syrusbLiz

Ms. Infinity 2011
  • Posts

    504
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  1. I have the Tank version of this, and it's a ton of fun to play. This combo is quite an AoE beast, as you suspect.

    I completely disagree on your using of Kinetic Crash in several of your attacks. Yes, their 4-6 set bonuses are nice, but you change those power's Knock Down ability into Knock Back, and especially as a Brute you don't want to scatter your targets to the winds. I guess Kick isn't too bad a place for a full set of Kinetic Crash, but overall those slots would be better served in your primary.

    If you want more KB protection, your two shields, Temperature Protection and Healing Flames all take Resistance sets (for Steadfast KB), I see you already have a Zephyr in SJ, and you could find another slot for Combat Jumping and a Karma KB IO.

    You really want Nimble Slash earlier than 44; it's the gateway to several combos. Dual Blades is unfortunate in that you really want to pick up the attacks when they become available because the strengths of that set is in the combos. If you're ignoring them, why even bother with the set.

    To get your combos in earlier, swap their placement with Tough and Kick.

    Blinding Feint only does light damage, but it also takes To Hit sets, which you could socket in for bonuses; 1 Accuracy + 5 of Adjusted Targeting for a Recharge bonus, or 1 Accuracy + 3-4 Gaussian's for a HP or Recovery bonus.

    Ablating Strike is really not a bad place for goodies like Tough of Lady Grey: Chance for Negative Energy Damage, or Achilles' Heel: Chance for -Resistance, if you can find an extra slot.

    Power Slice is only moderate damage; Hecatomb would be better served in Vengeful Slice. And consider that Obliteration is a set with precious little End Redux. You may try to find a sixth slot for Sweeping Strike to fit in a Multistrike Acc/End.

    Armageddon would be better served in One Thousand Cuts, being a Superior Damage power. Swap Multistrikes or Sciroccos into Typhoon's Edge instead, for solid bonuses at 5 pieces.

    Your Miracle +Recovery is completely wasted in Rise of the Phoenix; it is not an always-on bonus. To use this you would have to die every 2 minutes to pop Rise and get the +Recovery for 2 minutes. Without so many recharge bonuses and no recharge in Rise, it's not up often enough to be taken advantage of in any way. Health is a much better place for Healing uniques, being an always on passive.

    I personally wouldn't skip Burn; even beyond the Fear effect, enemies will take substantial damage from it. And there are times when you need the momentary breathing room to pop Healing Flames, or a green or two. Plus, robots have no fear, so they won't run from it, another advantage to you since they are so resistant to Lethal damage.

    I never felt I needed that many recharge bonuses or Hasten for my Fire/DB, but that's largely a matter of taste. You could, however, drop it and take Burn or Temperature Protection without sacrificing any other powers you've taken. I never felt I needed Taunt on my Fire/DB, but it is a very handy power to have.
  2. syrusbLiz

    Elec/Ela build

    To counter the Aid Self interrupt problem, you should slot an Interrupt duration IO. With Weave and a handful of defense bonuses, chances are you'll get Aid Self off in one shot. But personally I agree, Aid Self is not so great for a resistance-based toon.

    I question some of your slotting in several areas. Four slots in Grounded? A sleep set in a strong attack? A single Zephyr in Super Jump? I can see why you slotted Siphon Insight in Gloom but wouldn't a damage set be better, overall? Only 3 Slots in Power Sink?

    I assume with this build you don't really malefactor. I tried to follow the idea that you wanted Defense, some Regen and more HP. Overall this slotting is more efficient, and I think would serve you better than what you have above.


