DoctorWhat

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  1. DoctorWhat

    Elec/Elec sapper

    Quote:
    Originally Posted by MustachedHero View Post
    Why does it suck? I see nothing particularly bad in it. Perhaps our definition of "sucks" is different: What I want from Elec is to do the job well, not to be the most damaging set. I have a feeling that you define anything less than the current cookie cutter as "sucks", which is fine, but just to be clear.

    My aim is not to make him a solo toon. My original question if this style is viable was with groups in mind. So you think that groups drop spawns faster than I can drain End?



    At the time I bought the game there was no going rouge. If I play a villain as far as I know I cannot go blue and I do not like the look and feel of COV. Perhaps that will change with upcoming Freedom. Till then it is only blues for me.
    Um, you CAN go blue right now actually. You just have to get to level 20, run Rouge tips then go blue side and run hero tips. OR make one in Preatoria, get to 20, go to blue.

    All Freedom will do is let you decide to start any toon in blue rather than have to wait for level 20.
  2. Quote:
    Originally Posted by Clouded View Post
    Its almost like you are just being stubborn for the sake of being stubborn. The default slot for Grounded is the perfect place for the KB IO. BAM! 4 KB protection when airborne. It's not a very expensive IO either. I see no reason why someone would avoid slotting this IO unless they had KB protection from other sources or their build was too tight on slots.

    Mind you, the story about Hami was back when LGTF was released. It wasn't one fight that rarely happens. It was one fight that happened daily. Not to mention that the LGTF is still a great TF to merit farm.

    Yes, I had the Raptor pack which I used for the rest of the mission. You still get knocked into a backflip often, especially if you were the only melee on that team. (That LGTF still haunts me!!).

    Anyways, to each their own but it is VERY embarassing to be this big, bad brute of a character only to be tossed around when you jump.
    I like to put the Steadfast +3 Def there myself.

    There's also the Blessing of the Zephyr -KB IO that can be slotted into your travel power.
  3. DoctorWhat

    Elec/Elec sapper

    Quote:
    Originally Posted by Airhammer View Post
    You want to still slot for End Mod because you will drain a lot more and you will drain higher level foes better.
    True.

    Just saying.
  4. DoctorWhat

    Elec/Elec sapper

    Also note that NOW if you slot your Alpha with a Muscular Radial Paragon you not only add 33% damage (1/3 subject to ED) but 33% Endurance Modification (Also 1/3 is subject to ED).

    Which means if you add it in you don't even need to slot for End Mod to sap at 45-50.

    1-44 will need End Mod to sap still, but yeah.
  5. Oh well then.

    I have the two bound to separate buttons. I was hoping I could reduce it to just one, but I can live without.
  6. Tried it just now. It's not working. It swaps between the two, not turning them both on and off at the same time.
  7. Quote:
    Originally Posted by Kioshi View Post
    ?He does not, an apparently he thinks Acrobatics will do something useful in a build that already has 3 -KB IOs (since if you're a 'srs bsns' pvper you'd put 35-41 points of KB, not 18, 19, whatever the number is for Acro)
    Yeah, for PvE my understanding is -4 KB protection (1 IO) will handle 75-85% of the problems and -12 protection (3 IOs) is roughly standard with most sets and will handle 95-99% of the problems.

    I actually had to remake my build when I saw this thread because I forgot Nin has no build in KB protection.
  8. Now all we need is a Polearm set (Assuming Titan Weapons don't act like polearms, I don't have enough info on them) and I am so, so happy. ^_^
  9. Quote:
    Originally Posted by Dark-Water View Post
    Keep in mind there is a similar advertisement showing Statesman's shattered helmet. I don't think we know who is going to die yet. Also keep in mind the Devs are rewriting stories and changing and updating things as we speak. Who knows what changes they ACTUALLY have in mind. The Devs probably aren't even sure yet.
    Also note that the game is based on comic book superheroes. Remember the old saying, 'no one stays dead in comic books except Bucky, Jason Todd and Uncle Ben?' Well now it's 'no one stays dead in comic books except... Uncle Ben.'

