DSorrow

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  1. There are perks to both;

    /Fire gets more offense (stronger damage aura + FE) than /Elec, and Fire has a heal available more often. Also some Endurance management with Consume.

    /Elec on the other hand will be much easier on Endurance with Power Sink and Energize. If built properly you should also be able to sap most enemies of endurance.

    The resistances of these two sets are similar, and I think with a high investment in IOs Spines/Fire will be better, but out of the box I'd pick Spines/Elec because it will need far less investment in endurance management sets.
  2. Gaussian's is a good choice and so is Adjusted Targeting for those secondaries that benefit from +rech. Storm and Dark especially.
  3. Here's something I came up with. It's by no means a finalized build, but it might give you some ideas:

    Villain Plan by Mids' Villain Designer 1,401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(9)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(25), Aegis-ResDam(25), Aegis-ResDam/EndRdx(43), Aegis-ResDam/EndRdx/Rchg(43)
    Level 2: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
    Level 4: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(40), Numna-Heal/Rchg(40), S'fstPrt-ResDam/Def+(40)
    Level 6: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(9)
    Level 8: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dam%(17)
    Level 10: Active Defense -- RechRdx-I(A), HO:Enzym(19), HO:Enzym(19)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Mrcl-Rcvry+(17)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
    Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(50)
    Level 24: Phalanx Fighting -- Ksmt-ToHit+(A)
    Level 26: Soul Drain -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(29), RechRdx-I(31)
    Level 28: Dark Consumption -- Efficacy-EndMod/Acc/Rchg(A)
    Level 30: Kick -- Empty(A)
    Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39)
    Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(48)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(46)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury



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  4. I don't think DM/SD has enough AoE on it's own, this coming from a person who has a lvl 50 SD/DM tank. On my tank I picked up Pyre Mastery to get Fire Ball and now it seems a whole lot better, so I'd suggest you to get Electric Fences and Ball Lightning from Mu Mastery.

    On the other hand, a brute does much more damage with both Shadow Maul and Shield Charge, so with a high recharge build that has Shield Charge available at every spawn you might get away with that only.
  5. DSorrow

    Web grenade

    Quote:
    Originally Posted by Shadowraithe View Post
    Unless it is not supposed to accept to hit buff enhancements.
    It isn't supposed to accept them. The power doesn't buff ToHit so there's no reason why it should accept them.
  6. QR

    Any scrapper build can solo AVs with smart use of inspirations / temps. For some builds this isn't needed at all, but some builds can get much cheaper off if you're willing to dip into these. I guess it's a part of the scrapper code to do it without temps or insps, though.

    Anyways, I'm in a bit of a hurry at the moment, so I'll check up on the build tomorrow.
  7. I think it was justified. If there are members in a team that harm teamwork, they should be kicked, or at the very least reminded that they're in a team. You know, people who can't work with other people shouldn't play in teams. If the only position where you're comfortable is the chair where you hold all the strings, you should always build your own teams. Being the tank does not equal being the leader.

    It should probably be noted that teamwork doesn't necessarily mean a team going as single mass through a mission. I've played many times in teams that split into two smaller segments to plow through branching missions.
  8. Quote:
    Originally Posted by Moderator 08 View Post

    For the record, I'm not concerned with CO's release in regards to my market strategy. I'm going with a combination of buying recipes and crafting them (a.k.a. manual labor) and long term stocking for the next double xp weekend. My target goal is somewhere in the billion profit range, since I have a perma PA Ill/rad to finish and a soft capped nin stalker. These strategies are netting me a comfortable 100 million a week plus I am steadily filling up my reserves and setting up long term sales.

    If I were concerned with CO causing any sort of market fluctuation or unpredictability, I would focus entirely on short term profit strategies and hold almost no inventory. Given what I'm seeing on the market this morning (I was away for the weekend, which seriously limited my profit) I'm guessing the majority of the ebil agree with my assessment because I'm seeing a lot of activity that indicates to me that others are doing some serious bulk purchasing or at least making significant market manuevers perhaps because of the increased price volatility since the last double xp.

    Ooo we have an ebil moderator here!

