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My typical advice for the WP primary is to pair it with a strong AOE secondary; you'll have to depend on the secondary for aggro control due to an extremely weak taunt aura.
Top choices would be /Fire, /Stone Melee and /Mace in my opinion. /Fire offers the most AOE of any secondary, and it's probably the fastest at killing groups of baddies... the downside is it completely lacks any form of damage mitigation other than killing the mobs before they kill you. Stone Melee is probably the best damage mitigation with all the knockdown and stun, and it offers two AOE attacks, one a large radius KD/Stun and the other a moderate damage PBAOE. It also offers a very solid single target attack chain that does very good damage.
I don't have any personal experience with Mace but from looking over the buffs it's gotten in recent issues it ought to be a solid performer; it gives you stuns, KD and several cone attacks coupled with pretty decent damage. -
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BTW Taunt lasts for 41 secs unenhanced I have no idea why you need the presence pool. Once taunted you keep them with you using mud pots. You should get the fighting pool if you wanna make your Stoner almost unkillable.
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I have to disagree with the fighting pool... in my experience it's a nearly complete waste for a Stone tanker. First, with Granite and Stone Skin you're already at the S/L resistance cap so Tough does nothing for you. There's a few who say it's useful outside of Granite... and that's true to a point, but generally if the incoming damage is enough to make Tough useful you're probably about ready to go to Granite anyway. I can't see it being worth the cost of entry (usually 3 power pics, boxing-tough-weave)
Now let's look at Weave... it's helpful to soft cap your def in Granite, but it's also overkill since I can only think of one non-psi mob that's a threat to a well-slotted Granite tanker and that's Hamidon. Even Lord Recluse isn't that dangerous, just Granite, Stone Skin and Rooted slotted with SO enhancements is generally plenty for the STF. I didn't find anything in the game too tough for my Stone/Fire once I got to 34 and had Granite slotted up... and I leveled him to 50 before IO's even came into the game. Personally I don't see it being worth 3 power pics on a tank who's already nigh-unkillable.
I strongly agree that Presence is wasted on a tanker though, even with SO slotting Taunt recharges in 7 seconds in Granite. Add in a few recharge bonuses and Hasten and you're down in the sub-5 second range for Taunt... that's plenty fast enough to manage aggro. The base 41 second duration (enhanceable to 80 seconds at ED cap) means you'll have plenty of time on the clock, allowing you to rotate aggro and easily maintain a solid lock on the aggro cap of 17 mobs.
I'd build something like this.
From the Primary, and in roughly this order:
Rock Armor
Earth's Embrace
Rooted
Mud Pots
Stone Skin
Granite Armor
From the secondary, and likewise roughly in order:
Stone Fist
Heavy Mallet
Taunt
Fault
Stone Mallet
Tremor
Seismic Smash
Pool powers:
Swift, Health, Stamina
Recall Friend, TP
Hasten
Hover (makes TP much easier for zone travel; level 28-30 looks to be a likely spot for it)
That would be kind of my template for a Stone/Stone tanker; as I mentioned earlier I'd work for recharge bonuses first and foremost... survivability takes care of itself. My Stone/Fire had zero survivability issues post-granite and I didn't have the considerable amount of damage mitigation that Stone Melee offers.
Here's an unenhanced Mid's rough template for what I'm talking about:
[u]Click this DataLink to open the build![u] -
I haven't known him to use that power if you're in melee. If you're trying to hover tank him then... it gets ugly in a hurry.
Back on the main topic I'm not sure a tank is the best choice for solo'ing an AV... we're generally a bit DPS challenged to pull it off. Can you put out a sustained 100+ DPS? If so you'll eventually drop him since his regen is what, around 90 HP/s? Even so it would take forever to whittle down an AV's hit points. -
I had a similar problem about 2 years ago, I traced it down to a somewhat weak wireless signal to my router. If you're on a wireless network that may be your problem. When I switched back to a hard wired LAN the problem went away.
Of course I may be talking out of my ***** again; I've been known to do that on occasion -
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FYI, to add to CMA idea of the 7.5% recharge bonus, know that the lotg 7.5% recharge and other IO set bonus 7.5% dont stack together. The rule of 5 applies to each (not total).
thus, you can have 4 lotg 7.5% recharge, and 2 7.5% set IO bonus, and you will have all 6 count.
