Elec/Time build
That one didn't turn out as I thought it would, try this one. Sorry.
Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Chronomancer: Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Tesla Cage
- (A) Lockdown - Accuracy/Hold
- (9) Lockdown - Accuracy/Recharge
- (11) Lockdown - Recharge/Hold
- (11) Lockdown - Endurance/Recharge/Hold
- (23) Lockdown - Accuracy/Endurance/Recharge/Hold
- (23) Lockdown - Chance for +2 Mag Hold
- (A) Accuracy IO
- (A) Doctored Wounds - Heal/Endurance
- (3) Doctored Wounds - Endurance/Recharge
- (3) Doctored Wounds - Heal/Recharge
- (5) Doctored Wounds - Heal/Endurance/Recharge
- (5) Doctored Wounds - Heal
- (A) Dark Watcher's Despair - To Hit Debuff
- (7) Dark Watcher's Despair - To Hit Debuff/Endurance
- (7) Dark Watcher's Despair - To Hit Debuff/Recharge
- (9) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (A) Thunderstrike - Accuracy/Damage
- (43) Thunderstrike - Damage/Recharge
- (43) Thunderstrike - Accuracy/Damage/Recharge
- (A) Endurance Modification IO
- (40) Endurance Modification IO
- (40) Endurance Modification IO
- (50) Numina's Convalescence - +Regeneration/+Recovery
- (A) Recharge Reduction IO
- (A) Fortunata Hypnosis - Sleep
- (13) Fortunata Hypnosis - Sleep/Recharge
- (13) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (15) Fortunata Hypnosis - Accuracy/Recharge
- (15) Fortunata Hypnosis - Sleep/Endurance
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Unbreakable Constraint - Hold
- (19) Unbreakable Constraint - Hold/Recharge
- (19) Unbreakable Constraint - Accuracy/Hold/Recharge
- (21) Unbreakable Constraint - Accuracy/Recharge
- (21) Unbreakable Constraint - Endurance/Hold
- (A) Lockdown - Accuracy/Hold
- (37) Lockdown - Accuracy/Recharge
- (37) Lockdown - Recharge/Hold
- (37) Lockdown - Endurance/Recharge/Hold
- (39) Lockdown - Accuracy/Endurance/Recharge/Hold
- (40) Lockdown - Chance for +2 Mag Hold
- (A) Lockdown - Accuracy/Hold
- (25) Lockdown - Accuracy/Recharge
- (25) Lockdown - Recharge/Hold
- (36) Lockdown - Endurance/Recharge/Hold
- (36) Lockdown - Accuracy/Endurance/Recharge/Hold
- (36) Lockdown - Chance for +2 Mag Hold
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Recharge Reduction IO
- (A) Coercive Persuasion - Confused
- (27) Coercive Persuasion - Confused/Recharge
- (27) Coercive Persuasion - Accuracy/Confused/Recharge
- (29) Coercive Persuasion - Accuracy/Recharge
- (29) Coercive Persuasion - Confused/Endurance
- (31) Coercive Persuasion - Contagious Confusion
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense
- (34) Luck of the Gambler - Defense/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense/Endurance
- (A) Blood Mandate - Accuracy/Damage
- (33) Blood Mandate - Damage/Endurance
- (33) Blood Mandate - Accuracy/Endurance
- (33) Blood Mandate - Accuracy/Damage/Endurance
- (34) Blood Mandate - Accuracy
- (34) Blood Mandate - Damage
- (A) Touch of Lady Grey - Defense Debuff/Recharge
- (43) Touch of Lady Grey - Defense Debuff
- (46) Achilles' Heel - Chance for Res Debuff
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Luck of the Gambler - Recharge Speed
- (A) Malaise's Illusions - Accuracy/Recharge
- (45) Malaise's Illusions - Endurance/Confused
- (45) Malaise's Illusions - Accuracy/Endurance
- (45) Malaise's Illusions - Confused/Range
- (46) Malaise's Illusions - Accuracy/Confused/Recharge
- (46) Malaise's Illusions - Chance of Damage(Psionic)
- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (48) Positron's Blast - Damage/Range
- (50) Positron's Blast - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
- (A) Empty
Level 1: Sprint
- (A) Unbounded Leap - +Stealth
