Biospark

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  1. Quote:
    Originally Posted by Fire_Minded View Post
    Ok, I say stupid stuff alot, but these 2 sugjestions take the cake.

    I have a high level Dark/Dark Defender, and half the time I dont even bother using anything past tar patch while my Blast set floors the mobs -toHit.By telling you this, I can easly tell you that using just Dark Miasma and the Fluffy is MORE THEN ENOUGH to have extreem survivability on a Dark/DP build because Dark/ offers way more -toHit debuffs then the Dark Blasts I use.

    Not to mention the Fluffy alone Tanks and auto heals, AND drops the mobs ToHit even more.Your safe without taking Pool powers.

    Taking Air Superiority and Acrobatics is the stupidest thing iv ever heard of when it comes to Dark Miasma.

    It irritates me that people like you give such horrible advice.
    Quote:
    Originally Posted by Doctor_Kumquat View Post
    Technically no, but Dark Servant is so amazing that I can't conceive of any Dark/* build that would be improved by its absence.

    On topic, for a pure soloist running missions on normal difficulty, taking Air Superiority instead of Empty Clips might be a viable option, but if you intend to team at all or solo against reasonably large numbers of enemies, skipping Empty Clips seems incredibly wasteful.

    Keep a couple breakfrees on hand, but your -tohit should let you avoid almost all of the incoming mezzes that would make Acrobatics an attractive choice.

    Actually Fire, if you read it again, he is advocating against those two powers,
    and further he gives details why he would choose something else.
  2. Nicely Done Arboris,

    I was playing around with your first build and was not able to get over 2.0eps net (taking Assault and Maneuvers), but your second build accomplishes that. Well Done.

    I almost mentioned Dark Mastery, but felt that perhaps you had your heart set on Power.
    One thing to consider is Soul Drain instead of the self Rez. I have used this power on my defender and its pretty nice as a build up.

    Overall, I really like your second build. It looks solid to me.

    Good Luck
  3. Quote:
    Originally Posted by Werner View Post
    Yeah, I'd just take the defeat and call it good. (Less applicable if I'm tanking, since my defeat could be a team wipe.) If I only use a power every few days, I'm pretty sure there's a better power for me. To me, Strength of Will and One with the Shield are like having a few extra inspiration slots. Yeah, I'd like a few extra inspiration slots, but I wouldn't skip a power pick to get them.

    Also, you get 1/3 uptime (40% on Strength of Will). My hardest fights are LONG fights. If I can survive the 2/3 of the time that it isn't up, then I can survive the 1/3 of the time that it is up. I had similar reasoning for not taking Touch of Fear on an AV killer. Might be nice while the purple triangles are down, but if I can survive while they're up, then I might as well just keep punching their face in while they're down. Not particularly applicable to a more average build.
    Thanks Werner ! I have been having this debate on and off for quite awhile.
    My gut was telling me that these powers must have a purpose, but my head kept getting in the way.
    I too, would rather take the defeat and move on. Having a power that just sits on my tray 90%+ of the time just bothers me.
  4. Nice looking Build Arboris.

    I will comment on a few things, but just take my opinion for the price you paid for it, because I am no expert on this combination. Heck, if you stick with it, you could be the expert

    I am not a fan of the "Force of Nature" powers on defenders. I have tried it on Defenders and Blasters and by far they are more effective for a high damage AT. My choice would be to take Temp Invulnerability instead of FoN.

    It looks like you had a secondary focus of upping your Damage. If so, I was wondering why you had not considered Assault, instead of Maneuvers. If you can improve your recovery, you could even drop Conserve Power and have BOTH Maneuvers and Assault.
    Once again, you would seriously need to raise your recovery, which brings up the next thing I noticed.

    You have some powers underslotted for my tastes, like Health and Stamina. And other powers may be over-slotted, like Power Buildup and Fearsome Stare. To boost up your recovery, you may want to consider 1-2 more slots on Health to slot Miracle, or Numina Uniques. Also, you are over-capped on 6.25% recharge globals. You could move the 6th slot from Fearsome stare to Pistols and put in a 6-piece Thunderstrike. Or any number of other changes to get rid of the over-cap. Stamina could have 4 slots (3 EndMod IOs plus the PS proc), and you could go three pieces of Impervium Armor on Temp Inv for a little more recovery.

    I am curious about not taking Hail of Bullets. There is alot of hype about how bad it is, but with Dark, you should be pretty safe in PBAoE range, so its hard to turn down the extra damage it would bring. Alot of slotting options for it as well. My choice would be to drop the sniper and take HoB.