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Yes, I didn't make that point clear. Of course, unless you're really rolling in Inf it's unlikely you'll be able to take advantage of it... last I looked the LotG 7.5% recharge IO was going for ~$70 million. Heck, I doubt I spent much more than that on my entire IO build for my Stone/Fire let alone on a single IO. -
You're quite welcome. Oh, looking over your COH settings in your first post there's quite a lot of extra performance you can get over your current setup.
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Anti-aliasing: None
Anisotropic Filtering: 4x
Texture LOD Bias: Smooth
Water Effects: High Quality
Bloom: 1.000 (turned on)
Depth of Field Enabled: Yes
Desaturation Effects (Sepia) Enabled: Yes
Shader Detail: High
World Texture Level: Very High
Character Texture Level: Very High
World Detail Level (Vis_Scale): 1.000
Entity Detail Level: 1.000
Shadows Enabled: Yes
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For one thing, the water & bloom effects are real performance hogs, I turn them off on my machine and I'm running an 8800GTX. Turning those off is worth almost 20fps increase on my system. Shader detail can also be turned way down... I have a hard time telling the difference in the image quality but it's easy to see in framerates.
Shadows are another large performance hog... they look nice but they do drive down your framerate. Of course all of this is a case of YMMV and how your machine runs. You may not need to downgrade your graphics in order to get good performance, or you may only need to downgrade some of them. Anything much above 30fps is plenty. You can see your current frames per second in the game by typing /showfps 1 in your chat bar. To make it go away type /showfps 0 -
Have you checked Newegg? Fast shipping, good prices and they have almost anything currently on the market.
I'll second Gamma, you really don't want a PCI card. You're better off with the AGP card you already have. In the Nvidia line you want a x800 GT (7800GT, 8800GT etc.) or GTX, the GS are the low end cards. I don't know what's available for AGP right now or prices but stay far away from a PCI or a 8600GS. -
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Dont worry Call_Me_Awesome, your input was just as valuable as Gamma_Guardian's. It is all appreciated.
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No problem at all, Gamma did give you more details and he's more current on hardware.
I'm not "current" enough on PC hardware to really be able to give specific advice on a new vid card... I typically only research everything when I need to upgrade my machine so my knowledge at the moment is a couple of years out of date. Some things like PSU's don't change a lot, and it does look like that's your biggest problem now. The one Gamma suggested is better than the one I linked and the Sparkle units are lower end. That said, I've used several in various machines and haven't had one fail.
I do know that my nephew is running a system with similar specs to yours and it's adequate for the game; after all it's mostly hardware replaced in my machine a couple of upgrades ago. With the 6800 you should have playable framerates up to about 1024x768 resolution; you may need to turn some details down in game though. There's no question that newer vid cards are faster though; the 6800 is about 4 generations old... but it was one of the "performance" models of that generation.
If it was me and I was looking at a new machine in a couple of months anyway I'd probably buy a new PSU and see if that solved the problems while saving the money you'd spend on a vid card for your new machine. If you still have problems after replacing the PSU then I'd think about a vid card. I like to give a problem the chance to be a cheap fix before I throw more money at it. -
I'm assuming you've a fair handle on the powers you want; you're looking for IO suggestions?
One thing you'll want to make sure of is you don't gimp Granite's res or def... I usually stay pretty vanilla here sticking to ED cap res and ED cap def. Typically that means some frankenslotting of Res sets and Def sets.
Rock armor has a few options... 5 Red Fortune will give you a 5% recharge bonus and shouldn't be TOO expensive; if you're just rolling in inf you can always toss in the Luck of the Gambler recharge IO.
For your single target attacks the Crushing Impact is probably the best bet... 5 gives another 5% recharge bonus. Toss Doctored Wounds into Earth's Embrace for another 5% recharge. You'll need to keep the "rule of 5" in mind though... you can only have the same bonus 5 times so with Red Fortune, Stone Fist, Heavy Mallet, Earth's Embrace and Stone Mallet you've hit the limit on that particular bonus.
Fault does well with the Stupefy set for a 7.5% recharge bonus and Taunt can give another 7.5% recharge with the Mocking Beratement set. Unfortunately that pretty well takes care of your easy recharge bonuses... giving you 35% recharge... just enough to offset Granite's debuff.
Now you may want to think about runspeed... the easiest solution is the Gift of the Ancients 7.5% runspeed enhancement... you can toss one into every defensive power you have and last I looked they weren't too terribly expensive. You've probably got Rock Armor, Granite and Minerals... all can use the IO giving you 22.5% more runspeed. Frankly I didn't worry about runspeed on my Stone/Fire tanker.
