf? It was one change. If balancing can only be buff or nerf, what was this?
    I consider that a buff, as unyielding's penalty was removed, so while it was a buff for a net gain of 0...you lost a debuff. Opposite of debuff is buff.



    Quote:
    Some are trying, but every time an individual or two brings up "maybe we should nerf that other AT" suddenly some posters jump into a flame war about it and then the entire thread becomes about nerfing brutes, entirely drowning all other options.
    I think this discussion could have been far more productive less 1 or 2 individuals, but I don't have the capability to make that happen. Thus, you get what we have here...




    Quote:
    There is something you (and many others) need to understand:

    Tankers are indeed not broken. They have no issues. Not directly. Their "issues" are two fold:
    1) Quoting Johnny_butane: "tankers were designed for a game that no longer exists"
    2) Brutes fill in the one role "reserved" to tankers, even character creation tells you Brutes are a tanking AT.

    It is inevitable for comments to come up that suggest the "offending" Brutes be nerfed out of the role. It's too late for that, it wont happen, but the comments will come. And again: if you make a big deal about those comments, you make the comments a big deal.

    Blasters didnt do much nerf-herding if any because they had no AT specifically step in thir role (other than all of them)
    The problem is Brutes were always intended to fill that role with less defensive capability and more offensive capability (slightly below scrappers)...that's their role. Since the availability was consolidated they should have their role changed? I fail to see the logic there. If this was still old CoH where brutes were only villains how would this conversation have gone?
  23. I have always felt katana makes a good farmer, but that's me...good luck