- (A) Empty
Level 2: Swift
- (A) Run Speed IO
- (A) Miracle - +Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
Set Bonus Totals:
- 15.5% DamageBuff(Smashing)
- 15.5% DamageBuff(Lethal)
- 15.5% DamageBuff(Fire)
- 15.5% DamageBuff(Cold)
- 15.5% DamageBuff(Energy)
- 15.5% DamageBuff(Negative)
- 15.5% DamageBuff(Toxic)
- 15.5% DamageBuff(Psionic)
- 7.5% Defense(Fire)
- 7.5% Defense(Cold)
- 14.06% Defense(Energy)
- 14.06% Defense(Negative)
- 24.38% Defense(Ranged)
- 12.19% Defense(AoE)
- 48% Enhancement(Accuracy)
- 82.5% Enhancement(RechargeTime)
- 6.5% Enhancement(Confused)
- 4% Enhancement(Heal)
- 7.5% Enhancement(Held)
- 41.97 HP (4.13%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 6.6%
- MezResist(Stun) 1.65%
- MezResist(Terrorized) 2.2%
- 23% (0.38 End/sec) Recovery
- 20% (0.85 HP/sec) Regeneration
- 7.88% Resistance(Fire)
- 7.88% Resistance(Cold)
50 Claws/Regen Scrap, 50 Energy/Energy Blaster, 50 SS/Invuln Tanker, 50 Robot/Traps MasterMind, 50 Fire/Kin Controller, 50 Ninja/Ninja Stalker, 50 Elec/Shield Brute, 50 Elec/Time Controller
Overall it looks like a nice build with well-thought-out slotting. I just saw a couple of things that you may want to consider:
The Numina's proc in Conductive Aura. Yes, CA will be on most of the time . . . but not all of the time. There is no benefit to having the proc in CA and there would be no downside to moving that slot and proc to Health. Plus, if you don't have any endurance issues, you could replace the Miracle proc with a Numina's Heal for a big Regen bonus.
Have you actually tried World of Confusion? Pretty much everyone I know who has agrees that the power stinks. A few people like it as a mule for the purple confuse set . . . but you have that in Synaptic Overload. The one or two people who have actually said they like the power all agree that it really needs the Contagious Confusion proc . . . but you have that in Synaptic Overload. Also, have you checked to see if the power causes aggro or wakes sleepers? It causes minimal Psi damage, so it will wake up foes who are napping in Static Field -- which is not what you want. Overall, the radius is too small and the confuse pulse duration is too short to make the power anything more than a useless endurance drain. Instead, take Psi Blast and slot it with Thunderstrikes.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Awesome. Thank you for the feedback. I have not tried WoC. In theory, it sounded like it would mesh well with my other powers. I'll take a close look with that in mind. You're absolutely right about the Numina Proc. Thank you very much for your thoughts.
50 Claws/Regen Scrap, 50 Energy/Energy Blaster, 50 SS/Invuln Tanker, 50 Robot/Traps MasterMind, 50 Fire/Kin Controller, 50 Ninja/Ninja Stalker, 50 Elec/Shield Brute, 50 Elec/Time Controller
I will say that Malaise's Illusion gives me both a Recharge and Ranged defense bonus, which is why I selected it. I don't know...
50 Claws/Regen Scrap, 50 Energy/Energy Blaster, 50 SS/Invuln Tanker, 50 Robot/Traps MasterMind, 50 Fire/Kin Controller, 50 Ninja/Ninja Stalker, 50 Elec/Shield Brute, 50 Elec/Time Controller
Looking at the build, it is very good with the goals you had in mind (namely ranged defense and mez protection), however I feel you are sacrificing too much from other goals. Namely... you have no ST attack chain. I guess it depends on wether or not you ever solo or are just building for maximum team friendlyness, but I'd definitely consider going with Electric Fence slotted as an attack. If you swap World of confusion for it and slot it with Thunderstrike, you don't even lose the defense bonus.