That's a few ideas for you to chew on, play around with Mids a bit and you may well come up with other ideas. -
Here's a few random thoughts based on my god knows how many times thru that TF:
1. GW - as a tanker I've found that taunt alone will NOT hold aggro from range, and without a way to immob her you'll have a LOT of trouble keeping her at range. I'd suggest everyone just eat enough purples to stay at the 45% soft cap and pound from melee... her heal has to hit in order to work.
2. LR - Here you'll want to keep your res at the cap and most especially you'll want your def at 75% until the blue tower dies. I'd still take the red tower first; while it's up he can one-shot a tanker... he's hit my Invuln for nearly 3k damage... that was thru 75% resists. Once the red tower dropped I didn't have much problem. Hover tanking turned out to be a mistake; he would hit me with a MASSIVE end drain and I'd fall out of the sky at his feet.
3. The Bane Summon - Invincibility WILL keep him from summoning his little helpers; so will Mud Pots. I haven't tried a WP but I'd guess it might have the same effect. Just remember that you will NOT be able to hit him with any attack until the orange tower drops, his def is cranked clear up to "ludicrous".
I will echo what others have said about the STF as it stands right now, with the broken repairmen since issue 15 you'll probably NOT be able to kill the towers. I'd wait until that lovely bug is fixed before attempting the run. There's not a lot more frustrating than getting to the end of a TF and hitting a brick wall. -
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Also, i checked the power supply and it says continuous DC power output will not exceed 250W. Hope this is what you needed.
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250 watts? There's part of your problem right there, I haven't seen that weak a PSU in 10 years.
Based on the info in your first post I come up with a minimum PSU for that machine of ~300 watts... this is from Asus Computers Power Supply calculator. I'd say there's a good chance that your PSU has been running over spec for a while and it's starting to have problems.
If your machine uses a standard PSU, and looking at the info on your computer's motherboard it appears that it does, then you should be able to find a good quality 400 watt ATX unit for not much money; the last time I bought one I think it was around $50.
In looking at Newegg I find a Sparkle ATX 350 watt for $34 that will probably do for you with your current video card. It's not the best name brand but I've used them in several machines without any issues. If you're considering a more powerful vid card you may want to move up to a 400 watt PSU.
<edit>
And I see Gamma_Guardian has stolen my thunder.His advice is good, and the PSU he's linked IS a better unit than the one I suggested.
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Umm, that build is rather poor actually. Taking it from the top...
*Get Temporary Invuln at level 1 and toss 4-5 slots in it; 4 Reactive Armor and 1 Steadfast Res/Def unique.
*Slot your attacks for damage! All of your attacks are rather poorly slotted. I recommend the Kinetic Combat set, all but the proc, and finish out with 2 of the Pounding Slugfest set.
*Resist Elements is the single most skippable power in the Invuln set; if you get it at all put it off until MUCH later. Dull Pain should be taken no later than level 6.
*Speaking of Dull Pain, you want to slot it to ED cap recharge and heal... my preferred slotting is 5 Doctored Wounds.
*Fly does not need that KB IO... it's wasted on an Invuln not to mention it's very expensive.
*Don't bother enhancing the hold in KoB, just worry about acc/dam/rech/end.
*Get Invincibility at 18! This is one of your core powers, get it ASAP.
*What the heck is TI doing at level 30??? This is your level 1 power! Put RPD in here.
*Do yourself a favor and don't slot Footstomp for knockback. That turns an awesome power into one that's awesomely annoying.
That's the really major problems I see in the build, there's lots of other areas that could use improvement but that covers the most serious issues. As it stands that build is really bad. -
There are a couple of threads currently going in the Scrapper section about this combo... I'll say it gets pretty awesome once it matures; it's become my most powerful scrapper now at 47 displacing the 50 BS/Regen who's held that position ever since issue 5.
On the BS side you'll skip Slash & Confront, you want everything else. Shield side Grant Cover is the only "optional" power; I took it at 28 since I was leveling with a SG team of 4 shield scrappers... we had soft capped defenses from that point on. -
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Jebe, how can you use merits to buy the + recovery unique?
