DSorrow

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  1. Quote:
    Originally Posted by Another_Fan View Post
    Not going to comment on the particulars

    But If you walked in to the new york yacht club and asked is it really that hard to make a buck what would you expect the answer to be ?
    That's not exactly the case as I see it. I could've gone without transfering influence if had I just wanted to, but I wanted my IOs sooner so I transfered money so that I could buy my stuff NAO and roll at 50. As I said, I never used the transfered money to make more influence, so you could just "subtract" the 175mil transfered from the character's current wealth and that's where I'd be without the transfers. So, roughly he'd have his IOs and 120mil inf.

    This is more of a case of walking back into your high school reunion or something like that and see what different people have done with the same information given. Yes, yes, I understand some people have inherited money etc., but that's not the point. I started with zero influence just like everyone else, it just seems I used the information available more efficiently.
  2. An easy way to make influence is to run AE arcs and then do bronze rolls in the 10-14 (correct me on this one if I'm wrong, never used this method myself). There aren't very many recipes in that category, so you have quite a nice chance of scoring a -KB IO or the Steadfast 3% Def. I'm not sure what other more expensive stuff fall into the 10-14 range.
  3. My thoughts: soft capped Fire/SD(/Blaze) or Elec/SD(/Blaze). If you wanted to make a farmer BS really isn't a top choice.
  4. Kinetic Combat's are a no-no if you're on a budget. A double no-no if you're planning on a budget build with positional defenses. The 3.75% S/L defense translates to only 1.88% Melee defense and it's melee Defense you want. You can grab a full set of Touch of Death for less influence than it costs to buy four pieces of Kinetic Combat. A set of ToD will get you 3.75% Melee Def instead of 1.88% so it's a win-win situation.
  5. QR: Smash/Lethal defense is totally irrelevant for a /SD character because no powers with an S/L component exist that have no positional vector.

    Also Resistance stats are pretty much irrelevant. They're nice to have, but what a /SD should aim for is as high Defense as possible (though exceeding 45% is not of much use).
  6. You get more inf/prestige for each kill, but I think when soloing your overall inf/time will suffer.
  7. First off: for the love of $deity, use space after a commas, full stops and exclamation marks. Please. My sister who is on 3rd grade knows how to do this.


    Second, let me get on with your rant.

    Just because you say something is "the truth", doesn't mean it. On the same basis I could say I'm the king of the world and your rant sucks because it's a blatant lie. For all those who don't know, I'm speaking the truth. Yay, I WIN!

    Okay, okay, I kid. The one and only thing I have to tell you is you aren't everyone. Understand me? Thought not. Just because you don't enjoy the number aspect of this game doesn't mean other people can't; I'm sorry to wreck your self entitlement and all that, but you're wrong.

    For example, I quite enjoy having access to numbers, but I understand people who are afraid of numbers. They shouldn't worry, though, numbers don't bite. Most of the time I try to min/max my character within a concept. See? I'm not a "SCIENTIFIC GEEK WHO ONLY SEE's (!? what's up with that spelling!?) NUMBERS". I'm a computer geek just like everyone else here who sees numbers and the game itself.

    I play this game and most of the time plan stuff based on what I've experienced ingame, and believe me, I've got experience worth of ~4.5 years so it isn't nothing.
  8. There's also this thing in the costume creator where you customize the powers... If you "open" any of the powers to start customizing them, Throw Spines being the tier 9 drops out of the default window and you actually have to scroll down to be able to customize it so it is quite easily missed while customizing the powers.

    It works just fine on my spines/SR.
  9. Quote:
    Originally Posted by Fulmens View Post
    I ran Dark/Traps to 50 as a corruptor, mostly solo, with the idea of near-cap Defense, Acc Debuff from the two cones, and Life Drain as a backup in case I did get hit. It was kinda low on damage but worked well. Lots of "oh sh**" buttons.

    At the time everyone was going "poison gas trap with procs" (bugged to give about 8 times too many procs going off) and not looking at anything else in Traps, so I don't know what the actual smart way to play is. Mine probably wasn't it.

    Recommendations from a very quick skim:

    It looks like you're in love with set bonuses and you are gimping the performance of actual powers with your slotting. This is a very common mistake people make in Mid's.

    Examples:
    1) Short on recharge in your two main cones. Five posis gives you something like 25% Recharge. Yes, and 6.25% global. The two cones were my bread and butter. Sixth slot Recharge, and you get an extra 40% recharge or thereabouts.
    2) Put more slots into Maneuvers. For pity's sake it's not even defense-capped.
    3) Same with Force Field generator. You're spending hundreds of millions 3-slotting Zephs for less benefit than you'd get from spending 50 K and one slot on a generic IO in FFG.
    It's not actually a case of being in love with set bonuses, but rather a result of decisions on overall performance; what I think would give the best results.