You also skipped the AOE immoblize which, I feel, is a big mistake. If you plan on incarnating, and going with an interface that has a dot...your AOE immobilize will suddenly do OMGWTFBBQ levels of damage, to the point of wiggling down entire spawns' HP to nothing in seconds.
Speaking of incarnating, Clarion is a much better choice of mez protection imo - first of all, it is perma without needing to dedicate any slots to it, unlike indomitable will, and much higher mag protection. It also leaves you free to choose another epic pool.
I think 3 pure end mods in conductive aura is a bit overkill, I'd put the 3rd into Stamina. Hasten is also perma just with 2 recharge IOs, so you have another slot to spare.
Do you stay much at range that you need it capped? I find that 32% on ranged/meelee is enough, with Time's Juncture's providing the debuffs to put me at proper defense cap (or to cap with a small purple in emergencies). But then, I play my Elec/time as a scraptroller and charge into spawns.
Looking at the build, it is very good with the goals you had in mind (namely ranged defense and mez protection), however I feel you are sacrificing too much from other goals. Namely... you have no ST attack chain. I guess it depends on wether or not you ever solo or are just building for maximum team friendlyness, but I'd definitely consider going with Electric Fence slotted as an attack. If you swap World of confusion for it and slot it with Thunderstrike, you don't even lose the defense bonus.
You also skipped the AOE immoblize which, I feel, is a big mistake. If you plan on incarnating, and going with an interface that has a dot...your AOE immobilize will suddenly do OMGWTFBBQ levels of damage, to the point of wiggling down entire spawns' HP to nothing in seconds. Speaking of incarnating, Clarion is a much better choice of mez protection imo - first of all, it is perma without needing to dedicate any slots to it, unlike indomitable will, and much higher mag protection. It also leaves you free to choose another epic pool. I think 3 pure end mods in conductive aura is a bit overkill, I'd put the 3rd into Stamina. Hasten is also perma just with 2 recharge IOs, so you have another slot to spare. Do you stay much at range that you need it capped? I find that 32% on ranged/meelee is enough, with Time's Juncture's providing the debuffs to put me at proper defense cap (or to cap with a small purple in emergencies). But then, I play my Elec/time as a scraptroller and charge into spawns. |
Here is a build I am planning on using to attempt AV soloing like I do on my Elec/Cold. I went primal mastery for power boosted farsight which allows me to have soft capped defense to ALL and not sacrificing damage. Of course you can retool it to work in chain fences/jolting chain for more AoE. I also plan on taking agility instead of spiritual for even more defense, end recovery and sapping power.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Electric Fence -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(36), TotHntr-Dam%(40)
Level 1: Time Crawl -- TmpRdns-Acc/EndRdx(A), P'ngTtl-Acc/EndRdx(50)
Level 2: Tesla Cage -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(31), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(37)
Level 4: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal(9)
Level 6: Time's Juncture -- HO:Enzym(A), HO:Enzym(48)
Level 8: Conductive Aura -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Acc/Rchg(43), P'Shift-EndMod(43), P'Shift-Acc/Rchg(45)
Level 10: Temporal Selection -- Dct'dW-Rchg(A), Dct'dW-Heal(15), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(46)
Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep/EndRdx(36)
Level 14: Hasten -- RechRdx-I(A)
Level 16: Boxing -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Acc/Rchg(17), Hectmb-Dmg/EndRdx(19), Hectmb-Dam%(19)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(46)
Level 20: Time Stop -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(21), UbrkCons-Acc/Hold/Rchg(21), UbrkCons-Acc/Rchg(34), UbrkCons-EndRdx/Hold(36)
Level 22: Weave -- HO:Enzym(A), HO:Enzym(23), LkGmblr-Rchg+(23)
Level 24: Maneuvers -- HO:Enzym(A), HO:Enzym(25), LkGmblr-Rchg+(25)
Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(31), CoPers-Conf%(31)
Level 28: Farsight -- HO:Enzym(A), HO:Enzym(29), LkGmblr-Rchg+(29)
Level 30: Hover -- LkGmblr-Rchg+(A)
Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-+Res(Pets)(33), SvgnRt-PetResDam(34), HO:Nucle(34)
Level 35: Slowed Response -- AnWeak-DefDeb(A), AnWeak-Acc/Rchg/EndRdx(46), AnWeak-Acc/DefDeb(48), AnWeak-Acc/Rchg(48), AnWeak-DefDeb/EndRdx/Rchg(50)
Level 38: Chrono Shift -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(39), Numna-Heal(39), Numna-Heal/Rchg(40), Numna-Heal/EndRdx/Rchg(40)
Level 41: Power Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Super Speed -- Zephyr-ResKB(A)
Level 49: Power Boost -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- HO:Nucle(A)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-End%(5), P'Shift-EndMod/Acc(50)
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Elec/Cold Troller AV/Pylon/GM/TF/SF Soloing Antics
everytime...he gets me everytime.... DAMN U BOOMIE -- _Ilr_
Take the Magic: The Gathering 'What Color Are You?' Quiz.
