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Posts
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Agree with Smurphy, you won't need Fitness/Stamina in a dedicated Emp duo. Once into IO's and post AB all endurance issues are looooong gone.
Below is the working plan for my Emp/Sonic. She isn't in a dedicated duo but as part of Green Machine frequently teams with other empaths on teams of varying size.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Rianna Sidhe (v1.00.i13 non-purpled): Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Rchg(31)
Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(17), Thundr-Dmg/EndRdx/Rchg(37)
Level 2: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(15), Thundr-Dmg/EndRdx/Rchg(37)
Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(34)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Clear Mind -- Range-I(A)
Level 10: Recall Friend -- Zephyr-ResKB(A)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(13), LkGmblr-Def/Rchg(13), LkGmblr-Rchg+(21), Krma-ResKB(31)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Swift -- Run-I(A)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Assault -- EndRdx-I(A)
Level 22: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Rchg(40)
Level 24: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(42)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Rchg(40), Dct'dW-EndRdx/Rchg(42)
Level 28: Siren's Song -- CSndmn-Acc/Sleep/Rchg(A), CSndmn-Acc/Rchg(31), CSndmn-EndRdx/Sleep(34), CSndmn-Sleep/Rng(40), CSndmn-Heal%(42)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Rchg(34), EndMod-I(43)
Level 35: Screech -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(36), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(37)
Level 38: Dreadful Wail -- Dmg-I(A), Dmg-I(46), Dmg-I(50)
Level 41: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(43), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(48)
Level 44: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45), Efficacy-EndMod/Rchg(46)
Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), AdjTgt-ToHit/Rchg(50), GSFC-ToHit/Rchg(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A), Clrty-Stlth(15)
Level 2: Rest -- Empty(A)
Level 1: Vigilance -
Honestly past level 33 or so with AB slotted (some at least) and both Auras your real defense is going to be insane levels of regeneration as much as anything ... RegenA (from just one of you) plus AB will put you at or very near the regeneration cap for a defender. Screech*2 on the big threats while Siren's Song keeps the riff raff snoozing as you pick them off and 2000% or so regen you can have will be more than ample to keep you upright against 99.99% of the PvE environment. Fortitude will contribute as much by boosting your damage and to hit as it will by providing defense in an Emp duo. Stagger those Auras and keep your buffs going on each other and very little can slow you down much less stop you in the latter half of the game.
PS The link to Mids doesn't seem to want to work for me (Had no issues looking at them previously) -
I tend to go with "B" as well. Most of my enhancements and sets on most of my characters will work as low as 30th lvl. PvP and if I thought I'd be regularly going below this lvl for exemping and I'd consider a second build to handle doing so. Once you are in the redzone for ED on the enhancing an aspect of a power (which can readily happen using sets as low as 30'ish) there's going to be very little difference between using those level 30-33 enhancements and using lvl 50 versions and you'll keep all the set bonuses involved as well.
For example, Ablating Strike slotted with lvl 32 Crushing Impact is (rounded to whole) Acc 40% Dam 95% Endred 40% Rech 58% doing per Mids 188 damage while at lvl 50 those values are Acc 48% Dam 98% Endred 48% Rech 69% doing 191 damage (and recharging 0.07 seconds faster) Keeping in mind the fact that from lvl 29 to 46 I'm keeping the set bonuses of the lvl 32 set of Crushing Impact and you can see why I rarely slot lvl 50's for sets (for powers available at that level).
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Yep Practiced Brawler is your click mez (vs stun, sleep, hold and immobilize) and kb protection. Easily enhanced to perma status with 2 recharge SO's or its equivalent.
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Happy B-day bAss
As always your costumes look fantastic. -
Not so much mixed up the two as having a sleepy moment of stoopid about a ranged set.
Think Lightning Storm takes it and can hit mulitple foes but healing the Lightning Storm does little for the user(At least I don't recall it ever healing my stormy, as likewise at the time, I was after the set bonuses and not so much the heal itself)
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Same here little to no experience with pvp especially post i13. But in the few Empathy pvp oriented builds I've looked at just to see what is different a few things stand out.
1) Stealth, tons of it, everywhere they seem to be able to get it.
2) Knockback protection, again tons and tons of it.
3) Absorb Pain is in them all. PvE it's entirely skippable if useful for some. PvP its a huge fast animating heal with quick recharge that is very helpful in dealing with Heal Decay (or so I gather).