    Even if Manticore/Statesman/Whoever dies who's to say they aren't brought back two arcs later?

    Or two MISSIONS later?
  10. I thought I'd add my own for comparison. It has more end usage and less recovery, but comparable damage (As far as I can tell), resistance values, softcapped, slightly higher recharge. Also Placate has Heavy recharge so it can be used ASAP. Hasten is near perma. Caltrops is decked out with 2 damage procs and the knockdown proc making it a damage dealer AND better mitigation. It also includes Smoke Flash as an extra Placate and Crippling Axe Kick for more damage. The toon will use Ninja Run paired with Sprint as a travel power.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Shadow Spoiler: Level 50 Natural Stalker
    Primary Power Set: Martial Arts
    Secondary Power Set: Ninjitsu
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Storm Kick -- T'Death-Dam%(A), T'Death-Acc/Dmg(3), T'Death-Dmg/EndRdx(3), T'Death-Dmg/EndRdx/Rchg(7), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(17)
    Level 1: Hide -- Krma-ResKB(A)
    Level 2: Ninja Reflexes -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(17)
    Level 4: Danger Sense -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(19)
    Level 6: Assassin's Blow -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Dmg/Rchg(37), C'ngImp-Dmg/EndRdx(40), C'ngImp-Acc/Dmg(40)
    Level 8: Crippling Axe Kick -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg(15), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(34)
    Level 10: Focus Chi -- GSFC-Rchg/EndRdx(A), GSFC-ToHit(13), GSFC-Build%(27), GSFC-ToHit/EndRdx(29), GSFC-ToHit/Rchg/EndRdx(31), GSFC-ToHit/Rchg(31)
    Level 12: Placate -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(33), Krma-ResKB(37), Zephyr-ResKB(40), LkGmblr-Def/EndRdx(43)
    Level 16: Kuji-In Rin -- RechRdx-I(A)
    Level 18: Cobra Strike -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg(19), C'ngImp-Dmg/EndRdx(21), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25)
    Level 20: Kuji-In Sha -- Dct'dW-Rchg(A), Dct'dW-Heal(21), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(34)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(42)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/EndRdx/Rchg(29), Aegis-EndRdx/Rchg(37), Aegis-ResDam/Rchg(43)
    Level 28: Caltrops -- Ragnrk-Knock%(A), ImpSwft-Dam%(42), Posi-Dam%(43)
    Level 30: Smoke Flash -- RechRdx-I(A)
    Level 32: Eagles Claw -- Hectmb-Dmg/Rchg(A), Hectmb-Dmg/EndRdx(34), Hectmb-Dmg(36), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36)
    Level 35: Blinding Powder -- Cloud-Acc/EndRdx/Rchg(A), Cloud-ToHitDeb/EndRdx/Rchg(42), Cloud-Acc/ToHitDeb(46), Cloud-Acc/Rchg(46)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
    Level 41: Physical Perfection -- EndMod-I(A)
    Level 44: Shuriken -- Apoc-Dmg/EndRdx(A), Apoc-Dmg(45), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(46)
    Level 47: Exploding Shuriken -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Assassination
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(7)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 4: Ninja Run



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  11. You DO know that the Fitness pool is inherent now, right?
  12. Not a bind expert, so hoping someone can help. I'm trying make a bind for Button 5 to activate and deactivate Sprint and Ninja Run with a single button. I made a few attempts, but hasn't worked.

    Help?
  13. What they said. Also, depending on your powersets, you can also use Hover to place yourself. Hell, even a well slotted Hurdle should let you move around enough.
  14. FA is the squishiest of the resistance based sets and next to Inv and Stone looks downright fragile. That said it's just sturdy enough to get the job done, tougher once you slap some S/L Def in and what it lacks in ability to take damage it makes up for it by dealing it out by the bucket full.

    It's a trade off, you will kill things faster and death is the ultimate debuff.
  15. Just posting this to get some quick opinions, since I'm still not used to Doms.

