Dispari

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  1. Quote:
    Originally Posted by Miladys_Knight View Post
    HOWEVER when it is used as a controller secondary it is nearly overpowered.
    TA has five control powers:

    Entangling Arrow - Immobilize. You're not going to be dazzling anybody with a single target immobilize. Let's be honest here.

    Ice Arrow
    - Hold. A single target hold at that. 18s recharge with 12s duration for Defender or 15s for Controller. So all you get is +25% duration on something that's easy to perma anyway. But it's still single target so you aren't going to making or breaking any teams with that.

    Poison Gas Arrow
    - Sleep. Okay, sleep sucks. But just for the sake of argument... This is 66% chance, and mag 2. So even if it does hit, it's only working on minions. But you can't rely on it working anyway. One advantage sleeps have is that they last a long time, but this one doesn't, at only 11s. And if you're actually doing your job, two of your TA powers are going to wake enemies up. And most of your primary. And every other person on your team. The sleep is more like a quick jolt than anything, so the duration is irrelevant.

    Oil Slick Arrow - Knockdown. Mag is the same. Same for both ATs.

    EMP Arrow - Hold. This is the only one that really matters. It's a 28s duration hold. But it's also on a 5 minute recharge. So again all you get is +25% duration, but only every two and a half minutes.

    So yeah, it's overpowering if you count an extra 7 seconds of hold on a power you get at 38 that you can only use every two and a half minutes overpowered. Because other than that, none of the other ones matter.
  2. Quote:
    Originally Posted by Thirty-Seven View Post
    Also, the reason the whip is on fire in Demon Summoning? To mask the issues they had in making the whip look passable. I guess that type of bendy-ness doesn't mesh well with the visuals the game is good at pulling off. Exactly why is beyond me.
    I dunno, the frog demons in Circle use extendy whip-tongues and those look fine. Probably whips would look fine without fire. Just they were making a fire demon set and were getting ready to toss in Fire Blast and stuff and someone said "Hey, what about a fire whip?" And then someone said "Kewl d00d!"
  3. Quote:
    Originally Posted by Zombie Man View Post
    I imagine they'll be... umm...
    They could recycle them all and add "Very" and then "Extremely" and then "Super-Duper"
  4. Quote:
    Originally Posted by ShoeTattoo View Post
    In fact, TA is at or near the upper end in each of three categories (debuffs, controls, and direct damage), when compared against the mean of defender primaries.
    Um, are you totally sure about this?

    For debuffs, let's break it down into offensive debuffs and defensive debuffs. Offensive being things that make enemies die faster, with defensive being things that make it harder for enemies to kill you. Defensive debuffs are important for a support set to have because you're competing for a slot on a team where you were most likely invited to make sure that badguys don't kill everyone.

    Offensive Debuffs:
    Cold Domination (ST) - -31.25% DEF
    Cold Domination (AoE) - -30% DEF, -60% RES
    Dark Miasma (ST) - -50% regen
    Dark Miasma (AoE) - -30% RES, -500% regen
    Radiation Emission (ST) - N/A
    Radiation Emission (AoE) - -31.25% DEF, -30% RES, -1500% regen
    Storm Summoning (ST) - N/A
    Storm Summoning (AoE) - -45% DEF, -35% RES
    Traps (ST) - N/A
    Traps (AoE) - -26.75% DEF, -26.75% RES, -1000% regen
    Trick Arrow (ST) - N/A
    Trick Arrow (AoE) - -50% DEF, -40% RES, -1000% regen

    Defensive Debuffs:
    Cold Domination (ST) - -87.5% RECH
    Cold Domination (AoE) - -402.5% RECH, -33% END
    Dark Miasma (ST) - -12.5% DMG, -6.25% ToHit
    Dark Miasma (AoE) - -37.5% DMG, -37.5% ToHit
    Radiation Emission (ST) - N/A
    Radiation Emission (AoE) - -25% DMG, -31.25% ToHit, -75% RECH, -55% END
    Storm Summoning (ST) - N/A
    Storm Summoning (AoE) - -37.5% ToHit, -102.5% RECH, -60% range
    Traps (ST) - -62.5% RECH
    Traps (AoE) - -26.5% ToHit, -26.5% DMG, -30% RECH
    Trick Arrow (ST) - -25% RECH
    Trick Arrow (AoE) - -6.25% ToHit, -31.25% DMG, -20% RECH, -55% END

    Let's not forget that even if it looks like some of those sets don't have debuffs as good, they all still have BUFFS too. Like how Cold Domination can add about +28% DEF vs all and RES vs some exotic elements. I also didn't even bother to count things like Dark Servant. Or things like how Tornado and Acid Mortar can stack. I didn't even count Fallout because it's not something you can always have available. And Trick Arrow STILL sucks compared to ALL of the other debuff-oriented sets. Even BEFORE you count the buffs they offer.