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You can buy any non-purple recipe from the merit vendor, just look thru the list and pick the IO you want. The two recovery uniques (miracle & numina) cost something like 220 merits each. I don't have the exact values in front of me but that's the ballpark anyway. -
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I'll look at stuff when I go out to Best Buy or something. =)
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One thought... if you're thinking in terms of buying a graphics card for your old machine you're unlikely to find an AGP card at Best Buy, your best bet is to order one online from Newegg; the ones linked above should work for you. I highly recommend Newegg as an online computer component seller, they're very reliable.
I'd agree however that you may be better off just getting a new machine, yours is old enough that it would be marginal even with a new graphics card. I'm not completely up on the latest specs, it's been a couple of years since my last major hardware upgrade but in general terms you'll want a dual core CPU (or quad-core), at least 2 GB of RAM (4 is better) and a good video card... stay FAR away from integrated video; you'll want an Nvidia or ATI (I generally prefer Nvidia).
I don't know enough about current generation graphics cards to offer useful advice, but with Nvidia models like 7200, 8200, 9200 and so forth are low end while 7800, 8800, 9800 and so forth are high end. GTX is high end while GS is the lower end. I typically only really research current hardware when it's time to upgrade my machine... I'm probably due sometime in the next year or so.
I always "roll my own" computers by buying all the components and building it myself; that lets me upgrade individual components as needed without needing a whole new machine... some parts of my current machine are pushing 6 years old while others are less than 2 years old. If you're not comfortable with a screwdriver and installing Windows yourself then you're probably best off with a pre-built machine. -
Fully slotted it's worth about ~40% heal; unslotted it's just a tiny bit under 20%. It has a base recharge of 20 seconds and it's interruptable in the first second of activation. It costs 13 end and takes 4.3 seconds to animate.
A secondary effect is a mez resistance (shortens mez duration) of 75% that lasts for 45 seconds.
As a tier 3 power in the Medicine pool you must have already taken either Aid Other or Stimulant and you must be level 14 or higher to take this power.
I'm reading all this info from Mid's Hero Designer ; it's also available on paragonwiki.com.
Slotting recommendations:
SO slotting - 3 heal/1 recharge (1 interrupt reduction if on a melee toon)
IO slotting - Frankenslot Heal/Recharge from various heal sets, interrupt reduction as needed. -
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I tried to download the 185.85 driver, but says it is not compatible with my operating system since i do not have Vista.
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Download the XP version in that case, as I recall Nvidia has drivers for Windows 2000/XP and for Vista (both 32 and 64 bit) -
To elaborate a bit on Local's comments on the Kin side, Repel is skippable because it conflicts with the rest of the set... Transfusion, Transference & Fulcrum Shift all require you to be in melee to take advantage of the buffs while Repel forces mobs away from you. It has some utility as a panic button but as a controller you already should have that covered.
Inertial Reduction is a 60 second super jump, perma out of the box. From that you may decide it's a great power to have... however you have to wait until level 28 for it as a 'troller. I find it a useful travel substitute on a Kin defender, but then they get it at 18. Level 28 is a long time to wait for travel although with the Raptor pack and Zero G Pack you could probably stretch them if you're careful. My Mind/Kin controller skipped IR and took AS/Fly instead. In the interests of full disclosure that Mind/Kin had outleveled the Atlas/KR safeguards before they were added to the game.
Increase Density is a useful power... but the duration is too short to really proactively keep it on your teammates. I took it in the 40's mainly to stack mez protection on the tank in the STF... or to use it as a reactive power to break a teammate from mez.
I won't comment on the Ice side as I have absolutely zero experience with it other than what Local has told me so that advice I'd take straight from the horse's mouth as it were -
Personally I use it for a "level 35-50" or my normal build and an "exemp below 32" build... it allows me to concentrate all my slots into powers taken below 32 for when I'm exemp'd. So far the only character I've bothered to do this with is CMA, my Inv/Stone tanker. My "lowbie" build maintains some pretty impressive numbers down to level 20 on the second build.
On all my other characters it's a question of economics... paying for one set IO build per level 50 is tough enough much less two although I have been working up a second build for my 50 Fire/Rad controller... one for normal teaming and one for our 6 man Fire/Rad superteam. I still have a lot of IO's to get for that second build though. -
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If you can get your tank to 50 do you really need a guide?
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Apparently yes ... as evidenced by all the 50s asking for respec builds
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This sudden rash of "instant 50, just add MA" has been worrying me ever since issue 14 launched, however in the OP's defense there's a difference between looking for other opinions to maximize a build and the clueless "I don't know how to build my shiny new level 50 _____."