    Not much else to comment on. Hopefully one of the Dark Miasma experts can step in here and give you ideas on slotting for powers like Fearsome stare, Darkest Night and Dark Servant. I wasnt too certain how to best slot these, since my Dark Miasma defender was played before IO sets and has not been played since.

    I like your build though, moderate overall defense to all positions with Ranged being the highest and good global ACC, DMG and Rech.
  5. Having played both on Defenders, I would say either choice will solo well.

    However, with the little bit I have seen on Dual Pistols (with SG Mates), and trying to keep alive a handfull of them at the same time, I would say Dark Miasma would have a slight edge on Radiation for synergy with DP.

    Built in Stealth would help closing ranks. Tar Patch I feel is functionally better than LR for keeping things from leaving the area. But even without Tar Patch, how about Fearsome Stare for locking down a group that you want to Rain Bullets on.

    Others have said Dark is safer than Rad. I am not convinced of that, but I will say Dark has ALOT of tools for quickly reducing incoming damage. Radiation has a little more "wait-time" for its mitigation. If that makes any sense.

    Oh and Dark's Heal is much more powerful.
  6. My first thought was to move Recall Friend to 22 and bring in Steamy Mist.
    You mentioned RF as your number two priority, but its the least combat-usefull power in the first 20 levels.

    I definitely would not postpone Stamina to 22, even with the procs, I think you need every ounce of recovery.

    The only other option would be to postpone Energy Torrent. But I dont know what kind of teams you run with and how much mileage you get from it. Also keep in mind, I have a slight prejudice against cone attacks, and of your 4 attacks, ET would most likely be the one you would not find on any of my exemplar builds. Not to mention that, if KB is what you really want from it, Hurricane would assist you in its place.

    Your build looks really nice by the way, so I can see your dilemna.
  7. Biospark

    Blaster Idea?

    Quote:
    Originally Posted by DrMike2000 View Post
    I've tried building up +Regen bonuses on a Fire/FF Controller once. It didn't help my survivability. Even with Personal Foirce Field up, the extra Regen wasn't noticable.

    I also used the Chance to Heal proc from Entropic Chaos and it wasn't much use either. It takes 200 attacks to heal a full health bar, so 50 attacks to equal a small green insp?

    Blasters do have more HP than Controllers, so it might work, I'm kind of sceptical though. And I wouldn't want to discourage you from trying out for yourself, you have nothing to lose but your own time in game, which is yours to experiment with. Like with my Controller, I knew PFF and Aid Self was a better choice than +Regen bonuses, but wanted to try something different.

    I predict that your "Regen Blaster from Hell" is going to lean really heavily on Drain Psyche, which can get you killed quite easily.
    I have attempted a +regen focused Blaster and had one over the 1.0%/sec (close to 250% regen without any of the unique proc IOs) and I can tell you that by itself it will not be enough mitigation. I would go after tiered survival of +regen, +def, and +resist in order to supplement simple regen. My highest blaster had around 37% ranged defense in addition to the regen, used Hover and KB to stay at range and it worked pretty well. However, once I respecced him into Personal Force Field and Aid Self, the regen only amounted to less down-time between spawns. Aid Self was so much better than the regen, you can't even compare.


    So Basically, Yeah, Listen to Dr.Mike
  8. Quote:
    Originally Posted by General_Masters View Post
    Well, my solo build has 5 purple sets in it and some Crushing Impacts so I have a lot of passive +recharge in it wich allows the AoEs to cycle fast enough that they are up again after 2 ST attacks on the boss(es) in a spawn. For constant AoE-spamming you pretty much need Hasten, however that will be a massive END drain so you'll want +recovery too (the purples helped here as well).

    I did not attempt to softcap any of the +Def types, although I am curently tweaking the team build a bit to do so for S/L/E/NE as said Tank is often used for STF runs.