nice builds this is what i was planning on mine currently at lvl 40.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Guardian of Time: Level 50 Technology Controller
Primary Power Set: Electric Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Tesla Cage
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (25) Thunderstrike - Accuracy/Damage/Endurance
- (27) Thunderstrike - Damage/Endurance/Recharge
- (A) Tempered Readiness - Accuracy/Slow
- (5) Tempered Readiness - Damage/Slow
- (7) Tempered Readiness - Accuracy/Endurance
- (7) Tempered Readiness - Accuracy/Damage/Slow
- (A) Positron's Blast - Accuracy/Damage
- (9) Positron's Blast - Damage/Endurance
- (9) Positron's Blast - Accuracy/Damage/Endurance
- (11) Positron's Blast - Damage/Recharge
- (11) Positron's Blast - Damage/Range
- (13) Gravitational Anchor - Chance for Hold
- (A) Doctored Wounds - Heal/Endurance
- (13) Doctored Wounds - Endurance/Recharge
- (15) Doctored Wounds - Heal/Recharge
- (15) Doctored Wounds - Heal/Endurance/Recharge
- (17) Doctored Wounds - Heal
- (A) Tempered Readiness - Accuracy/Slow
- (39) Tempered Readiness - Endurance/Recharge/Slow
- (39) Tempered Readiness - Accuracy/Endurance
- (39) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (40) Dark Watcher's Despair - To Hit Debuff/Endurance
- (40) Dark Watcher's Despair - Recharge/Endurance
- (A) Doctored Wounds - Heal/Endurance
- (17) Doctored Wounds - Heal/Recharge
- (19) Doctored Wounds - Heal
- (19) Efficacy Adaptor - EndMod
- (21) Efficacy Adaptor - EndMod/Accuracy
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Call of the Sandman - Accuracy/Recharge
- (21) Call of the Sandman - Endurance/Sleep
- (23) Call of the Sandman - Accuracy/Endurance
- (23) Call of the Sandman - Chance of Heal Self
- (25) Call of the Sandman - Accuracy/Sleep/Recharge
- (A) Recharge Reduction IO
- (A) Lockdown - Accuracy/Hold
- (27) Lockdown - Accuracy/Recharge
- (29) Lockdown - Recharge/Hold
- (29) Lockdown - Chance for +2 Mag Hold
- (A) Lockdown - Accuracy/Hold
- (31) Lockdown - Accuracy/Recharge
- (31) Lockdown - Recharge/Hold
- (31) Lockdown - Chance for +2 Mag Hold
- (A) Lockdown - Accuracy/Hold
- (33) Lockdown - Accuracy/Recharge
- (33) Lockdown - Recharge/Hold
- (33) Lockdown - Chance for +2 Mag Hold
- (A) Luck of the Gambler - Recharge Speed
- (50) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Luck of the Gambler - Recharge Speed
- (A) Malaise's Illusions - Accuracy/Recharge
- (34) Malaise's Illusions - Endurance/Confused
- (34) Malaise's Illusions - Accuracy/Endurance
- (34) Malaise's Illusions - Confused/Range
- (36) Malaise's Illusions - Accuracy/Confused/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Expedient Reinforcement - Accuracy/Recharge
- (40) Expedient Reinforcement - Accuracy/Damage
- (42) Expedient Reinforcement - Damage/Endurance
- (42) Expedient Reinforcement - Accuracy/Damage/Recharge
- (42) Expedient Reinforcement - Endurance/Damage/Recharge
- (43) Expedient Reinforcement - Resist Bonus Aura for Pets