One is looking for ideas and approaches he may not have thought of while leveling up, the other just wants to skip straight to the ultimate build he has no idea how to play. I'll read thru guides on powersets and combinations I already have at 50, frequently the guide will make me look at a power or combination in a way I hadn't thought of while leveling. -
I would pair it with something with a lot of AOE... you'll have to depend on your secondary for aggro management thanks to the nearly non-existent taunt aura. Good candidates would be Fire Melee and Stone Melee in my opinion, both offer good damage and aggro management. Of the two, Fire has better AOE at the cost of mitigation... Stone Melee has less AOE but superior mitigation with Fault, Tremor and the knockdown in the hammers... to say nothing of the MAG-4 hold in Seismic Smash.
I would NOT pair it with /EM... but then since the changes I wouldn't pair anything with /EM -
Ran the TF tonight on a PuG with my Stone/Fire tanker. First impressions:
First, it was just a bunch of aimless stuff happening with no rhyme or reason. No storyline that I was able to discern and up to the last mission pretty much a below average council arc. The "Invincible Reichsman" in the second? mission... really, REALLY lame.
Ok, we're into the last mission now... what the heck are Countess Crey & especially Nemesis doing here? NO WAY is Nemesis going to be anyone's lackey; his ego is way too big.
Ah, we find the nuisance himself, Reichsman... do these limited charge temp powers actually do anything? From what I could tell, they didn't. Ah well, tank the idjit while the team pounds on him... and pounds on him... and pounds on him some more... yawn. Hey, we've dropped him a bit on HP and here comes Countess Crey... taunt her, then team drops her and back to pounding our heads on a brick wall, er, I mean attacking Reichsman. Hey, we've triggered another AV, hello Malta Gunslinger, get over here where we can pound you... ok now back to Reichsman. Taunt on auto for a moment to get another drink... ok, back to pounding on the idiot. Hey, another AV comes to play, well come join the party... ok, back to pounding on the idiot... and pounding on the idiot... and pounding some more. Ah, here comes Nemesis... come over here and say goodnight Gracie... back to pounding on the idiot. Hey, he has the broken Unstoppable power... ok, it's finally dropped so pound on the idiot some more... taunt on auto while I get another drink... ok, back to pounding on the idiot... and the idiot finally drops. Only 20 merits for that .....? For something that was hyped to be an STF, ITF or LGTF this thing is severely lacking.
If Reichsman has a MAG-100 stun I never noticed it, and we were fighting him for a small slice of forever. First run thru that TF... and for all the "fun" it was I think it's probably the last as well. The "epic" final battle was one of the most boring, drawn out battles I've seen in nearly 5 years of playing. This TF SERIOUSLY needs a page one rewrite, it makes Posi actually look good by comparison. There wasn't anything in the entire TF that had an "epic" feel to it, just a boring, garden variety collection of missions leading to one of the worst final battles I've seen. -
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Sorta new to tankers and while working up a build on mids I'm at a loss as to slotting, power selection and IO placement.I'm an old hand at FM although it's been restricted to brutes and scrappers so i'm not entirely sure about combustions utility.I can see that it would be helpful for agro control (keeping it on me) but the dmg seems somewhat anemic.
Also, is it better to slot for typed or positional def? I'm assuming typed as it seems a better way to go.What kind of defense numbers can i expect when properly outfitted. This includes tough/weave inclusion of course.
Thanks for any help.
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Inv/Fire can be a potent combo. Invuln is all about typed defenses, so that's what you want to get... and it's relatively easy to reach the soft cap of 45% for defense. Check out my guide (in my sig) for suggestions on how to go about that.
On the /fire side of things I have to say a big YES to Combustion... the combo of Combustion/Fire Sword Circle is devastating. My Stone/Fire tanker is quite capable of dropping an entire group of minions in Granite with that 1-2 punch. In my opinion Combustion is superior to Cremate; it's a 15' AOE doing ~110 points of damage when fully enhanced at level 50. In contrast FSC does ~130 points at 50 fully enhanced to a 10' AOE.
I don't think you'll be disappointed in your Inv/Fire tanker once you've gotten close to the soft cap; the only drawback is a lack of mitigation in your secondary... that drawback will mostly vanish later on once your defenses mature. -
My BS/Shield is currently 46, but he's softcapped to Melee (with one parry) and AOE with Range at 43%. There's a few pricey IO's in his build, but the most expensive (the Numina & Miracle uniques) aren't needed for the defense. The Steadfast I actually had drop on me sometime in the 20's; I'd been planning on buying it with merits.