    Just look at the numbers. On the defensive end, every set but Cold does 5x the amount of ToHit. The -DMG isn't bad, but still only average. The RECH is pitifully low and beaten by every set but Dark. And the -END is unreliable. On the offensive end, I'd say it's pretty decent. The -regen is unreliable, but the RES and DEF are pretty good. Or would be if they didn't take 3 powers that can't stack (with themselves), be up all the time, and/or have a small radius.

    Basically, TA has fairly good offensive debuffs but not enough that it's really significantly high. Defensive debuffs, it's really poor. And this is ALL before we even consider that all the other sets we're comparing it to ALSO have buffs like +DEF (Cold, Traps), heal (Dark, Rad, Storm), +RES (Cold, Dark, Storm), +DMG (Rad), and various other things.

    As far as mez and "direct damage," Cold, Dark, Rad, and Traps all have pretty reliable mez and/or knockdowns, and the only direct damage in TA is Oil Slick which isn't up all the time or even works all the time. And requires a matching origin or secondary.

    TA needs a buff.
  5. Quote:
    Originally Posted by Rial_Vestro View Post
    Your reasoning skills are flawed and so are your comprehention skills.

    The announcement implys that beta for the loyaly program participants starts on November 15, at the end of the loyalty program which allso implys that beta has allready started for people who are supose to be in before them.
    The announcement implies no such thing. It merely states that you have to be subscribed between two dates, the end being November 15th. If you take that to mean anything beyond what it clearly states, that's your own business, but doesn't make it true.

    We've been told that beta will actually start in "early 2010," which it still is for another couple months. Or even longer if you have a variable definition of "early" like many companies do. The planned (not guaranteed, mind you) release for GR is Q2 2010. Which is April-June. Meaning beta should occur sometime between January and May.

    I notice you have no rep, so I'll give you a +rep freebie. Use it wisely though.
  6. Quote:
    Originally Posted by Zyphoid View Post
    QFT

    Really, I would like to see our height slider go to 10' AND the population of Paragon and the isles be shrunk by about 1+2'
    I recently made an Arch-Villain for a story arc I have involving Council. I made him max slider on everything. Body size, height... huge body scale.

    I couldn't find him amongst the regular enemies. He was only 8 feet tall. Regular Council minions are like 9, with lieutenants being 12 and bosses being 15. My max size Arch-Villain was the smallest character there.

    At least in AE, we should be able to make larger units. But you're still right about regular NPCs being too big. My main character is 6 feet tall, which is tall for a girl, but she's still dwarfed by basically everything.
  7. Just did an invasion event in Saint Martial, but it was a standard invasion. Oh well?
  8. Quote:
    Originally Posted by Golden Girl View Post
    Whatever it is, I think it might start tomorrow - it makes more sense to kick off on a Friday than a Thrusday.
    Due to the normal trend, I always expect everything to happen on a Tuesday.
  9. In short:

    A) Someone who has positional defenses already: shoot for positional, like M/R/A
    B) Someone who has typed defenses already: shoot for typed defenses, like S/L
    C) Someone who has no defenses to start with, but is a ranged character: shoot for R
    D) Someone who has no defenses to start with, but isn't ranged-only: shoot for S/L
  10. Quote:
    Originally Posted by InfamousBrad View Post
    Whatever they do, I'm officially (bleep)ing done with it. Just posted to Twitter, yet again:

    Half an hour later, I realized that they lied again, and logged off. I'm tired of being lied to.
    Um, what did they lie about exactly? Who's to say this isn't going to be some sort of special invasion like the beta one? Or there will be an invasion going on, but other stuff too? I'll be disappointed if it's JUST an invasion too, but it's pretty early to be jumping the gun and calling people liars isn't it?