- (A) Analyze Weakness - Defense Debuff
- (46) Analyze Weakness - Accuracy/Defense Debuff
- (46) Analyze Weakness - Accuracy/Endurance/Recharge
- (46) Analyze Weakness - Accuracy/Recharge
- (48) Analyze Weakness - Defense Debuff/Endurance/Recharge
- (A) Numina's Convalescence - Heal/Endurance
- (43) Numina's Convalescence - Heal/Recharge
- (43) Numina's Convalescence - Endurance/Recharge
- (45) Efficacy Adaptor - EndMod/Recharge
- (45) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (A) Force Feedback - Damage/Knockback
- (45) Force Feedback - Accuracy/Knockback
- (48) Force Feedback - Recharge/Knockback
- (48) Force Feedback - Recharge/Endurance
- (50) Force Feedback - Damage/Endurance/Knockback
- (50) Force Feedback - Chance for +Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
Level 50: Diamagnetic Radial Flawless Interface
Level 50: Ion Radial Final Judgement
Level 50: Clarion Radial Epiphany
Level 50: Cardiac Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 1: Brawl
- (A) Damage Increase IO
Level 1: Sprint
- (A) Celerity - +Stealth
- (A) Recharge Reduction IO
Level 2: Swift
- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
Set Bonus Totals:
- 22.5% DamageBuff(Smashing)
- 22.5% DamageBuff(Lethal)
- 22.5% DamageBuff(Fire)
- 22.5% DamageBuff(Cold)
- 22.5% DamageBuff(Energy)
- 22.5% DamageBuff(Negative)
- 22.5% DamageBuff(Toxic)
- 22.5% DamageBuff(Psionic)
- 1.56% Defense(Fire)
- 1.56% Defense(Cold)
- 5.31% Defense(Energy)
- 5.31% Defense(Negative)
- 6.88% Defense(Ranged)
- 3.13% Defense(AoE)
- 3.15% Max End
- 2.5% Enhancement(Confused)
- 3% Enhancement(JumpSpeed)
- 3% Enhancement(JumpHeight)
- 5% Enhancement(Sleep)
- 7.5% Enhancement(Held)
- 3% Enhancement(FlySpeed)
- 3% Enhancement(RunSpeed)
- 4% Enhancement(Heal)
- 27% Enhancement(Accuracy)
- 67.5% Enhancement(RechargeTime)
- 14% FlySpeed
- 95.38 HP (9.38%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 2.5%
- MezResist(Held) 9.1%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 9.65%
- 15% (0.25 End/sec) Recovery
- 42% (1.78 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 14.1% Resistance(Fire)
- 14.1% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 14% RunSpeed
any input is welcome
Talos Maltalomar lvl 50 Rad/Rad Corrupter - Triumph Server
Arack BloodThrall lvl 50 BS/SR Scrapper - Triumph Server
Rose's Kiss Lvl 50 Mind/Nrg/Ice PermaDom - Triumph Server
ok please ignore the incarnate powers thats not the ones i will be using knew i should have double checked that before posting. :P
the following is what i will be planning on using for my incarnate slots:
Alpha: Vigor Radial Paragon
Lore: Storm Elemental Core Superior
Judgement: Ion Radial Final
Destiny: Clarion Radial Epiphany
Interface: Preemptive Radial Flawless
thanks
Talos Maltalomar lvl 50 Rad/Rad Corrupter - Triumph Server
Arack BloodThrall lvl 50 BS/SR Scrapper - Triumph Server
Rose's Kiss Lvl 50 Mind/Nrg/Ice PermaDom - Triumph Server
Thank you for saying most of what I was thinking.