    It will require 3 purple sets so it will be very expensive. Getting Perma Domination was an after thought, the concept was a ranged Dom with good defense who'd fight primarily at range. Yes, I am aware that a lot of Doms love fighting at melee, but I wanted something ranged. I adapted it later to have a three slotted Hasten.

    S/L/E/N Defense is at 32%, a small purple insp from softcap. S/L resistance is at 53% and Energy Resistance at almost 35%. Global Recharge is at 90%, leaving Domination 15 seconds from perma when Hasten isn't in use and 13 seconds past perma when it is. Hasten itself, once active, in about 5% from perma. Surge of Power is there as a mule, but should be helpful in a pinch.

    Alpha will be Muscular radial to boost damage in the hold and immobilize powers, and the end boost will help drain foes and boost recovery. Judgement will be Ion to fit the elec theme, not sure about Lore yet, but Destiny will either be a Rebirth or Ageless Radial with Interface being a Reactive Radial.

    I think it's a great build, but I thought it'd be worthwhile to see if anyone else had an opinion to share.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Hyper Gyrl: Level 50 Magic Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Electricity Assault
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(3), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(25)
    Level 1: Charged Bolts -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(3), Thundr-Acc/Dmg/Rchg(17), Thundr-Dmg/Rchg(40)
    Level 2: Chain Fences -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/Rchg(5), Enf'dOp-EndRdx/Immob(15), Enf'dOp-Acc/EndRdx(15), Enf'dOp-Acc/Immob(45)
    Level 4: Lightning Bolt -- Apoc-Dmg/EndRdx(A), Apoc-Dmg(5), Apoc-Dmg/Rchg(9), Apoc-Acc/Dmg/Rchg(11), Apoc-Acc/Rchg(36)
    Level 6: Jolting Chain -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(7), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg(23)
    Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(9)
    Level 10: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(46)
    Level 12: Static Field -- LgcRps-Acc/Sleep(A), LgcRps-Acc/Rchg(13), LgcRps-Acc/Sleep/Rchg(13), LgcRps-Acc/EndRdx(34)
    Level 14: Fly -- Zephyr-ResKB(A)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40)
    Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(21), Hold-I(21)
    Level 20: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(45)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(50)
    Level 24: Electric Fence -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Immob/Rchg(25), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/EndRdx(46)
    Level 26: Synaptic Overload -- CoPers-Conf%(A), CoPers-Conf/EndRdx(27), CoPers-Conf(27), CoPers-Conf/Rchg(31), CoPers-Acc/Conf/Rchg(31), CoPers-Acc/Rchg(42)
    Level 28: Static Discharge -- Posi-Dam%(A), Posi-Dmg/Rng(34), Posi-Dmg/EndRdx(34), Posi-Acc/Dmg/EndRdx(36), Posi-Acc/Dmg(37)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-EndRdx(50)
    Level 32: Gremlins -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def/EndRdx(46)
    Level 38: Voltaic Sentinel -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(39), C'Arms-Acc/Dmg/Rchg(39), C'Arms-EndRdx/Dmg/Rchg(39)
    Level 41: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-EndRdx(43)
    Level 44: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(45)
    Level 47: Ball Lightning -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50)
    Level 49: Surge of Power -- S'fstPrt-ResDam/Def+(A)
    Level 50: Musculature Radial Paragon
    Level 50: Ion Core Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Ageless Radial Epiphany
    ------------
    Level 1: Brawl -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Acc/Dmg(29), KntkC'bat-Dmg/EndRdx(40)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A)