    1) I did actually think of this. Without Hasten going on my cones would recharge in 5.4 seconds and replacing the additional proc with a Recharge IO would drop it to 4.4 seconds. Seems nice, but I probably couldn't see the difference whereas every proc would work basically as a crit, doubling the base damage dealt each time they procced. With two procs going off at once that would be triple damage. I don't think the overall difference in DPS between these two slottings would be much, but it's more likely that I'd notice the difference with the procs. And besides, who doesn't like more orange numbers?

    I've heard that Traps is quite a busy set, so if I need to use my attacks less often to achieve similar results in DPS (thanks to procs) it should actually work in my favor. That's at least how I think it would go.

    2) I just checked Mid's, and it seems adding one regular Defense IO into Maneuvers would add 0.5% Defense which is exactly why I left it slotted that way. I can get something more useful out of a slot than that.

    3) Could be so. Again adding one more slot to FFG would only yield 0.8% more Defense. Guess I could actually drop one of the Zeph -KBs to get to the Ranged Defense soft cap at the cost of some AoE Defense.


    I came up with a slightly different build after reading some threads concerning Traps and Dark Blast. I think I might have gone a bit overboard with the Hold procs but it seems to me a fun concept. Setting up a death zone with Mortar, Gas Trap and Tenebrous Tentacles along with my ST attacks all sporting Hold procs it might turn out to be something. I guess Seeker Drones + Dark Pit might also work nicely to stun most of a spawn. Could turn out to be something like a mini-controller.

    I also swapped to Power Mastery pretty much only for PBU. Dark doesn't have a Build Up type of power so I thought I might as well pick this to do that. It would also increase the -ToHit in the cones to even further increase survivability.

    What do you think?

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  10. DSorrow

    End Usage

    I usually go for one EndRed with basic IOs or SOs. Sets most of the time get me 50%+ EndRed which I find is more than enough.
  11. Once again, deciding to roll a new toon after getting another to 50 and this time it's a Traps/Dark, two new sets to try out which seems cool. The problem is, I'm not sure what I want out of these sets to be efficient! I know the basic mantra for both sets, but that's it.

    One thing that really bugs me is choosing a good epic pool because none of them seem to benefit me much. Help here would be appreciated!

    Should I pick Trip Mine for toebombing? It seems like a good idea on paper with the immob from TT, but I will be playing a duo with a Claws/WP and I might not have time to set up the mines. Decisions...

    What else should I go for with IO bonuses aside from +Def and +Rech? Recovery maybe?

    Here's what I've got together so far, budget is basically only limited to no purples and no PvP IOs.

    Hero Plan by Mids' Hero Designer 1,601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Traps
    Secondary Power Set: Dark Blast
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Web Grenade -- Acc-I(A)
    Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 2: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(11), Dev'n-Acc/Dmg/EndRdx/Rchg(11)
    Level 4: Triage Beacon -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal(46), Dct'dW-Rchg(48)
    Level 6: Acid Mortar -- Achilles-ResDeb%(A), ShldBrk-Acc/Rchg(31), AnWeak-Acc/Rchg(50), AnWeak-Acc/Rchg/EndRdx(50), ShldBrk-DefDeb/EndRdx/Rchg(50)
    Level 8: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/Rchg(48)
    Level 10: Swift -- Run-I(A)
    Level 12: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
    Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(19), TotHntr-Dam%(43)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(40)
    Level 22: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(37), EndRdx-I(40)
    Level 24: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(25), Lock-Rchg/Hold(25), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(34)
    Level 26: Seeker Drones -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(27), Cloud-ToHitDeb/EndRdx/Rchg(27), Cloud-Acc/EndRdx/Rchg(33), RechRdx-I(33)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
    Level 32: Assault -- EndRdx-I(A)
    Level 35: Life Drain -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Dmg/Rchg(36), Nictus-Acc/Heal(37), Nictus-Heal(37)
    Level 38: Moonbeam -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(39), Mantic-Acc/ActRdx/Rng(39), Mantic-Dmg/ActRdx/Rchg(39), Mantic-Dmg/EndRdx/Rchg(40)
    Level 41: Dominate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
    Level 44: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(45)
    Level 47: Vengeance -- DefBuff-I(A)
    Level 49: Caltrops -- Posi-Dam%(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance



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  12. DSorrow

    Sonic superteam?