    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    chromatic deth: Level 50 Magic Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(23), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), Acc-I:35(45)
    Level 1: Charged Armor -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:35(3), RctvArm-ResDam/Rchg:35(3), RctvArm-ResDam/EndRdx/Rchg:35(7)
    Level 2: Jacobs Ladder -- M'Strk-Acc/Dmg:35(A), M'Strk-Dmg/EndRdx:35(13), M'Strk-Dmg/Rchg:35(13), M'Strk-Acc/Dmg/EndRdx:35(23), M'Strk-Dmg/EndRdx/Rchg:35(25)
    Level 4: Conductive Shield -- RctvArm-ResDam:35(A), RctvArm-ResDam/Rchg:35(5), RctvArm-ResDam/EndRdx:35(5), RctvArm-ResDam/EndRdx/Rchg:35(7)
    Level 6: Build Up -- Rec'dRet-ToHit:20(A), RechRdx-I:35(34), Rec'dRet-ToHit/Rchg:20(37), Rec'dRet-Pcptn:20(40)
    Level 8: Thunder Strike -- M'Strk-Acc/Dmg:35(A), M'Strk-Dmg/EndRdx:35(9), M'Strk-Dmg/Rchg:35(9), M'Strk-Acc/Dmg/EndRdx:35(15), M'Strk-Dmg/EndRdx/Rchg:35(21), M'Strk-Acc/EndRdx:35(45)
    Level 10: Static Shield -- RctvArm-ResDam:35(A), RctvArm-ResDam/Rchg:35(11), RctvArm-ResDam/EndRdx:35(11), RctvArm-ResDam/EndRdx/Rchg:35(17)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:35(A), LkGmblr-Def/EndRdx:35(15)
    Level 14: Super Jump -- Jump-I:35(A)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(17)
    Level 18: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(21)
    Level 20: Swift -- Run-I:35(A)
    Level 22: Health -- Numna-Regen/Rcvry+:35(A), Numna-Heal:35(25), Numna-Heal/EndRdx:35(29)
    Level 24: Lightning Reflexes -- Run-I:35(A)
    Level 26: Tough -- TtmC'tng-ResDam/EndRdx:35(A), TtmC'tng-ResDam/EndRdx/Rchg:35(27), TtmC'tng-ResDam:35(27)
    Level 28: Chain Induction -- C'ngImp-Dmg/EndRdx:35(A), C'ngImp-Dmg/Rchg:35(29), C'ngImp-Acc/Dmg:35(36), C'ngImp-Acc/Dmg/EndRdx:35(40), C'ngImp-Dmg/EndRdx/Rchg:35(43)
    Level 30: Weave -- LkGmblr-Rchg+:35(A), LkGmblr-Def/EndRdx:35(31), LkGmblr-Def:35(37)
    Level 32: Lightning Rod -- Oblit-%Dam:35(A), Oblit-Acc/Dmg/EndRdx/Rchg:35(33), Oblit-Dmg:35(33), Oblit-Acc/Rchg:35(33), Oblit-Dmg/Rchg:35(34), Oblit-Acc/Dmg/Rchg:35(34)
    Level 35: Power Sink -- P'Shift-EndMod/Rchg:35(A), P'Shift-EndMod/Acc/Rchg:35(36), Efficacy-EndMod/Rchg:35(36), P'Shift-Acc/Rchg:35(37), Efficacy-EndMod/EndRdx:35(40), P'Shift-EndMod:35(46)
    Level 38: Lightning Field -- M'Strk-Acc/Dmg:35(A), M'Strk-Dmg/EndRdx:35(39), M'Strk-Acc/EndRdx:35(39), M'Strk-Acc/Dmg/EndRdx:35(39), M'Strk-Dmg/EndRdx/Rchg:35(43)
    Level 41: Gloom -- SipInsght-%ToHit:35(A), SipInsght-ToHitDeb:35(42), SipInsght-Acc/ToHitDeb:35(42), SipInsght-ToHitDeb/EndRdx/Rchg:35(42), SipInsght-Acc/EndRdx/Rchg:35(43)
    Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx:35(A), DarkWD-Rchg/EndRdx:35(45), DarkWD-ToHitDeb:35(46), DarkWD-ToHitdeb/Rchg/EndRdx:35(46)
    Level 47: Dark Obliteration -- SipInsght-ToHitDeb:35(A), SipInsght-Acc/ToHitDeb:35(48), SipInsght-%ToHit:35(48), SipInsght-Acc/EndRdx/Rchg:35(48), SipInsght-ToHitDeb/EndRdx/Rchg:35(50)
    Level 49: Hasten -- RechRdx-I:35(A), RechRdx-I:35(50), RechRdx-I:35(50)
    ------------
    Level 1: Brawl -- Acc-I:35(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]3% DamageBuff(Smashing)[*]3% DamageBuff(Lethal)[*]3% DamageBuff(Fire)[*]3% DamageBuff(Cold)[*]3% DamageBuff(Energy)[*]3% DamageBuff(Negative)[*]3% DamageBuff(Toxic)[*]3% DamageBuff(Psionic)[*]26.4% Defense(Smashing)[*]26.4% Defense(Lethal)[*]5.81% Defense(Fire)[*]5.81% Defense(Cold)[*]6.75% Defense(Energy)[*]6.75% Defense(Negative)[*]3% Defense(Psionic)[*]18.9% Defense(Melee)[*]4.88% Defense(Ranged)[*]8.63% Defense(AoE)[*]34% Enhancement(Accuracy)[*]30% Enhancement(RechargeTime)[*]13% FlySpeed[*]196.8 HP (13.1%) HitPoints[*]13% JumpHeight[*]13% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 11%[*]MezResist(Sleep) 7.15%[*]MezResist(Stun) 7.15%[*]20% Perception[*]6.5% (0.11 End/sec) Recovery[*]38% (2.38 HP/sec) Regeneration[*]2.84% Resistance(Fire)[*]2.84% Resistance(Cold)[*]13% RunSpeed[*]4% XPDebtProtection[/list]
  3. Interesting that she has not made a journal post to update people, considering her deadline passed. Ah well. I am sorry that some of you have been burned, and I hope that this artist can get past this bump in the road. Well, you guys, too.
  4. I don't really have a main, as in 'my favourite toon.' I have a main badge villain and hero. I have toons I focus greatly on for a period of time, then take a break to focus on another. I have Syrus B., a Fire/TA controller I made to be part of the Envisionaries, who is based on the avatar I used on my website in the past. (And thus became my forum/user id everywhere I went.)