Here is a build I am planning on using to attempt AV soloing like I do on my Elec/Cold. I went primal mastery for power boosted farsight which allows me to have soft capped defense to ALL and not sacrificing damage. Of course you can retool it to work in chain fences/jolting chain for more AoE. I also plan on taking agility instead of spiritual for even more defense, end recovery and sapping power. |
I've heard a few people being this up before. Doesn't power boost only have a fifteen second effect and a two or three minute cool down? If that is so you are going to spend a lot of time not capped...
|
It's a magical thing, really.
Beowulf -
Too many Alts, not enough 50's. Story of my life...
Here's my current live build. I'm not super happy with Ice Mastery since I've never really had a need for Hibernate as an escape power - this is easily the safest toon I've ever played. I had Stone Mastery at one point with perma-Earth's Embrace (and perma-capped HP), I may go back to that or try out Mu Mastery to get another pet.
Anyways, I've never found a need to pursue the defense soft cap on this toon for a couple of reasons:
1) My defense numbers plus hitting mobs with -tohit means I rarely get hit anyways.
2) I can sleep a mob, then run in and drain their endurance in seconds. That means they don't use their hardest hitting attacks too often.
Nearly capping my own recharge with Ageless is nice, too.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Chronovisor: Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Tesla Cage -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Dam%(5)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9), Dct'dW-EndRdx/Rchg(9)
Level 4: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(36), DarkWD-ToHitDeb/Rchg(36), DarkWD-ToHitDeb(36)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(39)
Level 8: Conductive Aura -- P'Shift-End%(A), P'Shift-EndMod(13), P'Shift-EndMod/Acc(13)
Level 10: Temporal Selection -- Dct'dW-Heal/Rchg(A), Mrcl-Heal/Rchg(11), Numna-Heal/Rchg(43)
Level 12: Super Jump -- Jump-I(A)
Level 14: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(15), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Acc/Rchg(17), FtnHyp-Sleep/EndRdx(17)
Level 16: Chain Fences -- GravAnch-Immob(A), GravAnch-Immob/Rchg(19), GravAnch-Acc/Immob/Rchg(19), GravAnch-Acc/Rchg(21), GravAnch-Immob/EndRdx(21)
Level 18: Jolting Chain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(23), Decim-Acc/Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(25)
Level 20: Time Stop -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(29), UbrkCons-EndRdx/Hold(29)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), HO:Enzym(40)
Level 24: Acrobatics -- EndRdx-I(A)
Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(31), CoPers-Acc/Conf/Rchg(31), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(33), CoPers-Conf%(34)
Level 28: Farsight -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(39)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(37)
Level 32: Gremlins -- C'Arms-Dmg/EndRdx(A), C'Arms-Acc/Dmg(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-+Def(Pets)(34)
Level 35: Slowed Response -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg/EndRdx(43), LdyGrey-DefDeb/Rchg(46), LdyGrey-Rchg/EndRdx(46)
Level 38: Chrono Shift -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
Level 41: Hibernate -- Mrcl-EndRdx/Rchg(A), Mrcl-Heal/Rchg(42), Mrcl-Heal/EndRdx/Rchg(42), Mrcl-Heal(42)
Level 44: Frozen Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(46), LkGmblr-Rchg+(50)
Level 47: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Stealth -- LkGmblr-Rchg+(A), HO:Enzym(50)
Level 0: Freedom Phalanx Reserve
Level 50: Cardiac Partial Core Revamp
Level 50: Void Total Core Judgement
Level 50: Reactive Partial Radial Conversion
Level 50: Storm Elemental Total Core Improved Ally
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(40)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 5% Defense
- 2.5% Defense(Energy)
- 2.5% Defense(Negative)
- 5% Defense(Ranged)
- 2.25% Max End
- 54% Enhancement(Accuracy)
- 9% Enhancement(Heal)
- 4% Enhancement(Confused)
- 118.8% Enhancement(RechargeTime)
- 10% FlySpeed
- 125.9 HP (12.38%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 7.15%
- MezResist(Terrorized) 2.2%
- 28.5% (0.48 End/sec) Recovery
- 24% (1.02 HP/sec) Regeneration
- 12.92% Resistance(Fire)
- 12.92% Resistance(Cold)
- 10% RunSpeed
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@Ra'Kiv
Double post.