    You could, of course, add in a kineticist or two in the Sonic superteam. -Resistance increases the effect of -DMG (say hello to Fulcrum Shift) and would work greatly combined with +DMG (Fulcrum Shift!). Kinetics would also add Speed Boost for more Recovery and Recharge along with a Heal which is something Sonic doesn't have access to.

    I would expect a team of Sonic/Sonics and Kin/Sonics to rip through most things with not too much difficulty.
  13. Quote:
    Originally Posted by peterpeter View Post
    It must be easy to earn inf. If it weren't, things wouldn't be so expensive. If you don't feel poor, try purpling out your character, and then fill in the rest of your powers with PvP sets. Still feel rich?

    Being rich or poor has nothing to do with how much money you have. It's all about how much stuff you want. If you want more stuff than you can afford, you're poor. As long as there is more stuff out there to want, some people will always feel poor.

    I'm pretty sure that aspect of human nature is an important part of the MMO business model.
    I guess this is true. I'm planning to get two sets of purples on the elec/SD and those will cost me much more than I like. I could afford buying them outright, but I don't want to. Costs too much. I'll probably just play my Elec/SD some more and hope I get them as drops or my "lowball" bids fill.

    We'll see.

    But my point is, you can make extremely good builds with good use of IOs that don't even cost as much as you're easily able to earn over the course of leveling to 50. What I mean by this are mostly rare sets and some common ones.
  14. Quote:
    Originally Posted by Fulmens View Post
    See, it's that "90 hours" thing that people don't want to put in, I think.
    But in that 90 hours I also got myself from level 1 to 50 which I think is the goal of most players in this game. You know, to get to 50. I'm puzzled :P

    UberGuy, how many hours a day would you say is a large number of hours? I really don't feel like I played this character much because my friend and I both have our own time constraints and I only ever played without him when I did a TF that I needed for the TF commander.

    I think those 90 hours were spread over 2-2.5 months or something like that. And it wasn't even powergaming, we both had to AFK for different reasons and didn't really pay attention to that. Neither did we mind just sitting online waiting for a TF to start so basically real gaming is somewhat less than those 90 hours.

    I also have to add, I never did use the market on my character to make money outside of selling drops because just playing him pretty much kept most of my market slots full. Especially by the time I had enough money to start throwing bids at IO sets I needed (=early 40s) for my final build.

    I guess transfering a total of 175mil to this character does qualify me for bullet point two: playing level 50 characters. So, two out of four. Maybe three if general opinion is I play a large number of hours a week. Then again, maybe two if transfering those funds doesn't count. But I didn't actually use them to make more money, and after the rolls I now have ~400 million. And that's with a couple of bids on the last recipe I need (different levels, obviously).
  15. Just asking, because I feel it comes in buckets. Just earlier today I got my elec/SD scrapper to 50. He ended up there with 724 merits and 90 hours of playtime with zero farming or powerleveling. Just regular playing with one of my RL friends I was level pacted to. I just don't see how people can complain about the lack of influence at 50...

    Granted, our duo was quite powerful (elec/SD + emp/sonic) and we both have knowledge of the game. But still, this method is completely usable by anyone because we only started to get our hands into IOs in the early forties.
  16. DSorrow

    End Usage

    Performance Shifter procs are also a good idea because they increase your recovery by 0.2 end/sec on average.
  17. DSorrow

    End Usage

    There really is no "magical limit" to recovery or end reduction because they depend largely on what sets you picked. If you took a claws/regen which has only one toggle from primary/secondary and very low endurance costs with attacks you'll need much less recovery than, say, a spines/dark with close to 10 toggles and quite costly AoEs.

    I usually aim for 2.5-3 end/sec after toggles and pick Conserve Power. That's usually enough to keep me sustained through pretty much anything.
  18. No.

    You need Defense Debuff Resistance to resist Defense Debuffs. Normal Resistance just resists damage.
  19. Just a quick glance at the build, but I have to say the endurance is in no way manageable without insps if you're running Quills. About 1.3 end/sec net recovery before attacks and no recovery tools to speak of (Conserve Power).

    Attacks are also barely slotted for end reduction.
  20. DSorrow

    Sonic / Devices

    This is what I'd go for with a sonic/devices if I only used level 30 basic Invetions. Which by the way is a good idea, because they're better than equal level Single Origins, they never expire and they save you money in the long run if you have slight patience (like, 5-15mins of waiting for a piece of salvage).