    I don't have a particular toon I consider my signature. One that I identify with, etc. I just have a whole slew of high powered alts. But I do prefer to play villains.
  5. (PvE opinion): Arctic Breath and Chum Spray. How can you not like Leviathan Mastery on a Brute?
  6. syrusbLiz

    Elec Melee/DA

    It works. You're pretty weak VS high powered targets like really nasty bosses and EBs, etc. But you munch minions and Lts like nobody's business.

    I have one and pretty much won't play without a team because I just need MOAR BODIES to make my playing feel like a challenge.
  7. [ QUOTE ]
    If you added a perception IO into buildup (which would give you an extra 100 feet of perception for 120 seconds after you use build up), you would be able to see basic stealthed characters out to 511 feet, and stealth capped ones out to 329 feet.

    [/ QUOTE ]

    Rectified Reticle: Increased Perception is a global unique IO. It acts as its own set bonus, and is always on, regardless of the power you've slotted it in. In fact, it will continue to give benefit as long as you are within 3 levels of the IO, even if you ex/mal below the point at which you took the power it's slotted in.
  8. [ QUOTE ]
    I just pop in here from time to time to vote on my Hetro lifemate shias art , give foo the friendly finger and peek around

    [/ QUOTE ]

    Give Foo the friendly finger? Isn't that just what he wants?
  9. If it's not some weird mod, then it's a Stealth IO on a mostly green toon. Stealth IOs only make you somewhat transparent with no extra aura.
  10. 1) Remove your mention of prices so this thread doesn't get deleted. I'm not sure if it skirts rules or not but just to be safe, do it.

    2) IMO you should never have to wait more than a year for a piece of art. There will always be exceptions, but for your average artist, not so much.

    3) It sounds like your artist has gotten the classic case of 'bit off more than they can chew.' Right now, seeing past the queue line to the finish has got to be a hell of a daunting and depressing task. Honestly if I was offered my money back, I'd take it.

    Chances are you're SOL, tho', from the sounds of it. Your artist may eventually get to your piece, but you've waited well and beyond a reasonable point. If you're going to out this artist, do it on your own journal, not theirs, link back here if you must. Perhaps in time your artist will learn from this experience and work at pacing themselves better.
  11. [ QUOTE ]
    Now, I dont frakenslot all that much but here is what I was able to come up with for LF:

    Armageddon: Dam/End
    Armageddon: Acc/Dam/End
    Efficacy Adapter: EndMod/End
    Efficacy Adapter: EndMod
    Efficacy Adapter: EndMod/Acc
    Sirroco's Dervish: Acc/Dam/End

    Now, this is also without using Procs and me personally I think I would like having the Performance Shifter: Chance for +Endurance and Armageddon: Chance for Fire Damage but YMMV.