    Did they even say before now what they were doing, other than "something about rikti" ? Otherwise, what exactly did they promise that they wouldn't be delivering if it's an invasion?
  11. Dispari

    Stone Armor Tank

    Well there's three ways to deal with psi. One being psi RES, one being psi DEF, and the other being healing. Fortunately for you, psi RES and DEF isn't that hard to come by, and you have a Dull Pain type power. Another option you have is to shore up your other RES and DEF so that you're really only dealing with psi damage and everything else is shrugged off. So...

    1) Grab Weave. Weave gives you about 8% DEF to all, which will soften all other attacks as well as psi. So you're taking less from everything else, but also starting to dodge some psi. You can still run Weave while using Granite.

    2) Get some +DEF set bonuses, especially for psi. Steadfast gives you +3% to all, including psi. With that and Weave you're up to nearly 11%. The easiest way to get psi DEF after that is Impervium Armor, though this is an expensive set. If you can 3-slot it though, it gives +1.875% DEF each, so that's potentially another 9% DEF or so to psi. As a bonus you also get recovery. Let's say 3 sets, so +5.6% DEF or so, which gives you 16.5% DEF to psi in total (you could do 4 or 5 sets but that would be wasting slots in your heal or Granite).

    3) Get some +RES to psi. This one's easy too. Impervium and Aegis both have special IOs that give some. Both are +3%. So if you slot 4 Imperviums and an Aegis*, that's +15% RES to psi. A full 6-piece set of Impervium (you can start to see why this is an expensive set now), Luck of the Gambler, Gift of the Ancients, or Crushing Impact will also give you bonus RES to psi.

    4) Grab +recharge bonuses as much as you can. If you can get around +65%, you can offset the penalty of Granite, and have Earth's Embrace up as much as possible, to heal when you take psi damage.

    In total you should be able to get around 15% DEF and RES to psi. Or significantly more if you really shoot for it. I have a friend who has something like 30% psi DEF and RES on their Granite. There are also some PvP IOs that are super-expensive, but still an option.

    * = Tip: You can slot RES sets in Stone Skin, Earth's Embrace, Brimstone Armor, Tough, and Granite. That's potentially 5, though I wouldn't go putting stuff in Granite if it makes you lose your core stats. Earth's Embrace is a good place to toss an Impervium or Aegis +3% RES to psi though.
  12. Quote:
    Originally Posted by LISAR View Post
    Why would an invasion have a long delay from the tease. They can just turn invasions on during server down time.
    Actually I think they can toggle them without even taking down the server, can't they? They can for things like the Winter event.

    Normal invasions are told in advance so we can get ready for them. All we have this time around is "Something rikti-related is happening in the next couple days." If it's not something new, they've gone bananas.
  13. Quote:
    Originally Posted by Fleeting Whisper View Post
    I never slot more than 1 accuracy into a power, unless that power has a low acc modifier (for example, the Controller AoE holds). This is partially because my builds always have some form of +tohit, which is much better than +acc. It's also partially because of how easy it is to get +acc set bonuses.
    I still do 2 per, because:

    1) I hate missing
    2) I rarely start investing in IOs until 40 or higher, so I don't get +ACC bonuses until late
    3) I hate missing...
    4) Not many of my toons have +ToHit powers, cause stuff like Tactics is expensive on power picks, slots, and end
    5) I hate missing!

    I have a Widow with perma-ML and TT:L, who still has the Kismet Unique. She has 101% ToHit and something like +60% ACC through bonuses. I still wish I had more because I rage every time I see "deflected." Though admittedly that's not very often.
  14. Quote:
    Originally Posted by Fleeting Whisper View Post
    I hate playing minion master in GW.
    I loved it. With only about 9 points in Soul Reaping I could put a few other points in Blood Magic for some other spells and effects. If I was on a roll and the team was moving fast, I could sustain around 20 pets. It was constant work but it was fun and rewarding. At slower times I could get around 10 pets alive steadily. Most minionmasters at that time would only use Fiends, but I would mix Fiends and Horrors so that I could animate twice as fast and grab twice as many corpses. It made it possible for me to build a larger army of around 20 pets at a time, as long as I always had fresh corpses (Verata's Sacrifice was needed to keep that many going, but over time the strength of that degraded until it no longer helped).