Hope that's minimally helpful ... I see all sorts of things I'd do very very differently but that's from a PvE point of view and I have no clue if it would be more or less useful for PvP. -
Or move/try it in an AoE, while not an enormous benefit I slotted Call to the Sandman: Chance of Heal Self in Siren's Song and while one instance of the proc firing is meh, it will fairly frequently fires off on multiple foes at a time which is much less "meh"
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Among the things I'd be doing different:
1) If I took it at all in this day of inspire conversion I'd be real hesistant to slot more than the base in Resurrection.
2) I'd likely only 5 slot HO and HA.
3) I'd move Nightfall to waaaaay earlier in the build and I'd slot it to hurt stuff. Mines at 22nd.
4) I'd be slotting Fortitude ... more. There are numerous variations on slotting but 3 (with Membranes) is about the minimum I'd be aiming for. Just about any of the rest of the variations I'd be willing to use are likely 5 or 6 slots.
5) I've yet to use more than 3 slots (all recharge) in Recovery Aura but if I were to go with sets as you have I'd likely 6 slot the Aura and 5 slot Stamina or at the very minimum swap the Endmod/Acc for the Endmod/Endred. The Aura doesn't need any accuracy but does cost 26 end to fire off.
6) I'd be 5+ slotting AB, you got excellent end recovery there, but I'd be looking to add +regen as well. Mine is typically 5 Doctored Wounds plus a lvl 50 Endmod common. That'll give you enough +recovery to counter the -recovery of a Nuke crash and enough +regen combined with the Aura to be hitting the 2000+% range.
7) I personally would be unlikely to ever take Life Drain on an Empath but if I did I would be slotting it to deal damage and use it as an attack first and foremost. You've got HA for healing yourself afterall or am I missing something (in particular combined with the usage of AP)?
I did post my build for my Emp/Dark/Dark a few pages previous in reply to another build request.
Reyna Morningdew (Emp/Rad/Dark) and Rianna Sidhe (Emp/Sonic/Dark) of Green Machine
And Dark Lightning (Emp/Dark/Dark) on Pinnacle -
Another thought, what relative level to your Dom and what lvl overall was the Fortunata. I believe there would be a large difference if, for example, we were talking an even lvl (orange conning) and lvl 25 Fortunata versus a lvl 53 purple conning Fortunata in how difficult it would be to Hold. None the less it seems odd that 3 or 4 stacked domination backed holds wouldn't take.
Edit: [ QUOTE ]
I tested multiple times, they were ALL like that. If it's a bug it is an all-inclusive one. It is damn frustrating to go through a mission with no problems and then get killed from full health by a single yellow LT with no backup.
[/ QUOTE ]
Forgot about this by the time I got to replying but still doesn't answer the raw combat lvl part ... at least with PC Forts i do believe the lvl makes a difference in the mag of protection from Indomitable Will (and not sure how lvl effects Foresight either, where PC's get their resistance) -
Thanks Hedgefund! I've been stumbling around trying to write a post saying many of these things.
Aid Another plus Aid Self I'd personally lose in a heartbeat for Swift or Hurdle and Health then put those uniques in Health. If you keep Aid Self you really do need to slot for heal and endred first and foremost. I can tell you that, as is, the more you use Aid Self the closer you get to a net LOSS of endurance/recovery.
Seconded for getting Entangling Arrow ... silly AVs, EBs etc. that run all over and OUT of yours and the teams debuff patches!
Ditto to Shout, nice finisher but its long rooting animation drives me nuts. Much nicer to rapidly stack the -resists with some combo of Shriek, Scream, Screech and Howl. And personally I like to start it with Aim as well (maybe even on a sleeping mob).
Speaking of Sleeps grab the Call of the Sandman heal proc for the last slot on Siren's Song.
And lastly second the idea of grabbing Assault. -
[ QUOTE ]
but also the best -regen power of the entire dark
[/ QUOTE ]
QFT, HT is an offensive power that just happens to rez teammates. Put another way that regen debuff is as potent as a Rad's Lingering Radiation at -500%
Clear Mind, more than one slot is waste. I like to slot a range IO in there. Likewise if one is slotting Empathy's Resurrect beyond the base slot I think one needs to reexamine the priorities in the build to focus more on keeping the target of the Resurrect(s) alive in the first place. -
I'd say if you can shoot for a bit more, enough over so a single debuff leaves you still over the soft cap. Basically if you are being swarmed by Cimerorans with 46% defense a single hit is likely to bring on cascade failure and the odds are with a mess of Cimes around you you are going to have the one hit land. Now boost that defense up so the single hit debuff still has you over the cap and the odds of cascade failure just took a nosedive. Further if you get hit you now hopefully have a moment to react and pop a purple to counter the debuff and help keep yourself over cap.