    60 regen/sec vs 80 is not something you will actually notice in practice unless something is bypassing your high +def, in which case you're probably in trouble regardless. Either way, no need to worry about having a lower number when your +Def is softcapped. Mine exceeds 100/sec with saturated RttC, however I have some +regen bounses and the Numina unqiue so that's not a typical number.
    Thanks for the Feedback General_Masters

    It is greatly appreciated.
  9. Quote:
    Originally Posted by Ethric View Post
    Transference doesn't drain in an AoE, it only drains from the target. The pseudopet summoned under the target however does grant endurance to you and your allies in an AoE.
    oops. My Bad. Thanks Ethric
  10. Quote:
    Originally Posted by Miyabi View Post
    Defenders can AoE Sap as well, Kin/Ele/Ele is Transference/Short Circuit/Power Sink

    Granted, you wouldn't get AoE Sap until the end of your career just about...
    Actually Short Circuit + Transference work well by themselves and they are both AoE. Powersink would let you alternate the two if the team is moving really fast. Of course if they are that fast, the end drain is pretty unimportant. My Emp/Electric needs Powersink to drain in two clicks (AoE), but my Kin/Electric can do this without the Epic power (Level 35).
  11. Quote:
    Originally Posted by Adelie View Post
    I am actually pondering doing a sapper build - kin/electric defender? Or is elec/elec blaster just as good?
    Well if the Defender AT is what you want, then Kinetic/Electric would be the best sapper choice in my opinion. Once you hit the mid 30s, you will start to see some serious punch to your blasts. The biggest drawback will be your weakness to mezz effects, so pack around break-frees, ALWAYS ! Build up some decent Ranged, Melee and AoE defense (in that order) and you should be pretty solid.

    I have both an Emp/Electric and a Kin/Electric and the latter will be much more powerful solo, once he is IO'd out. The former is more defensive as a group player, while the Kinetic is more offensive. They both Sap pretty well, I just feel the Kinetic does it better because he keeps 2 sapping powers while exemp even to 24, while the Emp/Electric loses his second sapping power below 44. At 50 they will sap about the same.
  12. Quote:
    Originally Posted by Blue_Fenix View Post
    What reliable sources of resistance are there besides brute/tank/scrapper/stalker powers and Toughness that a character can pick up to protect himself?

    It seems like defense has it way easier than resist in terms of stacking. Weave, Manuevers, CJ, and Stealth all add +def(all), whereas Tough is the only +resist pool power, and that only for S/L. And is it just me, or is +resist almost non-existant among IO sets?
    There is a Story Arc that has a temp power called Wedding Band that is 30% to everything.
    Its kind of expensive to run, and I usually only turn it on for difficult fights.

    Its obtained from Stephanie Peebles (Striga Isle), I think the mission arc is called "recover the ring" or something. Has a 2 hour duration, can be re-done, as far as I remember.
  13. Congratulations Strato !

    Your accomplishment is not only a testament to the efforts of the Developer's to provide something new and interesting, but to your own level of skill at getting the most from what the game can offer.

    This is what makes CoX such a great game. Instead of the constant push for more levels, more gear, more zones, which we see in other games, our developers choose a different path that focuses on Quality of Life changes and overall game improvement. Letting us experience the game over and over again with a new character, even though the zones and missions may seem the same, you can experience a whole new Hero/Villain to its maximum enjoyment.

    Even though I was only a small part of your journey, I thank you for enlisting the help of WildMage over the weekend.
    The missions and the experience gained were a blast.

    Regards,

    Bio
  14. Quote:
    Originally Posted by Hyperstrike View Post
    I've found the tab key to be a rather schizophrenic ally.

    *TAB* And I've got some guy in a mob down the hall we haven't aggroed yet...

    *L* (Bound to target_enemy_near), *TAB*, right back to the guy down the hall *TAB*TAB*TAB* through everyone at the outermost periphery of my perception. Never mind the 10 other badguys RIGHT...FRICKING...THERE!!!

    AhA! So I am NOT the only one that is driven Bonkers by this situation.
  15. Quote:
    Originally Posted by Sailboat View Post
    Slow animation isn't much penalty if you'd be killing time waiting for AoEs to recharge anyway. Using the smaller melee attacks as fillers is close to just "killing time" if you're in a dense crowd, anyway.

    You at 60 months yet? You could drop Air Superiority and keep Fly, if so. :P

    You would lose one set bonus worth of S/L defense though. I'll have to look again later, almost time to leave here. But I want to add -- go ahead and six-slot Taunt with Mocking Beratement, those last set bonuses are nice. Steal one slot for that from Rise to the Challenege (to-hit debuff is largely wasted in it) and maybe the other from Fire Blast or Char (not sure what those are giving you for set bonuses).

    Thanks Sailboat,

    I am not at the 60-month Vet yet. Hehe, even if I had not lost my original account (computer blew up), If you add the time on my second account to the first, its just shy of 40 months. Anyway.. Air Superiority fits nicely into the ST chain at lower levels, so I will keep it for now. My only other choice would be to take Hover, but I dont know how awkward it would be to play a Hover-melee-er. Only ever done that with Ranged characters.