    Hope this helps some

    [/ QUOTE ]


    2 points:

    1) Why would you use a Scircco's triple by itself as a filler piece? Multistrike has the same triple for a far smaller price.

    2) Performance Shifter: chance for +Endurance in Lightning Field would give enemies a chance to gain endurance, not the caster.
  12. syrusbLiz

    Brute Offense

    I personally find the Brute AT to be VERY offensive, and should be removed from the game entirely. They should be replaced by a new AT, Ponies with rainbow auras a glitter spark powers.
  13. On my DM/Elec Brute I slotted 5 Scirocco (for the AoE Def) and the Energy Manipulator chance for Stun. That last piece pops off all the time; I'll get a bunch of guys around me and suddenly 3 of them are drunk walking. It's a super cheap but solid mitigation tool.

    That said, if you wanted to go cheap, go with Multistrike, Cleaving Blow and Energy Manipulator. Slot for Acc/End/Damage/End Mod in that order, because Fury will do way more to boost Lightning Field's damage than actual Damage enhancements will.

    Lightning Field is not terribly good at draining by itself, but when coupled with Power Sink your targets will stay drained.
  14. syrusbLiz

    Gravity wormhole

    I like to drop them from waaaaaaaay up high whenever possible. :3 I also like making wall art on missions with the war walls.

    But I've never seen a definite pattern in what mobs get KB as oppose to KD. Most of them time I'm pulling one group into the group my team is finishing up, and most of them get delivered with limited bounce. It does help to drop them against walls/in corners, but as that's not always available, just shrug it off. I guess you could try the AoE immob first but that always gave me way more trouble than it was worth.
  15. syrusbLiz