I used one of my rich characters to buy all the IO's for this guy about the time he hit 32... other than the Numina/Miracle IO's (both MA ticket rolls during the first week of i-14) I don't think I spent more than about $50,000,000. Your mileage may vary with the market but two full sets of Mako, 4 sets of 5 Scirocco and 5 sets of Gift of the Ancients make up the bulk of the defense bonuses.
I admit I've had some unfair advantage leveling this character... a group of 4 of us rolled Shield scrappers together and we've been leveling them as a team... since level 28 we've all been over the cap for all positions with Grant Cover. Currently when we're together we're somewhere north of 100% def to all positions.
I must admit this is the most fun I've had leveling a scrapper... the BS/Shield has moved my BS/Regen onto the bench; the Shield is tougher and kills faster.
Anyway, here's the build... it does NOT have Tough/Weave. I think this is the current to level 46 build I'm using:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Sword of Damocleve: Level 50 Natural Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Hero Profile:
Level 1: Hack -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/Dmg(3), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7)
Level 1: Deflection -- GftotA-Def/EndRdx/Rchg(A), GftotA-Def/Rchg(7), GftotA-Def/EndRdx(9), GftotA-Def(9)
Level 2: Slice -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(11), Sciroc-Dmg/EndRdx(11), Sciroc-Acc/Dmg/EndRdx(13), Sciroc-Acc/Dmg(13), RechRdx-I(15)
Level 4: True Grit -- Mrcl-Rcvry+(A), S'fstPrt-ResDam/Def+(42), Mrcl-Heal(42), Heal-I(43), Heal-I(46), ResDam-I(46)
Level 6: Battle Agility -- GftotA-Def/EndRdx/Rchg(A), GftotA-Def/Rchg(15), GftotA-Def/EndRdx(17), GftotA-Def(17)
Level 8: Parry -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(21), DefBuff-I(21), C'ngImp-Acc/Dmg/Rchg(23)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(48)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), P'Shift-EndMod/Rchg(29), P'Shift-Acc/Rchg(46), P'Shift-EndMod/Acc/Rchg(48), P'Shift-EndMod/Acc(50)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Whirling Sword -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(29), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg(31), Sciroc-Acc/Dmg/EndRdx(31), RechRdx-I(33)
Level 26: Disembowel -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg(33), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34)
Level 28: Grant Cover -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(45)
Level 30: Phalanx Fighting -- GftotA-Def(A), GftotA-Def/EndRdx(36)
Level 32: Head Splitter -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Dmg(37), Sciroc-Acc/Dmg/EndRdx(37), RechRdx-I(37)
Level 35: Shield Charge -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(39), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg(39), Sciroc-Acc/Dmg/EndRdx(40), RechRdx-I(40)
Level 38: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(40), RechRdx-I(42)
Level 41: One with the Shield -- ResDam-I(A), ResDam-I(43), ResDam-I(43)
Level 44: Maneuvers -- GftotA-Def(A), GftotA-Def/EndRdx(45), GftotA-Def/EndRdx/Rchg(45), GftotA-Def/Rchg(48)
Level 47: Assault -- EndRdx-I(A)
Level 49: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(50), GSFC-ToHit/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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[u]Set Bonus Totals:[u]<ul type="square">[*]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)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]10.8% Defense(Fire)[*]10.8% Defense(Cold)[*]9.88% Defense(Energy)[*]9.88% Defense(Negative)[*]3% Defense(Psionic)[*]3% Defense(Melee)[*]16.8% Defense(Ranged)[*]18.6% Defense(AoE)[*]5.4% Max End[*]36% Enhancement(Accuracy)[*]5% FlySpeed[*]85.3 HP (6.37%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Held) 6.6%[*]MezResist(Immobilize) 9.9%[*]15% (0.25 End/sec) Recovery[*]52% (2.91 HP/sec) Regeneration[*]7.5% Resistance(Fire)[*]12.5% Resistance(Negative)[*]5% RunSpeed[/list] -
You may want to consider Ill/Rad as a first 'troller... and come to think of it, that may not be a bad combo for the good doctor. Illusion has a lot of really nice tools for handling the baddies, check out Local Man's new Ill/Rad guide for some thoughts on build and strategies.