    Your money earning strategies sound curiously similar to mine, too... I think there might be an ebil force behind this.

    I'll also add my two cents here: I'm not too scared about CO coming. It'll probably have a short term effect on the market, but then it'll balance. Much like DXP weekends, but this will probably be caused by a short decrease in supply rather than a short increase in demand.
  9. I think these are both quite good categories. I'd place myself somewhere between the categories Crafter and Frantic Casual.

    I like to accumulate wealth, and also use it to improve my builds to beat bad guys up. Right now I have quite a few finalized builds in the live servers and a nice pot of influence, too, just waiting for another character to get ready for the IOing stage.

    And what do I do while waiting? Accumulate wealth, of course!
  10. You lucky dare I say what..!

    Grats :P
  11. DSorrow

    Web grenade

    You can't actually use the Gaussian's set in Web Grenade. Or any other immob power for that matter.

    EDIT: Unless you mean Targeting Drone.. In that case, all the set bonuses are active regardless of Targeting Drone's current status. The only thing that won't work, is the chance for BU if Targeting Drone isn't toggled on.
  12. And what adds to Blazing Aura's superiority, is the quite rare resistance against fire damage.
  13. Doesn't affect your henchmen.

    I might pick it up if I had an MM with /Dark or /Poison, though. Set bonus uselessness (not in all cases) is a bane of MMs
  14. I haven't noticed anything like this.

    You should keep in mind, though that with the way human mind works it may seem that you miss more often if you're expecting to hit with each strike.
  15. Here's my take at it. Still three slots left to use so put them where you want;

    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- GftotA-Run+(A), GftotA-Def(43), GftotA-Def/EndRdx(43), GftotA-Def/EndRdx/Rchg(43), S'fstPrt-ResDam/EndRdx(45), S'fstPrt-ResDam/Def+(46)
    Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(40)
    Level 2: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(15), Numna-Regen/Rcvry+(15)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(11), Mako-Acc/EndRdx/Rchg(13)
    Level 6: Battle Agility -- GftotA-Run+(A), GftotA-Def(7), GftotA-Def/EndRdx(7), GftotA-Def/EndRdx/Rchg(9)
    Level 8: Against All Odds -- EndRdx-I(A)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Combat Jumping -- Jump-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(19), Mrcl-Heal/EndRdx(19), Heal-I(37)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(36)
    Level 22: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(25), Mako-Acc/EndRdx/Rchg(36)
    Level 24: Phalanx Fighting -- GftotA-Run+(A)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
    Level 28: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(33), AdjTgt-Rchg(34)
    Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(46), Mocking-Rchg(46)
    Level 32: Grant Cover -- GftotA-Run+(A), GftotA-Def(33), GftotA-Def/EndRdx(33), GftotA-Def/EndRdx/Rchg(48)
    Level 35: Kick -- Empty(A)
    Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), KinCrsh-Rechg/EndRdx(40)
    Level 41: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(42), ImpArm-ResDam/EndRdx/Rchg(42), ImpArm-EndRdx/Rchg(42)
    Level 44: Weave -- GftotA-Def(A), GftotA-Run+(45), GftotA-Def/EndRdx(45), GftotA-Def/EndRdx/Rchg(48)
    Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Swift -- Run-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet



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  16. DSorrow

    Illusion/Therm

    Quote:
    Originally Posted by Local_Man View Post
    One small thing I saw -- change Call to Arms in Phantasm and Phantom Army to Expediant Reinforcement. In PA, use the Acc/Rech, Acc/Dam, and the two triples, but in Phantasm, replace the Acc/Rech with the Dam/End. Then use the two triples from Call to Arms to fill in the other two slots for Phantom Army. You get the same recharge bonuses, but slightly better numbers in the powers themselves, plus you keep the Recovery bonus for PA.
    Thanks for the tip! I'm not too familiar with the two IO sets, so I just went for the easiest way to get a lot of +Rech and +Dam in the powers.