    I will look at some alternate slotting as well, and thanks for your input.
    Char and Fire Blast both give Energy/Neg Defense and Basilisk's gives a 7.5% recharge global. I am pretty happy with their slotting, but willing to try anything.
  16. Quote:
    Originally Posted by General_Masters View Post
    What I did on my WP/Fire was capped HP on the team build and high recharge on the solo build, although I ended up with some +rech bonuses on the +HP build anyway.

    My team build does not have Buildup, since I am not worried about massive damage output as that is the team's job while mine is to make sure they don't get their heads beaten in.

    I also took the Fighting pool, which makes a BIG difference in survivability as the +Def stacks with the already high non-S/L defenses to make it hard for such attacks to hit, and the S/L res makes critters such as Cimerorans with their high attack rate and massive -def stacking a lot easier to deal with.

    I don't have Hasten on my team build since it does nothing for my defensive set and I'm not worried about how quickly I can attack as the 4 AoEs are up often enough as it is.

    I skipped the Fitness pool to fit in Fighting, but I do have a number of +recovery bonuses as well as the uniques so I don't really miss it. I do not recommend doing so without said uniques though, since Fire's AoEs and Fireball can eat a lot of END.
    Thanks for the Input General_Masters

    I was actually messing around with an alternate build that drops Fitness and picks up Fighting. I was able to hit the S/L softcap in addition to boosting E/N/F/C defense a bit. Not sure how much different regen of 60+/sec is than 80+/sec, but I think the common wisdom is that the passive regen diminishes drastically at some point.

    As far as Hasten versus no Hasten, on your solo build, do you feel the AoEs cycle fast enough without it? Thats mainly the only reason I would want it.
  17. Quote:
    Originally Posted by Fire_Minded View Post
    Get off the Grammar mistakes already...your no rocket scientist.
    Hehe, Actually I work in the Engineering Department for a Military subcontractor making...

    well, I cannot really tell you what we make... but you were pretty close.

    And we actually prefer the term "propeller-head", Thank you very much !
  18. Thanks Sailboat,

    My current build has Combustion and FSC and the original plan was to take both of these and then Fireball once I get there. Combustion and FSC work very well for AoE, my only thoughts about dropping combustion are its slow animation and the fact that with enough recharge FSC would be plenty of AoE with a much faster animation.
    Is that significantly weaker ?

    The proposed build took both Incinerate AND GreaterFS to cap the 3.75% bonus from Kinetic combat. If I were to drop one of these to get combustion back, which should I keep; Incinerate or GreaterFS ?
  19. Ok, I made some tweaks based on suggestions and thought I would ask for more ideas.

    This build is definitely moving in the right direction. Defense is up, attack chains look better. And no sacrifices made to +hp or regen. Global ACC is still a tad low, and I am still a stone's throw from S/L softcap.

    Anyone have some suggestions ?

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Fiery Melee
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(15), S'fstPrt-ResDam/Def+:30(46)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(17), C'ngImp-Acc/Dmg:50(34)
    Level 2: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(17), C'ngImp-Acc/Dmg:50(34)
    Level 4: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Heal-I:50(9)
    Level 6: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(19), C'ngImp-Acc/Dmg:50(37)
    Level 8: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21), LkGmblr-Def/EndRdx:50(43)
    Level 10: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(11), Heal-I:50(25), ToHitDeb-I:50(25)
    Level 12: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(13), EndMod-I:50(13)
    Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(40)
    Level 16: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21), LkGmblr-Def/EndRdx:50(40)
    Level 18: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(43)
    Level 20: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(37), Mocking-Taunt/Rchg/Rng:50(46), Mocking-Acc/Rchg:50(46)
    Level 22: High Pain Tolerance -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(23), Numna-Regen/Rcvry+:50(23), RgnTis-Regen+:30(43)
    Level 24: Swift -- Run-I:50(A)
    Level 26: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(27), Heal-I:40(27)
    Level 28: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(29), EndMod-I:50(29)
    Level 30: Fire Sword Circle -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(33), Oblit-%Dam:50(34)
    Level 32: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(33), RechRdx-I:50(33)
    Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), C'ngImp-Acc/Dmg/EndRdx:50(37)
    Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), C'ngImp-Acc/Dmg:50(40)
    Level 41: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(42), BasGaze-Rchg/Hold:30(42), BasGaze-EndRdx/Rchg/Hold:30(42)
    Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45)
    Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dam%:50(50)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  20. Hello MintMiki,

    I am levelling up a Willpower/Fire Tanker right now that has been one of my biggest surprises in the last several months as far as fun and farm capability.
    By 30, you could have all 7 of the important WP abilities, a servicable ST attack chain (if you take Air Superiority like I did), and 2 AoEs (Combustion, Fire Sword Circle).
    I cannot imagine anything in the 25-29 range that he had any kind of trouble with, and I was doing +0/x3 starting at level 12, and added Bosses at 22, bumped him to +0/x4 for the double XP weekend and jumped up 7 levels.