    Then they halved the number of pets I could have, reduced the uptime of Verata's Sacrifice by 75%, increased the sacrifice amount of Blood of the Master by 400%, and changed Soul Reaping so that 9 points of SR wasn't even close to enough to continually cast powers that cost 15 and 25 energy. Suddenly I was struggling to maintain half as many pets, sacrificing way more of my health, and losing my ability to use any Blood Magic powers on the side. 100% of my time was devoted to struggling to keep pets alive, and much of the time, myself.

    Some friends and I cranked out some ideas and builds and came up with a way to keep around way more pets, but then they changed that so it didn't work anymore.

    I adopted a build with a Flesh Golem where I'd always have at least one pet around and could build other ones if the team was doing well. I started doing Death Nova bombing with Taste of Death to trigger it. I was never really a fan of minion bombing though. I tried several variants including doing N/R so I could have one of those emo Black Moas and have two pets around all the time, with more if corpses were available. Eventually I just decided it wasn't fun anymore.

    So I quit GW, came back to CoH, and made a Necro/Dark who is 50 now.
  15. Quote:
    Originally Posted by Kelenar View Post
    I guess, but I'm more used to them doing /e boombox, teleporting into people, summoning hordes of pets, self-destructing, casting shields on people, and just generally being an ***. With how little combat content is outdoors, I think it's a fair tradeoff. Maybe make it go both ways, so you can't see people who are ignoring you, either.
    ...What server do you play on and what kinds of people do you associate with that this is a regular problem?
  16. Quote:
    Originally Posted by Wolfgang_Tao View Post
    ie.
    1 Acc max for +0
    2 Acc almost max for +2

    is this inclusive of bosses and AV's?
    There are a few cases where enemies will have defense and be hard to hit. However, accuracy does almost nothing to improve your odds of hitting them. So yes, 2x accuracy will be the ideal choice for every scenario. You may look into getting some ToHit bonuses somewhere though, like the Kismet +6% ToHit unique, or look into getting Tactics. Or depending on your AT, Build Up, Aim, and things like that.
  17. In an auto, that means it's always on at all times (unless you exemp below the level where you have Health). In a toggle it'll be on as long as the toggle is on, and for a period after it's turned off.
  18. Quote:
    Originally Posted by Perfidus View Post
    I'm having trouble with my own build for a dom, so while I can't go too in depth with advice, I do have just a small smidge of advice.

    It's much easier to build for typed defense on dominators due to the mace shield. Give it a shot, you'll probably be pleased with what you're able to put together. It'll obviously mean a change of patron for you, but it's worth consideration. My build for instance has 44.9 to smash/leth and around 35% to energy, with neg in the 20s. My only weak spot there is fire/cold which I believe is about 12. I could have accomplished even more if I had gone for pure defense instead of trying to reach permadom aswell.
    Sounds like something I could maybe do. I kind of wanted to keep Soul Drain, but higher survival may be useful enough to take advatage of. Any chance I could see your build? Though I have the idea that I'll have to make some heavy sacrifices to meet it...
  19. Quote:
    Originally Posted by Golden Girl View Post
    That's like a whole new system of endgame content - so it'd have to be Issue 17 then, as I really don't think there's any way they'd release something that big just as a non-Issue patch.

    In fact, for the people who've been here form the start, what is the largest ever non-Issue patch they've released?
    The only ones I can think of are the events and the booster packs.
    Who's to say it's not i17 hitting test servers? Might not be a simple patch to live.
  20. Quote:
    Originally Posted by Fleeting Whisper View Post
    It's not limited to 10.
    Sorry. It's been a while since I played GW. It was flat-out limited to 10 in all situations last time I checked. Of course, the constant rebalance of necromancers and powers was what led me to eventually leave the game. Minionmastering went from a challenging but rewarding choice to a horrendously difficult and un-fun career path. Over time stuff got more and more restrictive with the limit of minions and the dozen changes to Soul Reaping. I didn't stay too long after the minion cap and the changes to the sacrifice and minion powers. And last I logged in to check, there was a refire rate on Soul Reaping.

    Notably, the pet limit was shortly after some friends and I published some screenshots of us running a team that had 101 Flesh Golems on one character with a power-build we came up with. We also decimated the Fissure of Woe with such a team. I still have the screenshots if you don't believe me.
  21. Quote:
    Originally Posted by Calash View Post
    But that assumes that the Rikti have less of a grasp on interdenominational travel than we do, or many of the other dimensions. Based on their advanced tech I put them at our level as the lowest possible level they could be at.
    Actually, I DO think that's true. Our portal technology is very good. And just because the Rikti used to be human doesn't mean they're better than us in every way. If they were, they'd have superpowers. They obviously spent a lot of time on armor and warship stuff. Maybe they neglected teleporter technology.