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My live build is a slightly modified version of this build:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Dark Lightning (4.01 non-purpled): Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx(15), Dct'dW-Heal/EndRdx/Rchg(15)
Level 1: Dark Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(42), Dmg-I(46)
Level 2: Gloom -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(42), Dmg-I(46)
Level 4: Heal Other -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx(34), Dct'dW-Heal/EndRdx/Rchg(36)
Level 6: Swift -- HO:Micro(A)
Level 8: Clear Mind -- Range-I(A)
Level 10: Hover -- Flight-I(A), Srng-Fly(11), Srng-EndRdx/Fly(13), Frbd-Fly(13), Frbd-EndRdx(46)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(21), LkGmblr-Def/Rchg(40), LkGmblr-Rchg+(40), Krma-ResKB(42)
Level 14: Fly -- HO:Micro(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(21), Posi-Dmg/Rchg(25), Posi-Dmg/EndRdx(37), Posi-Dam%(50)
Level 22: Night Fall -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(23), Posi-Dmg/Rchg(25), Posi-Dmg/EndRdx(37), Posi-Dam%(50)
Level 24: Assault -- EndRdx-I(A)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(27), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Heal-I(37)
Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(34), AdjTgt-ToHit/Rchg(36)
Level 30: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(40)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Rchg(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), EndMod-I(36)
Level 35: Vengeance -- LkGmblr-Rchg+(A), Krma-ResKB(39)
Level 38: Moonbeam -- HO:Centri(A)
Level 41: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(43), Stpfy-EndRdx/Stun(43), Stpfy-Stun/Rng(43), RzDz-Immob%(45)
Level 44: Dark Embrace -- HO:Ribo(A), HO:Ribo(45), HO:Ribo(45)
Level 47: Soul Drain -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(48), Sciroc-Dmg/EndRdx(48), Sciroc-Dam%(48), RechRdx-I(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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Took another look to see why I didn't elect to 5 or 6 slot with one set vs other options. Reason I didn't is it won't put the damage in the red vs ED. Salem is still a young man, so to speak, so I've minimal experience in whether the difference between the slotting for recharge vs damage make a significant difference in actual game play. My guess is you could jump either way and never really see the difference in game play over the long run but I was prioritizing damage over recharge in the power itself.
The main reason I went with Thunderstrike over Decimation is the build has 5 of the 6.25% recharge bonuses already. I like the set bonuses in Thunderstrike better once you eliminate the recharge bonus of Decimation from the mix. It might be better for exemplar purposes though to use Decimation here and something else later, for example, in Fireball to achieve the same 5*6.25% bonuses in the build.
Last, while I'd probable leave it as is, I noticed that both builds could theoretically drop one slot from Hasten and retain perma-Hasten with only 2 recharge slotted in Hasten. *Twitch, tweak, tweak* -
If your soft cap defense is vs the attacks incoming you'll be nearly unkillable compared with someone with minimal to no +defense against those attacks. Put another way for every 100 damage aimed at someone with no defense they'll take that 100 damage, on average, half the time. You will, on average with capped defenses, take that damage 1 in 20 times.
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Hmm sure make me compusively go back and tweak
Well the build I posted is 192% global recharge, the purpled version with perma-PA (by a whopping 1.8 seconds per Mids) sits at 215% global so need to gain roughly 25% to gain perma-PA. I could give up Super Speed and Fireshield to add 2 powers where you can slot LotG, bring in CJ and maybe Grant Invisibility. Now you have 15% of that 25%. Other than bringing one Purple set into the build ... Timelord accolade is a global 10% recharge as I understand but temporary. There's a pvp day job related badge which also gives a +rech I think as well, also temporary. And then there's the empowerment buff station +recharge buff which is 10% (or more, or less, I don't recall?) and it's also temporary (though you could stop and build it again as often as desired). Heh. Heck it's a Mids build I slot Apocalypse in Spectral Wounds and call it a day! -
yep and Hasten effects Hasten and AM effects AM and the math involved plus can you remember to click either Hasten or AM and PA (since only one at most can be auto'd) on time etc., etc., etc..