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  16. Here's my own build for comparison. Higher Global Recharge, single slotted Hasten and softcapped to S/L/E/N.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Silvia Highcraft: Level 50 Natural Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Dual Blades
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(15)
    Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(13), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(46)
    Level 2: Mind Over Body -- RctvArm-EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(25), S'fstPrt-ResDam/Def+(34)
    Level 4: Fast Healing -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(5), Mrcl-Rcvry+(5), Mrcl-Heal/Rchg(46)
    Level 6: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Achilles-ResDeb%(42), C'ngImp-Acc/Dmg/Rchg(45)
    Level 8: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(17)
    Level 10: Rise to the Challenge -- Numna-Regen/Rcvry+(A), Numna-Heal(11), Numna-Heal/EndRdx(11), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(21), Numna-Heal/EndRdx/Rchg(23)
    Level 12: Quick Recovery -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(45), P'Shift-End%(48)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50)
    Level 16: Typhoon's Edge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(36), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Dmg(46)
    Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/Rchg(50)
    Level 20: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/Rchg(48)
    Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(27)
    Level 26: Boxing -- Empty(A)
    Level 28: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(43), C'ngImp-Acc/Dmg/Rchg(43)
    Level 30: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33)
    Level 35: Sweeping Strike -- Armgdn-Acc/Rchg(A), Armgdn-Dmg/EndRdx(36), Armgdn-Dmg(36), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(40)
    Level 38: One Thousand Cuts -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg(39), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(45)
    Level 41: Taunt -- Zinger-Dam%(A)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Physical Perfection -- P'Shift-End%(A)
    Level 49: Hasten -- RechRdx-I(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    Level 50: Pyronic Core Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Seers Radial Superior Ally
    Level 50: Rebirth Total Radial Invocation
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTis-Regen+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 4: Ninja Run



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  17. Quote:
    Originally Posted by LSK View Post
    Soft cap in def is 45% not in resistance.
    Resistance doesn't have a soft cap, just a hardcap. It's 90% for tankers.
  18. Thought I'd pound out an common IO build real quick. It DOES take 3 Procs though, the Steadfast +3% Def, Numina Regen/Recovery and Miracle Recovery. All positions are softcapped, and end usage is down to 1.09/s. S/L Res is 46%, 23% for everything else save Psi.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Battle Axe
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(3), EndRdx-I(19), ResDam-I(36), ResDam-I(36)
    Level 1: Beheader -- Dmg-I(A), Dmg-I(11), Acc-I(13), RechRdx-I(34), EndRdx-I(37)
    Level 2: Battle Agility -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(5), EndRdx-I(31), EndRdx-I(43)
    Level 4: True Grit -- ResDam-I(A), ResDam-I(7), Heal-I(7), S'fstPrt-ResDam/Def+(15), Heal-I(31), Heal-I(31)
    Level 6: Gash -- Dmg-I(A), EndRdx-I(13), Dmg-I(15), Acc-I(17), RechRdx-I(34)
    Level 8: Active Defense -- RechRdx-I(A), RechRdx-I(9), EndRdx-I(9)
    Level 10: Against All Odds -- EndRdx-I(A), EndRdx-I(11)
    Level 12: Phalanx Fighting -- DefBuff-I(A)
    Level 14: Kick -- Empty(A)
    Level 16: Combat Jumping -- DefBuff-I(A)
    Level 18: Tough -- ResDam-I(A), ResDam-I(33), ResDam-I(33), EndRdx-I(34), EndRdx-I(46)
    Level 20: Weave -- DefBuff-I(A), DefBuff-I(21), DefBuff-I(21), EndRdx-I(33), EndRdx-I(46)
    Level 22: Swoop -- Dmg-I(A), Dmg-I(23), Acc-I(23), EndRdx-I(39), RechRdx-I(50)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Shield Charge -- Dmg-I(A), Dmg-I(27), Acc-I(27), EndRdx-I(40), RechRdx-I(40), RechRdx-I(43)
    Level 28: Whirling Axe -- Dmg-I(A), Dmg-I(29), Acc-I(29), EndRdx-I(40), RechRdx-I(42), RechRdx-I(45)
    Level 30: Super Jump -- Jump-I(A), Jump-I(36)
    Level 32: Grant Cover -- EndRdx-I(A), EndRdx-I(43)
    Level 35: Cleave -- Dmg-I(A), Dmg-I(37), Acc-I(37), RechRdx-I(42), EndRdx-I(42), RechRdx-I(45)
    Level 38: Pendulum -- Dmg-I(A), Dmg-I(39), Acc-I(45), EndRdx-I(48), RechRdx-I(48), RechRdx-I(48)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(46)
    Level 47: Taunt -- RechRdx-I(A)
    Level 49: Maneuvers -- DefBuff-I(A), EndRdx-I(50), EndRdx-I(50)
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(17), EndMod-I(19)