    If you use Mid's, the levels where slots were placed are all over the place and you really shouldn't pay attention to that, but rather slot whatever feels most important at that point.

    Hero Plan by Mids' Hero Designer 1,601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Sonic Attack
    Secondary Power Set: Devices
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Medicine
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Shriek -- Dmg-I(A), Dmg-I(42), Dmg-I(42), Acc-I(43), EndRdx-I(43), RechRdx-I(43)
    Level 1: Web Grenade -- Acc-I(A), EndRdx-I(48), Immob-I(48)
    Level 2: Scream -- Dmg-I(A), Dmg-I(3), Dmg-I(3), EndRdx-I(34), Acc-I(37), RechRdx-I(40)
    Level 4: Howl -- Dmg-I(A), Dmg-I(5), Dmg-I(5), Range-I(7), Range-I(7), Acc-I(34)
    Level 6: Hurdle -- Jump-I(A), Jump-I(48)
    Level 8: Shout -- Dmg-I(A), Dmg-I(9), Dmg-I(9), Acc-I(15), EndRdx-I(17), RechRdx-I(17)
    Level 10: Targeting Drone -- ToHit-I(A), ToHit-I(11), ToHit-I(11), EndRdx-I(15), EndRdx-I(46)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Health -- Heal-I(A), Heal-I(50), Heal-I(50)
    Level 18: Sirens Song -- Acc-I(A), Acc-I(19), EndRdx-I(19), RechRdx-I(23), Sleep-I(23), Sleep-I(34)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Cloaking Device -- EndRdx-I(A), EndRdx-I(46)
    Level 24: Amplify -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Screech -- Acc-I(A), EndRdx-I(27), Dsrnt-I(27), Dsrnt-I(33), RechRdx-I(33), RechRdx-I(33)
    Level 28: Trip Mine -- Dmg-I(A), Dmg-I(29), Dmg-I(29), Acc-I(31), EndRdx-I(31), RechRdx-I(31)
    Level 30: Combat Jumping -- Jump-I(A)
    Level 32: Aid Other -- Heal-I(A)
    Level 35: Aid Self -- Heal-I(A), Heal-I(36), IntRdx-I(36), IntRdx-I(36), EndRdx-I(37), Heal-I(37)
    Level 38: Gun Drone -- Dmg-I(A), Dmg-I(39), EndRdx-I(39), Acc-I(39), RechRdx-I(40), RechRdx-I(40)
    Level 41: Snow Storm -- EndRdx-I(A), EndRdx-I(42)
    Level 44: Frozen Armor -- DefBuff-I(A), DefBuff-I(45), DefBuff-I(45), EndRdx-I(45), EndRdx-I(46)
    Level 47: Hibernate -- Heal-I(A), Heal-I(50)
    Level 49: Caltrops -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  21. This is the build I'm building for on my scrapper (lvl 49 at the moment, just missing the purple sets and a few of the more expensive items). There are two powers that aren't (AFAIK) available to brutes, but it might give you some slotting ideas.
  22. DSorrow

    AAo Numbers

    Having lvl 50s of Shield, WP and Inv I can prove that RttC, AAO and Invincibility all work like this. I get most out of it on my Invuln I think, because the fraction of a second where I get ~30% Def instead of ~15% from Invinc can be a lifesaver.

    EDIT: As an afterthought I'd like to add this: I think the reason they do this is because of the server ticks. If they made the pulse duration and frequency exactly same with powers like this players with higher latency might encounter problems where their powers actually have periods they offer nothing for the endurance spent. This is probably just the easiest / least broken way out of it.
  23. I'm with the people here who say they're just frustrating. If I play my Kat/Inv they don't really pose a threat because of soft capped Lethal Def along with ~65% S/L Res. I can basically stand in a field of caltrops and my regeneration will still see me through it, but I can't plow through the missions, not because of endurance or health constraints, but because of those darn caltrops that slow me down.

    I haven't tried them properly (i.e. at x/6 or higher) solo on either of my SR characters, but I would imagine it to be a pain because of caltrops being autohit. I'll give it a shot on my Elec/SD, though, if just for the xp!
  24. DSorrow

    CoX take 2

    It was rather silly pre-ED because everyone could be insanely powerful. It is also rather silly now, but the uber sillyness is only available to those with the influence and dedication.

    I don't mind really, because my main is significantly more powerful than he could have ever been with pre-ED rules.
  25. Ice/Dark or Sonic/Dark are probably the safest. Not very fast, though, if you're planning to bump up the number of virtual teammates.