@Ra'Kiv
Yes, Power Boost only lasts 15 seconds. The key is that anything you cast in that 15 seconds doubles *for the duration of that other power power". You would be correct about the lowering of the defense if we were talking about a Toggle power like Maneuvers. But since Farsight lasts 2 minutes (1.5 minutes? I forgot) on it's own, it "keeps" the Power Boost bonus for the entire time the power is on even though Power Boost itself expired long ago.
It's a magical thing, really. |
Elec/Cold Troller AV/Pylon/GM/TF/SF Soloing Antics
everytime...he gets me everytime.... DAMN U BOOMIE -- _Ilr_
Take the Magic: The Gathering 'What Color Are You?' Quiz.
Here's my current live build. I'm not super happy with Ice Mastery since I've never really had a need for Hibernate as an escape power - this is easily the safest toon I've ever played. I had Stone Mastery at one point with perma-Earth's Embrace (and perma-capped HP), I may go back to that or try out Mu Mastery to get another pet.
Anyways, I've never found a need to pursue the defense soft cap on this toon for a couple of reasons: 1) My defense numbers plus hitting mobs with -tohit means I rarely get hit anyways. 2) I can sleep a mob, then run in and drain their endurance in seconds. That means they don't use their hardest hitting attacks too often. Nearly capping my own recharge with Ageless is nice, too. |
I agree that for normal play you don't need to go for soft cap but for higher diff, incarnate trials and big game hunting soft cap and higher makes your life easier. Heck my Fire/Fire/Ice dom went with zero defense and went muscular alpha and huge amounts of +rech to kill things before they can kill me.
The sleep and sap strategy is something I've loved to use since I made my first elec/ troller. Static Field and Conductive Aura will drain quickly and even faster with Chain Fences.
Elec/Cold Troller AV/Pylon/GM/TF/SF Soloing Antics
everytime...he gets me everytime.... DAMN U BOOMIE -- _Ilr_
Take the Magic: The Gathering 'What Color Are You?' Quiz.
I have perma EE on my Elec/Cold and I really love the heal and +hp but I'm starting to find it lacking. I'm debating on just carrying extra greens and just go back to Mace Mastery for the extra -res and pet.
I agree that for normal play you don't need to go for soft cap but for higher diff, incarnate trials and big game hunting soft cap and higher makes your life easier. Heck my Fire/Fire/Ice dom went with zero defense and went muscular alpha and huge amounts of +rech to kill things before they can kill me. The sleep and sap strategy is something I've loved to use since I made my first elec/ troller. Static Field and Conductive Aura will drain quickly and even faster with Chain Fences. |
I typically have around 60% defense on my elec/time when running Incarnate trials from all the team buffs, but I might eventually try and tweak this build so that I have more than just smash/lethal sitting near the soft cap.
@Ra'Kiv
Yes, Power Boost only lasts 15 seconds. The key is that anything you cast in that 15 seconds doubles *for the duration of that other power power". You would be correct about the lowering of the defense if we were talking about a Toggle power like Maneuvers. But since Farsight lasts 2 minutes (1.5 minutes? I forgot) on it's own, it "keeps" the Power Boost bonus for the entire time the power is on even though Power Boost itself expired long ago.
It's a magical thing, really. |
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Toggles like that have a short duration, and reapply themselves frequently. So when you use Power Boost, Weave will give you the higher defense every time it ticks/updates while PB is up, and when PB wears off, it'll update with the lower value again. So with toggles, PB only helps during its 15 second duration. Click powers like Farsight just check once when they're applied, though, they don't update, so you only need Power Boost when first activating the power.
Edit: Typed too slow
Looking at the build, it is very good with the goals you had in mind (namely ranged defense and mez protection), however I feel you are sacrificing too much from other goals. Namely... you have no ST attack chain. I guess it depends on wether or not you ever solo or are just building for maximum team friendlyness, but I'd definitely consider going with Electric Fence slotted as an attack. If you swap World of confusion for it and slot it with Thunderstrike, you don't even lose the defense bonus.