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  19. DoctorWhat

    Traps Time Bomb

    I do use it on my DP/Dev Blaster, but that because A) I have Cloaking Device and B) Its a lot of laughs and giggles to set up a line of 12 trip mines, caltrops the edge of them and then making your opening move a Time Bomb in the middle of a crowd.

    Fast? No.

    Fun? Oh yeah.
  20. Here's a build I made for my own, a Stone/SS/Earth build. It's designed around being able to function without Granite, using it and an 'oh crap' power or when I know I'm going into a tough fight. I'm also planning on using the Cardiac Alpha to ease End issues and boost res.

    Inside Granite it's softcapped to all but psi with S/L Resistances 2% from hardcap, assuming Tough is off. With Cardiac Alpha it's easily hardcapped. E/N/F/C res is at 77-79% (85-87.5% with Alpha).

    Outside Granite it can be expensive running all the toggles, but you're softcapped to S/L/E/N and Psi, with 33% S/L Res (38% with Alpha) and 39% to F/C (44% with Alpha). End cost can be reduced by shutting off unneeded toggles. No F/C baddies? Drop Brimstone. No Psi damage? Drop minerals.

    Recharge is high enough that once Granite is you you'll be at just over +3% global recharge (68.8% outside of it) plus a double slotted Hasten.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Terra Gyrl: Level 50 Mutation Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Super Strength
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: Stone Skin -- S'fstPrt-ResDam/Def+(A)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(17)
    Level 2: Punch -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(3), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(34)
    Level 4: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5)
    Level 6: Haymaker -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(7), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/Rchg(37)
    Level 8: Rooted -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(9), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23)
    Level 10: Earth's Embrace -- Dct'dW-Heal(A), Dct'dW-Rchg(25), Dct'dW-Heal/EndRdx(25), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27)
    Level 12: Brimstone Armor -- RctvArm-EndRdx(A), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 14: Mud Pots -- EndRdx-I(A), EndRdx-I(15)
    Level 16: Teleport -- Winter-ResSlow(A)
    Level 18: Crystal Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21)
    Level 20: Knockout Blow -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(29), Mako-Dam%(37), Mako-Acc/Dmg(40), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(43)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(48)
    Level 24: Boxing -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(29), P'ngFist-Acc/Dmg/EndRdx/Rchg(50)
    Level 26: Minerals -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def/EndRdx(42)
    Level 28: Taunt -- RechRdx-I(A)
    Level 30: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam(37)
    Level 32: Granite Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), Aegis-ResDam(33), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(36)
    Level 38: Foot Stomp -- Oblit-%Dam(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg(39), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42)
    Level 41: Stone Prison -- Decim-Acc/EndRdx/Rchg(A), Decim-Acc/Dmg/Rchg(43), Decim-Acc/Dmg(43), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(48)
    Level 44: Fossilize -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(45), Lock-Acc/Hold(45), Lock-Acc/Rchg(45), Lock-Rchg/Hold(46), Lock-EndRdx/Rchg/Hold(46)
    Level 47: Quick Sand -- RechRdx-I(A)
    Level 49: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(50)
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(23), P'ngFist-Acc/Dmg/EndRdx/Rchg(50)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 4: Ninja Run