    Quote:
    Personally, I would never take Spectral Wounds that late, but that's me. I'm also not a fan of using a sleep set in Blind, but I understand you did it for the bonuses. I prefer to slot up for Hold and Damage. Even a team character can contribute Damage.
    Spectral Wounds that late shouldn't really be a problem. I already have TF Commander on the character so I'll most likely end up doing LGTFs, ITFs and STFs with this one. I would have slotted Blind for a combination of Hold and Damage, but to do that and get a good +Rech bonus would cost way too much for my liking

    Quote:
    On the SI vs. GI question -- it is really a matter of personal taste. When I have GI, I find that I forget to keep casting it over and over. The toggle is much easier even though it uses a LOT more endurance. I found that with GI, I got attacked periodically when invis ran out at an inopportune time. However, being able to give Invis to the team is a nice benefit, mostly to help them get in place for a maximum Alpha Strike.
    The current build has SI and I seem to be running out of Endurance more often than I'd like. That's the first reason why I was thinking of switching to GI. I do have a load of unused respecs so I can always switch back to SI if I forget to recast GI too often...
  17. DSorrow

    Illusion/Therm

    Right... Another of my 50s is in for a respec, this time a controller.

    I went for high recharge with this build to get PA as close as perma as possible, and managed to get it down to 68 seconds recharge with Hasten up. This build is not for AV soloing as I have other characters capable of doing that, and wanted a really good team character this time. I imagine that with PA up nearly always, Thermal shields/heals and Spectral Terror I should be able to keep a team alive quite easily.

    That's where we come to the lack of Thaw/PoTP. I have Thaw in his current build, but I barely use it. I'm not to keen on following chat while in combat, so I often miss people needing it. It is a possibility to drop Assault in favour of Thaw, though.

    Then there's the Superior Invis vs. Group Invis thing. I'm not sure which one of these to take. Superior Invis eats Endurance like mad, and perma Group Invis would be better in End department as well as being able to give invisibility to the whole team. Any opinions on this are welcome.

    I'm open to criticism on the build, and any improvements barring additional LotG +Rech or purple sets are welcome!

    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Thermal Radiation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Blind -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(19), FtnHyp-Acc/Rchg(19), FtnHyp-Sleep/EndRdx(21), FtnHyp-Plct%(21), Hold-I(23)
    Level 1: Warmth -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17)
    Level 2: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(3), CoPers-Acc/Rchg(3), CoPers-Conf/EndRdx(11), CoPers-Conf%(11)
    Level 4: Thermal Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(5), TtmC'tng-ResDam/EndRdx/Rchg(5), S'fstPrt-ResKB(13)
    Level 6: Cauterize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(34)
    Level 12: Group Invisibility -- RechRdx-I(A), LkGmblr-Rchg+(13)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A)
    Level 18: Phantom Army -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(23), C'Arms-Acc/Dmg/Rchg(25), C'Arms-EndRdx/Dmg/Rchg(25), RechRdx-I(27), Dmg-I(27)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(37), P'Shift-End%(37)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 24: Plasma Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(46), TtmC'tng-ResDam/EndRdx/Rchg(46)
    Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(43), Abys-Acc/EndRdx(43), Abys-Acc/Fear/Rchg(45), Abys-Dam%(46)
    Level 28: Forge -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(40), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(42), AdjTgt-Rchg(43)
    Level 30: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(31), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(33)
    Level 32: Phantasm -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(34)
    Level 35: Heat Exhaustion -- Acc-I(A), RechRdx-I(36), RechRdx-I(36), Acc-I(36), RechRdx-I(37)
    Level 38: Melt Armor -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(39), AnWeak-DefDeb/EndRdx/Rchg(39), AnWeak-Acc/Rchg/EndRdx(39), RechRdx-I(40)
    Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), LkGmblr-Rchg+(50)
    Level 44: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), KinCrsh-Rechg/EndRdx(50)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment



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  18. I'm quite sure Spectral Terror does something like 15% unenhanceable ToHit debuff.
  19. Quote:
    Originally Posted by Hart View Post
    ..thanks to all those ebil marketeers who drove up the price of the handful of drops you were lucky enough to get. Epic skills.
    I lol'd.