    DM/WP holy wow

    Wow your builds are all quite different from mine. I come from a Scrapper build, before the Accurate Healing, etc, sets.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Unwavering Furie: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Presence
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Shadow Punch -- Mako-Acc/Dmg:38(A), Mako-Acc/Dmg/EndRdx/Rchg:38(3), Mako-Dmg/Rchg:38(3), Mako-Dam%:38(34), F'dSmite-Acc/Dmg:39(36), DarkWD-Slow%:30(43)
    Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(25), S'fstPrt-ResDam/Def+:10(40), Aegis-Psi/Status:35(42)
    Level 2: Smite -- Mako-Dmg/EndRdx:38(A), Mako-Acc/Dmg/EndRdx/Rchg:38(5), Mako-Acc/Dmg:38(7), Mako-Dmg/Rchg:38(7), F'dSmite-Acc/EndRdx/Rchg:38(34)
    Level 4: Fast Healing -- Mrcl-Heal:35(A), Mrcl-Heal/EndRdx:35(5), Mrcl-Heal/Rchg:35(48), Mrcl-Rcvry+:34(48)
    Level 6: Hasten -- RechRdx-I:30(A), RechRdx-I:30(9), RechRdx-I:30(21)
    Level 8: Mind Over Body -- TtmC'tng-ResDam/EndRdx/Rchg:25(A), TtmC'tng-ResDam/Rchg:25(9), TtmC'tng-ResDam/EndRdx:25(11), TtmC'tng-ResDam:25(34)
    Level 10: Indomitable Will -- RedFtn-Def/EndRdx:25(A), RedFtn-Def/Rchg:25(11), RedFtn-Def/EndRdx/Rchg:25(13), RedFtn-Def:25(36), RedFtn-EndRdx:35(39), Ksmt-ToHit+:10(45)
    Level 12: Shadow Maul -- Sciroc-Acc/Dmg:38(A), Sciroc-Dmg/EndRdx:38(13), Sciroc-Dmg/Rchg:38(15), Sciroc-Acc/Dmg/EndRdx:38(15), M'Strk-Dmg/EndRdx/Rchg:38(39), DefEgo-RecDeb%:14(43)
    Level 14: Super Speed -- Run-I:50(A), Winter-ResSlow:10(40)
    Level 16: Rise to the Challenge -- DampS-ToHitDeb/Rchg/EndRdx:25(A), DampS-ToHitDeb/EndRdx:25(17), Mrcl-Heal:34(17), Mrcl-Heal/EndRdx:34(25), Mrcl-Heal/Rchg:25(42), Mrcl-Heal/EndRdx/Rchg:35(50)
    Level 18: Dark Consumption -- Sciroc-Acc/Rchg:39(A), Sciroc-Dmg/Rchg:39(19), P'Shift-Acc/Rchg:31(19), P'Shift-EndMod/Rchg:34(37), P'Shift-EndMod/Acc/Rchg:34(40)
    Level 20: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(21)
    Level 22: Siphon Life -- HO:Nucle(A), Mrcl-Heal/EndRdx:34(23), Mrcl-Heal/Rchg:34(23), Mrcl-Heal/EndRdx/Rchg:34(37), Mrcl-Heal:34(37), HO:Nucle(43)
    Level 24: Hurdle -- Jump-I:50(A)
    Level 26: Soul Drain -- AdjTgt-Rchg:36(A), AdjTgt-ToHit/EndRdx/Rchg:32(27), AdjTgt-ToHit/Rchg:32(27), AdjTgt-EndRdx/Rchg:32(31), AdjTgt-ToHit:32(42), AdjTgt-ToHit/EndRdx:34(45)
    Level 28: Heightened Senses -- RedFtn-Def/EndRdx:25(A), RedFtn-Def/Rchg:25(29), RedFtn-Def/EndRdx/Rchg:25(29), RedFtn-Def:25(31), RedFtn-EndRdx:25(31)
    Level 30: Provoke -- Mocking-Taunt:25(A), Mocking-Taunt/Rchg/Rng:25(45), Mocking-Taunt/Rchg:25(46), Mocking-Acc/Rchg:26(46), Mocking-Taunt/Rng:25(46), Mocking-Rchg:24(50)
    Level 32: Midnight Grasp -- Mako-Dmg/EndRdx:38(A), Mako-Acc/Dmg/EndRdx/Rchg:38(33), Mako-Acc/Dmg:38(33), Mako-Dmg/Rchg:38(33), F'dSmite-Acc/EndRdx/Rchg:39(36)
    Level 35: Resurgence -- Efficacy-EndMod/Rchg:49(A), RechRdx-I:50(48)
    Level 38: Strength of Will -- ResDam-I:50(A), ResDam-I:50(39)
    Level 41: Web Grenade -- HO:Endo(A)
    Level 44: Health -- Heal-I:50(A), Heal-I:50(50)
    Level 47: Touch of Fear -- HO:Endo(A)
    Level 49: Whirlwind -- EndRdx-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- Heal-I:50(A)
    Level 1: Critical Hit
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]17% DamageBuff(Smashing)[*]17% DamageBuff(Lethal)[*]17% DamageBuff(Fire)[*]17% DamageBuff(Cold)[*]17% DamageBuff(Energy)[*]17% DamageBuff(Negative)[*]17% DamageBuff(Toxic)[*]17% DamageBuff(Psionic)[*]5.5% Defense(Smashing)[*]5.5% Defense(Lethal)[*]6.13% Defense(Fire)[*]6.13% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]3% Defense(Psionic)[*]4.25% Defense(Melee)[*]3% Defense(Ranged)[*]4.56% Defense(AoE)[*]1.8% Max End[*]15% Enhancement(Heal)[*]18% Enhancement(Accuracy)[*]22.5% Enhancement(RechargeTime)[*]5% FlySpeed[*]180.7 HP (13.5%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Confused) 7.5%[*]MezResist(Held) 10.3%[*]MezResist(Immobilize) 21.8%[*]MezResist(Sleep) 9.7%[*]MezResist(Stun) 9.7%[*]MezResist(Terrorized) 7.5%[*]7.5% (0.13 End/sec) Recovery[*]20% (1.12 HP/sec) Regeneration[*]20% ResEffect(FlySpeed)[*]20% ResEffect(RechargeTime)[*]20% ResEffect(RunSpeed)[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]1.26% Resistance(Energy)[*]4.39% Resistance(Negative)[*]2.25% Resistance(Psionic)[*]5% RunSpeed[/list]
  16. syrusbLiz

    DM/WP holy wow

    I've a DM/WP Scrapper and YES, this combo is awesome.
  17. [ QUOTE ]
    Everything beyond that is easy for me to change. Want the shirt color changed? No problem? Want the shading lighter? Easy.