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  21. Did a quick remake for you. Slots were shifted about a bit. Acrobatics was dropped in favor of two Blessing of the Zephyr for KB protection. It was replaced with Hasten, single slotted. Recharge is slightly higher, not much more so, but the ranged defense is at 32% which will significantly reduce on coming damage. This will require both Combat Jumping and Hover to be active.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Longshaft: Level 50 Magic Defender
    Primary Power Set: Trick Arrow
    Secondary Power Set: Archery
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Teleportation
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Entangling Arrow -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(23), TotHntr-Acc/Immob/Rchg(29), TotHntr-Immob/Acc(50)
    Level 1: Snap Shot -- Decim-Build%(A), Dev'n-Hold%(34)
    Level 2: Aimed Shot -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Dmg/EndRdx/Rchg(25)
    Level 4: Glue Arrow -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(5), P'ngTtl-Acc/EndRdx(5), P'ngTtl-Rng/Slow(13), P'ngTtl--Rchg%(13), P'ngTtl-EndRdx/Rchg/Slow(45)
    Level 6: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rng(7), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(15)
    Level 8: Poison Gas Arrow -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(9), CSndmn-Acc/EndRdx(9), CSndmn-Sleep/Rng(17), CSndmn-Acc/Sleep/Rchg(17)
    Level 10: Blazing Arrow -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg(19), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(21), Thundr-Dmg/EndRdx/Rchg(43)
    Level 12: Acid Arrow -- Posi-Dam%(A), Posi-Dmg/Rng(37), Posi-Acc/Dmg(37), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Aim -- RechRdx-I(A), RechRdx-I(23)
    Level 18: Disruption Arrow -- RechRdx-I(A), RechRdx-I(25)
    Level 20: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-EndRdx/Rchg(27)
    Level 22: Hasten -- RechRdx-I(A)
    Level 24: Flash Arrow -- Cloud-ToHitDeb(A), Cloud-Acc/EndRdx/Rchg(27), Cloud-Acc/ToHitDeb(31), Cloud-Acc/Rchg(31), Cloud-ToHitDeb/EndRdx/Rchg(46), Cloud-%Dam(46)
    Level 26: Oil Slick Arrow -- Dmg-I(A), Det'tn-Dmg/Rchg(29), Posi-Dmg/Rchg(31)
    Level 28: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(33)
    Level 30: Recall Friend -- Zephyr-ResKB(A)
    Level 32: EMP Arrow -- Lock-Acc/Hold(A), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-Acc/Rchg(43), Lock-%Hold(50)
    Level 35: Stunning Shot -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Acc/Dmg(36), Thundr-Dmg/EndRdx(37), Thundr-Acc/Dmg/Rchg(50)
    Level 38: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
    Level 41: Dominate -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Acc/Dmg(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(46)
    Level 44: Mass Hypnosis -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(45), CSndmn-Acc/EndRdx(45), CSndmn-Sleep/Rng(48), CSndmn-Acc/Sleep/Rchg(48)
    Level 47: Telekinesis -- EndRdx-I(A), RechRdx-I(48)
    Level 49: Teleport Foe -- Acc-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(33)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A)
    Level 4: Ninja Run



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  22. Quote:
    Originally Posted by talzyon View Post
    So I've never managed to take a defender past 20...(shame on me I know), but after seeing some great ones in action I really wanna join in on the fun!

    So I'm mainly deciding between Rad/Sonic and Traps/Dark. I tend to favor more active play styles and prefer never having a dull moment. As a defender, I just want to completely debuff my enemies into the ground. Like, fetal position while my team kicks them over and over. Radiation seems like it might not have enough active powers for me, but the traps powerset doesn't look that impressive overall, least not on paper, but the forums seem to really like these two combos, so I'd be more than happy to hear reasons about why I'm wrong ^_^

    Thanks!
    Rad, while not as 'Bang Bang Bang' as other debuffing sets is great and softening up hard targets with -def, -res and -regen. A Rad will have little trouble finding teams.

    Traps is a bit slower, but has very nice tricks and is great for defending locations. Plus it comes with Force Field Generator, and using it in tune with Weave, Combat Jumping and Maneuvers, plus IO bonuses, you can softcap positional defenses making it harder to kill.
  23. Quote:
    Originally Posted by JayboH View Post
    Yeah I usually use Flash before I even get to the mob and didn't include it in the chain.
    Since Flash doesn't aggro it makes sense. Plus it effectively adds defense to you.