    In a Nutshell, I am now a fan of Tank Farmers. They have everything you could want except perhaps uber speed at farming, which, to me, is not a high priority. Survivability is the most important factor.
  21. Quote:
    Originally Posted by Fire_Minded View Post
    Your kidding me.....

    I have a Storm/Elec Defender and it rips things apart thanks mainly in part to the Storm Primary.

    I really dislike people like you that say something cant do what it obviously can do rather well.

    If you cant kill on a Storm/Energy Defender, you need to stop playing this game and go read a book.The time spent reading that book would be more fofilling then your wasting time playing a game your horrible at.
    I think Fire_Minded intentionally uses bad grammar and miss-spelling in his posts.

    Anyone else get that feeling ?

    To Fire_Minded, usually when folks post their builds, they are looking for advice, insight and positive feedback. Thats what Heraclea offers in her guides and helpful posts, so how about offering something similar here.

    Or.... stay off the thread.
  22. Quote:
    Originally Posted by Cyber_naut View Post
    Leveling up:
    1)Willpower/Regen
    2)Invulnerability
    3)Electric Armor/Fiery Aura
    4)Dark Armor
    5)SD/SR

    Late/End Game - low level enh (so's or mild io's)
    1)Willpower/SR/Inv
    2)Dark Armor/Regen
    3)SD
    4)Electric Armor/Fiery Aura

    End Game - Pimped Out
    1)SD
    2)Willpower/Inv
    3)Dark Armor/Regen
    4)SR
    5)Electric Armor/Fiery Aura
    Wow Cyber ! Very nice assessment. Especially the levelling up section.
    I would point out that your choice of primaries carries some weight with it as well.

    For example, SD/SR definitely will be in the basement when paired with Martial Arts, BUT, if you went with Dark Melee/Shield or /SR, this could push the combo higher up the chart, leaping over at least 1 other combo.

    I would also voice my opinion that Willpower takes the top spot for levelling up, even over Regen. Once you start talking IOs, then everything certainly changes again. But pair DM with Willpower and.... you can see the trouble with listing out by just the secondaries
  23. Acrobatics is a power I have only ever taken on my defender, and eventually he respecced out of it. The truth is, it is an expensive toggle that only does one thing, and doesnt even do it that well. Plus, you cannot slot any IO sets into it.

    Aid Self, I took on my blaster, but ONLY because it fit his Tech theme. To supplement it, I also went with Power Mastery and took Personal Force Field. You could go without PFF, but I was unimpressed with the power, even with interrupt enhancers in it. It became a Pseudo-rest until I had high defense AND PFF. Even with good defense though, you will get interrupted and waste alot of time trying to fire it off.

    Grey Pilgrim covered alot of tips for you, so I will only emphasize that IOs will help you immensely solo. Get +defense sets and some basic pools to help boost your solo-ability.
    You could also take Tough/Weave for a little durability, but they were less impressive on my Blaster, until I took an Epic resist toggle and had over 30% ranged defense.
    After level 45, I respecced out of tough/weave and went Hover/Epic toggle/Manuevers.
    Then slotted the Steadfast IO into the Ancillary toggle. Didnt miss Tough or Boxing at all, especially since they turned into 2 more attacks.

    Hope this helps a little
  24. Quote:
    Originally Posted by Deacon_NA View Post
    If this is truly a solo build, I'd put Freeze Ray in there somewhere. It's a great power for a soloer, not good, great. It's going to be quite a few levels before you can start thinking about soft-capping to anything. I find Freeze Ray to be outstanding damage mitigation while leveling up.
    Yeah, and its available at level 16, which is insanely nice for your early levels.
  25. Going away from the current build can only lose defense it seems, but I see some interesting possibilities with your ideas. Hasten, Buildup and slotting a set into Taunt can give me more recharge, some global acc and a more attractive AoE chain.
    All without losing any Regen. Gonna spend more time on MIDs I see