    Scarcity produces high prices. By effectively deleting an already scarce product you endorse the high prices. Ergo, eryq2 is ebil because he makes the prices higher.
  20. The current price of purples is what it is because of farmers. Farmers went to AE to max their inf/hour and thus cut down the amount of purples entering the system, as there is no way to get purples from playing the AE. Then with their huge loads of money they buy the few purples that enter the market at high prices, which causes the prices to constantly go higher.

    Outside of AE, though, you are able to get purples from missions where enemies are level 47 or higher.
  21. DSorrow

    Shield/Dark/Pyre

    I wouldn't usually slot Stamina in the way it is slotted here, but it was the most AoE def I could get for least slots and inf. Stamina already had 4 slots, so adding two wasn't so bad. As for True Grit, that's the slotting I currently have on live and it works just fine. Near capped Healing enhancement and I get the +3% res/def early. And finally Taunt; I'd use 4 of Perfect Zinger for Regen and Rech if I had the slots, but I don't. This is why I went for Mocking Beratement to get 1: good enhanced numbers and 2: an easy set bonus to increase my Endurance. I could've gone with two Taunt/Rech/Range triples, of course...

    But if there aren't any "flaws" aside those, I think I'm finally ready to respec!
  22. What's it with people wanting to be the absolute best with no effort? I mean, sure, PvP IOs are nearly extinct, but so are purples. If you want to be the best, prepare to work for it.

    (Not that I'd be against increasing drop rates for purples and PvP IOs, just that I don't care about them that much)
  23. DSorrow

    Shield/Dark/Pyre

    After spending quite a lot of time on this build and looking at the ones posted here I came up with one that to me seems as good as I can get it. I ended up dropping the Fighting pool for Pyre Mastery and swapped Smite for Maneuvers, and keeping Taunt, woo!. Fire Blast is superior to Smite; it does the same damage, but costs less End and is a ranged attack.

    The end result looks quite nice. I'm still at 60% Global Rech which is only a 2.5% drop from what I have in my live build and my maxHP dropped only by about 50. Now, the changes that I don't like are the drop in S/L Resistance (live build: 40%, planned: 22.5%) and losing some of the Healing in Siphon Life.

    Changes that I do like, on the other hand, are added team support (properly slotted Grant Cover and added Maneuvers), increased AoE capability with Fire Ball, increased ST damage with procs being added to most ST attacks. Future ST attack chain is going to be MG > FB > SP > SL > FB > SP. I haven't calculated it with Arcanatime, but looking at Mid's I think I can quite realistically run that with a gap of about 0.2 seconds somewhere. I won't probably even notice it live.

    So, the question is: what do you think?

    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Dark Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34), Aegis-ResDam(36), Aegis-ResDam/EndRdx(46), Aegis-ResDam/EndRdx/Rchg(46)
    Level 1: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(15)
    Level 2: True Grit -- S'fstPrt-ResDam/Def+(A), Numna-Heal(36), Numna-Heal/EndRdx(36), Numna-Heal/Rchg(37)
    Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 6: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(9)
    Level 8: Against All Odds -- EndRdx-I(A)
    Level 10: Active Defense -- RechRdx-I(A), HO:Enzym(11), HO:Enzym(11)
    Level 12: Phalanx Fighting -- LkGmblr-Rchg+(A), Ksmt-ToHit+(13)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Siphon Life -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(34)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Mrcl-Rcvry+(23)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(40)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Super Jump -- Winter-ResSlow(A)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
    Level 28: Soul Drain -- RechRdx-I(A), Sciroc-Acc/Dmg(29), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31)
    Level 30: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(37)
    Level 32: Grant Cover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(43)
    Level 35: Maneuvers -- GftotA-Def(A), GftotA-Def/EndRdx(42), RedFtn-Def/EndRdx(42)
    Level 38: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 41: Char -- Acc-I(A)
    Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
    Level 49: Dark Consumption -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet



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  24. Quote:
    If I buy it now and craft it I can have the cash by tomorrow. If I put in bids now I can't craft it till tomorrow, -and- those slots are taken up for 24 hours so I lose sales. A hundred grand is a small price to pay to be able to list a 10m IO that's 90% profit
    This also. I happily pay a few hundred K if that allows me to be EBIL and sell stuff for phat profits.