    It's all in how you layer.

    [/ QUOTE ]

    Heheheh, I know what you mean.

    This thread has been an interesting mini-look into the assortment of processes for the handful of artists here.

    Mine is basically: rough pose/composition sketch, detailed sketch, inks/flats w/ rough shading/highlight guide, finished product. I decided to drop the inks then flats steps because I tend to use off-colors for flats to make it easier for myself when selecting areas to color, etc.* And inks/flats are easy to tweak.

    *but my toon wears black on black on black on black, what's with all the greys? (I hate rendering black.)
  18. syrusbLiz

    Dark Melee/*

    Yes, Grounded only works when on the ground. Sometimes it doesn't work on stairs or hills, either.
  19. syrusbLiz

    CCCP

    Heheh your wee original drawing reminds me of those muscle men toys from when I was a kid. Really nice costume design on the new version.
  20. syrusbLiz

    Dark Melee/*

    They're all solid combos, really.

    DM/SR synergizes very well; the -to hit combines with your +def to keep mobs whiffing. It means you don't have to work so hard to build up extra Defense bonuses from sets, etc. The drawback is lack of AoE damage and yeah, a very tight build. (Skip a travel power; take all of Fitness + Quickness.)

    I have a DM/WP Scrapper that tanks; I had to pick up Provoke to keep attention off squishies (such as a hyperactive fire/kin controller).

    DM/Elec (mentioned in a reply) is an awesome combo and tons of fun. DM helps to cover the holes Elec Armour has. An AoE Beast, but not so much as DM/FA, which has the added benefit of you being able to skip Stamina once you get your 2 heals and 2 +ends slotted up.

    So really? Roll the dice and play the secondary that won. You'll be happy.
  21. With this build you don't really need that recharge IO in Havoc Punch. The difference between having it and not is less than a third of a second. I would instead put that slot into Stamina for another Defense bonus, or into Build Up as another common Recharge.

    If you feel you need another slot, Hasten's recharge is only about 10 seconds more by removing a recharge. I don't know how often you use it, but I tend to treat it as more situational on my toons with it. ('Ugh, really need Mutation to come back sooner/Wow web'nades are killin' my recharge/Aiee my powers are all tiny dots!' etc.)
  22. syrusbLiz

    Mind Psi

    Mind/Psi is a standard combo. As you are new to Doms I would say your best bet is to explore your primary and secondary and see how you like the assorted powers. As a Mind/Psi Dominator I skipped very few of my powers; just Subdue, actually.

    From what I've read about the upcoming changes, double Domination will hurt your overall damage output, so don't work toward that end.
  23. Ice/Kin is a great set for soloing and grouping.

    You should know it is every lowbie's problem to: Not have enough accuracy or end redux, which leads to: running out of steam quickly. It's the nature of the game. It's something every toon goes through because you either don't have the inf to buy what you need, don't have enough powers to go around, are too low level to slot 'the good stuff,' and especially, don't have enough slots to properly enhance.

    TOs are generally worthless; slot them as they drop on you but don't buy them. DOs are alright but not terribly so; buy a few ACC and End Redux as you go, or ignore them altogether (slot as they drop, otherwise don't bother). SOs are the standard of the game, and give a 33% boost each for even level enhancements. Many players still use these, but many have moved onto IOs, which never expire and always give the same value as you level.

    Repel is a toggle that both costs endurance to run AND ticks for every enemy that bounces off you. Use it sparingly.

    As this is your first toon, I would recommend skipping nothing in your primary or secondary, so you can get a solid feel of how your toon plays, and what you enjoy and dislike about it. Increase Density is a great power for any level; Disorients/Stuns are the most common debilitating mez in the game. Immobilizes and Holds are pretty high up there, too. (ID is also a great place to put some IO goodies for yourself later, when you start to figure that kind of thing out.)

    Yes, the zones do get bigger as you progress in the game. Nerva Archipelago is over 2 miles long.

    Take all advice with a grain of salt and do what you want. There are plenty of people who will tell you you're wrong, or how to do something better, but this is about fun. Do what's fun. You will learn a lot on the way if you explore.

    And welcome to the game.