    We have teleporters that cover basically our whole planet (or at least all the places we can go to) and can recall people to a hospital so they don't die. Rikti fall in combat all the time. We have portals that open to dozen and dozens of other dimensions and it's trivial for us to just go there by hopping in one. And our hospital technology even works across dimensions, allowing us to be recalled to our home planet if we're near death in some other dimension. And we have portals that just bounce us to other zones for the sake of convenience.

    Rikti portal technology seems pretty weak by comparison. Theirs is different, but ours appears to be better.
  22. Quote:
    Originally Posted by Calash View Post
    I have to disagree. Millions of 1-2 person portals would be much more efficient than building a massive superstructure, lifting it into the sky, moving it between dimensions only to open portals to send your troops down.

    The argument could me made that the mothership is a launching platform for Dropships. However these were not used in the first war, and based on the size of the Dropships vs the size of the Mothership it seems unlikely it is the current source of the ships.
    There are a whole slew of reasons they might be using the mothership.

    We do know they have long distance teleporters, but it may be impractical for them to build enough to send millions of rikti somewhere across dimensions and space. It's quite possible that shorter distance teleporters, like from the ship to the ground, are far easier than from their dimension to our planet. We know they can mass-teleport from the ship to the ground, and long-distance teleport from their world to ours, but we don't know how practical a long-distance mass-teleport would be.

    We know that rikti can teleport very short distances without portals (Headman Gunmen can teleport somewhere around 100 yards), but for longer distances they appear to need portals (Com Officers recalling allies from elsewhere). Rikti who are dropped from very far away would have no means to get back unless they did so through a portal, which they'd have to build, summon, and/or sustain. And it would be something that the homeworld residents could easily destroy, as opposed to a gigantic armored warship. Tossing rikti from the homeworld onto our planet could leave them stranded.

    Rikti who are just teleported in would have no air support or cover. They'd be naked in the dark, so to speak. Even if they aren't using drop ships, the protection and armor that the mothership offers is a sort of safe zone and a distraction from the rikti themselves. The mothership allows them somewhere to go and fall back to, and use as cover. And because it's a shorter distance, it would be easier to fall back for supplies.

    We pwned them before on their own world. It's possible they want to limit their usage of portals going directly from their world to ours, just in case we decide to counterinvade and wipe them out on their own turf.
  23. Quote:
    Originally Posted by Zyphoid View Post
    Funny, I could have sworn (may be wrong) that not long ago they were looking for (Had a job opening) for an animator that specialized in non-bipedal movement. So, I would love to see a power that let us run on all fours in this pack. Sure that would be hard, and weird looking for some characters.
    Probably for stuff like Demon Summoning. Though it would be nice if we got some player-related animations too.
  24. So, my awesome Plant/Earth Dom is rounding the corner, just over 42, and should be on track to hit 50 if I can stay focused. I've been looking over some builds and I can't decide what I want to do with her as far as IOs are concerned. Since permadom isn't tied to damage now I thought I could shoot for a range DEF build or build for +DMG, though I'm starting to wonder if that's worth it or if I should just go for permadom anyway.

    Here's what I came up with so far. It has about 72% recharge and 21% ranged DEF, which isn't a whole lot. I'm starting to question the ranged DEF entirely since I'm more of a melee-oriented Dom after the initial volley. But I am at risk of being hit by ranged attacks while opening. And once in melee I tend to have enemies near me under control (through knockdowns and holds), but not enemies farther away.

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

    Click this DataLink to open the build!