You also skipped the AOE immoblize which, I feel, is a big mistake. If you plan on incarnating, and going with an interface that has a dot...your AOE immobilize will suddenly do OMGWTFBBQ levels of damage, to the point of wiggling down entire spawns' HP to nothing in seconds. Speaking of incarnating, Clarion is a much better choice of mez protection imo - first of all, it is perma without needing to dedicate any slots to it, unlike indomitable will, and much higher mag protection. It also leaves you free to choose another epic pool. I think 3 pure end mods in conductive aura is a bit overkill, I'd put the 3rd into Stamina. Hasten is also perma just with 2 recharge IOs, so you have another slot to spare. Do you stay much at range that you need it capped? I find that 32% on ranged/meelee is enough, with Time's Juncture's providing the debuffs to put me at proper defense cap (or to cap with a small purple in emergencies). But then, I play my Elec/time as a scraptroller and charge into spawns. |
Thank you to everyone for your comments. A lot to consider.
50 Claws/Regen Scrap, 50 Energy/Energy Blaster, 50 SS/Invuln Tanker, 50 Robot/Traps MasterMind, 50 Fire/Kin Controller, 50 Ninja/Ninja Stalker, 50 Elec/Shield Brute, 50 Elec/Time Controller
I've never tried posting a build on the forums before, but I'm really enjoying my Elec/Time Controller (got her up to 43 now) and I'm hoping to maximize my effectiveness. I came up with this build on Mid's and would very much appreciate any feedback.
I chose Burnout because it has come in very handy on multiple occasions when I desperately needed certain powers up...kind of an "oh crap" power.
I chose Psi as my Epic because I absolutely can not STAND getting mezzed. I carry lots of break frees, but it doesn't lessen my frustration, as Elec/Time is so dependent on those toggles being up.
One more note, I plan on upgrading Posi's Blast to the Purple equivalent when I have the funds or the time to wait for the drops. I was basically going for Range defense and recharge with this build, the philosophy being that most anything that comes into melee range with this toon is done for anyway.
Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Chronomancer: Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Tesla Cage -- Lock-Acc/Hold(A), Lock-Acc/Rchg(9), Lock-Rchg/Hold(11), Lock-EndRdx/Rchg/Hold(11), Lock-Acc/EndRdx/Rchg/Hold(23), Lock-%Hold(23)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(5)
Level 4: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(7), DarkWD-ToHitDeb/Rchg(7), DarkWD-ToHitdeb/Rchg/EndRdx(9)
Level 6: Jolting Chain -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
Level 8: Conductive Aura -- EndMod-I(A), EndMod-I(40), EndMod-I(40), Numna-Regen/Rcvry+(50)
Level 10: Temporal Selection -- RechRdx-I(A)
Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep/EndRdx(15)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 16: Distortion Field -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(21), UbrkCons-EndRdx/Hold(21)
Level 18: Paralyzing Blast -- Lock-Acc/Hold(A), Lock-Acc/Rchg(37), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-%Hold(40)
Level 20: Time Stop -- Lock-Acc/Hold(A), Lock-Acc/Rchg(25), Lock-Rchg/Hold(25), Lock-EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-%Hold(36)
Level 22: Super Speed -- Zephyr-ResKB(A)
Level 24: Burnout -- RechRdx-I(A)
Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(27), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(29), CoPers-Conf/EndRdx(29), CoPers-Conf%(31)
Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31), LkGmblr-Def/Rchg(34)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
Level 32: Gremlins -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
Level 35: Slowed Response -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb(43), Achilles-ResDeb%(46)
Level 38: Chrono Shift -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), LkGmblr-Rchg+(42)
Level 44: World of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(45), Mlais-Acc/EndRdx(45), Mlais-Conf/Rng(45), Mlais-Acc/Conf/Rchg(46), Mlais-Dam%(46)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
------------
Set Bonus Totals:
Thanks in advance for any and all feedback.
edit* I changed the three End Mod enhancements in Conductive Aura to three regular lvl 50 IO's.
50 Claws/Regen Scrap, 50 Energy/Energy Blaster, 50 SS/Invuln Tanker, 50 Robot/Traps MasterMind, 50 Fire/Kin Controller, 50 Ninja/Ninja Stalker, 50 Elec/Shield Brute, 50 Elec/Time Controller