    Kigi Kidate: Level 50 Magic Dominator
    Primary Power Set: Plant Control
    Secondary Power Set: Earth Assault
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Strangler -- Hold-I:50(A)
    Level 1: Stone Spears -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(19), Thundr-Dmg/Rchg:50(19), Thundr-Acc/Dmg/Rchg:50(46), Thundr-Acc/Dmg/EndRdx:50(48), Thundr-Dmg/EndRdx/Rchg:50(50)
    Level 2: Stone Mallet -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/EndRdx:50(15), C'ngImp-Dmg/EndRdx/Rchg:50(15)
    Level 4: Tremor -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(5), Oblit-Dmg/Rchg:50(5), Oblit-Acc/Dmg/Rchg:50(7), Oblit-Acc/Dmg/EndRdx/Rchg:50(7)
    Level 6: Swift -- Run-I:50(A)
    Level 8: Seeds of Confusion -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(9), CoPers-Acc/Conf/Rchg:50(9), CoPers-Acc/Rchg:50(11), CoPers-Conf/EndRdx:50(13), CoPers-Conf%:50(13)
    Level 10: Roots -- TotHntr-Acc/EndRdx:50(A), Enf'dOp-Acc/EndRdx:50(11)
    Level 12: Hurdle -- Jump-I:50(A)
    Level 14: Combat Jumping -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(48), LkGmblr-Rchg+:50(50)
    Level 16: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17)
    Level 18: Health -- Numna-Regen/Rcvry+:50(A)
    Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-End%:50(46)
    Level 22: Heavy Mallet -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/EndRdx:50(43), C'ngImp-Dmg/EndRdx/Rchg:50(43)
    Level 24: Vines -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(25), UbrkCons-Acc/Hold/Rchg:50(25), UbrkCons-Acc/Rchg:50(40), UbrkCons-EndRdx/Hold:50(40)
    Level 26: Carrion Creepers -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(27), Det'tn-Dmg/Rchg:50(27), AirB'st-Dmg/Rchg:50(34), Enf'dOp-Acc/Rchg:50(37)
    Level 28: Seismic Smash -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/EndRdx:50(31), C'ngImp-Dmg/EndRdx/Rchg:50(34)
    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
    Level 32: Fly Trap -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(33), SvgnRt-Acc/Dmg:50(34)
    Level 35: Mud Pots -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(36), Sciroc-Acc/Dmg/EndRdx:50(36), Sciroc-Dam%:50(36), M'Strk-Dmg/EndRdx:50(37), M'Strk-Acc/Dmg/EndRdx:50(37)
    Level 38: Fissure -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(39), Posi-Dmg/Rchg:50(39), Posi-Dmg/Rng:50(39), Posi-Acc/Dmg/EndRdx:50(40), RechRdx-I:50(50)
    Level 41: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(42), S'fstPrt-ResDam/Def+:30(42), EndRdx-I:50(43)
    Level 44: Soul Drain -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(45), Oblit-Dmg/Rchg:50(45), Oblit-Acc/Dmg/Rchg:50(45), Oblit-Acc/Dmg/EndRdx/Rchg:50(46)
    Level 47: Super Speed -- Zephyr-Travel:50(A), Zephyr-ResKB:50(48)
    Level 49: Stealth -- LkGmblr-Rchg+:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    ------------
    Set Bonus Totals:
    • 13% DamageBuff(Smashing)
    • 13% DamageBuff(Lethal)
    • 13% DamageBuff(Fire)
    • 13% DamageBuff(Cold)
    • 13% DamageBuff(Energy)
    • 13% DamageBuff(Negative)
    • 13% DamageBuff(Toxic)
    • 13% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 13.6% Defense(Energy)
    • 13.6% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 18.6% Defense(Ranged)
    • 3% Defense(AoE)
    • 4% Enhancement(Confused)
    • 72.5% Enhancement(RechargeTime)
    • 79% Enhancement(Accuracy)
    • 9% FlySpeed
    • 53.4 HP (5.25%) HitPoints
    • 9% JumpHeight
    • 9% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 10.2%
    • MezResist(Sleep) 4.15%
    • MezResist(Stun) 6.9%
    • MezResist(Terrorized) 2.5%
    • 17.5% (0.29 End/sec) Recovery
    • 10% (0.42 HP/sec) Regeneration
    • 4.1% Resistance(Fire)
    • 4.1% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 9% RunSpeed




    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
    My only real goals are to have Carrion Creepers on perma and not run out of endurance. But if I can gain something significant through other bonuses, I'd be quite happy with that. The only purples I want to spring for are confuse, hold, and maybe immobilize (though I'd need to find 3 slots for that). I also like the powers I have now, except for SS and Stealth which are set mules. And don't want to leave anything underslotted, except for Strangler, Roots, and maybe Stone Spears. So any tips or advice on what direction I could go would be a big help.