And that build is not by any means cheap ... not even sure Purples would necessarily make it more expensive by any significant degree -
I'd hazard to agree with this ...
the following build is one I've been working with in Mids and has global +recharge in nearly every power that can provide it (without using any purples) and is still several seconds shy of perma PA.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Salem Gray (v1.00.i14 non-purpled): Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Spectral Wounds -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Dmg/Rchg(9), Thundr-Dmg/EndRdx(17), Thundr-Acc/Dmg(34)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(23), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Rchg(39)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(17), G'Wdw-Dam%(33)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(11), Efficacy-EndMod/Acc(15), Efficacy-EndMod/EndRdx(27)
Level 6: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(7), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/Rchg(13), Achilles-ResDeb%(27)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13)
Level 10: Swift -- Run-I(A)
Level 12: Group Invisibility -- LkGmblr-Rchg+(A)
Level 14: Super Speed -- EndRdx-I(A), Zephyr-ResKB(15)
Level 16: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(21), Numna-Regen/Rcvry+(48)
Level 18: Phantom Army -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(19), C'Arms-Acc/Dmg/Rchg(19), C'Arms-EndRdx/Dmg/Rchg(31), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), EndMod-I(50)
Level 22: Deceive -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(23), Mlais-Acc/EndRdx(25), Mlais-Conf/Rng(40), Mlais-Acc/Conf/Rchg(40), Mlais-Dam%(46)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-Acc/Fear/Rchg(29), Abys-EndRdx/Fear(31), Abys-Fear/Rng(40), Abys-Dam%(43)
Level 28: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-EndRdx/Rchg/Slow(29), TmpRdns-Acc/EndRdx(31), TmpRdns-Rng/Slow(37), TmpRdns-Acc/Dmg/Slow(43)
Level 30: Maneuvers -- LkGmblr-Rchg+(A)
Level 32: Phantasm -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-EndRdx/Dmg/Rchg(33), C'Arms-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(46)
Level 35: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-ToHit/Rchg(37), AdjTgt-EndRdx/Rchg(50)
Level 38: Fallout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(50)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Dam%(43)
Level 44: EM Pulse -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45)
Level 47: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx/Rchg(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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Likely he's looking at 77% + perma AM (another 30%, for total 107% plus the recharge in Hasten itself of around 100%) to get to perma Hasten.
Edit: Basically if I'm not mistaken both AM and Hasten work towards each other becoming perma ... but the math is something I'll leave to more expert folks than I. -
Maybe you can dig up or someone can link the video clip of the Fire/Rads doing their thing to the final four of the STF in the TimeForce II event (I believe) in which they take on all 4 at once basically and destroy them all in around 3 minutes 16 seconds or something like that. If that doesn't make him reconsider I'd say it's a lost cause.
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On live my Earth/Storm/Stone has it 5-slotted. She tends to live in melee using stuns (Stalagmites, move in for Fissure and Thunderclap to disorient everything) followed by Cages (usually the second application), LS, Seismic Smash etc. Plans on getting it 5-slotted with Positron's Blast skipping the dam/rng enhancement in the long run. Still playing around in Mids with Purple slotting but atm don't see this changing the number of slots used in Fissure.
Edit: In case the presence of Posi Blast in there over other sets doesn't make it obvious she considers it a damage dealing power with a side effect of maybe adding more stuns to Stalagmites+Thunderclap mixture. -
No they did not put any -kb back into Hover. Instead of doing the flip rather than getting kd (the old protection) you have a pause during which you can't do anything instead of physically getting kd. Been awhile so I don't recall from the old threads if this pause but not having to get back up saved you some time (much like the flip) or whether the pause essentially included the time you would have spent getting up as well.
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Tier 3 Agile (Auto + Defense Ranged resistance defense debuff, resistance damage special)
Available: level 4
No End Cost
This is the first of three auto powers that you get with Super Reflexes. I would take this power over Focused Senses because it cost no end. This power as a cool little trick with it, the closer you get to death the higher you resistance will get. I dont know the number but with the 3 autos it helps you out a lot.
Recommend Slotting: 2-3 Defense Buff
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If I'm not mistaken each Auto adds up to 20% to the scaling resistance. Each kicks in and starts adding the resistance when you hit 60% health. They resist damage types lethal, smashing, fire, cold, energy and negative energy and offer NO resistance to psionic or toxic damage.
Edit: Looking at my ingame numbers on my Claws/SR its ".3 per Health Percentage Point below 60%" or around 18% resistance per auto power when you are nearly defeated. As an aside combined with Tough (slotted up) will put you essentially at the scrapper resistance cap vs smash and lethal right before you keel over.
Thanks for the guide!
My numerous /SR scrappers (and 1 brute) appreciate the effort. -
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Actually.. I'm shocked I knew something that apparently isn't very common knowledge.
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Heh. Don't assume that just because I don't know something it's not common knowledge.
I was playing on Rugged, so I probably encountered some bosses. Still not sure that's what happened though, because like I said, my end went back to full when I rested, it was just like something was sapping me, or causing all my powers to cost more end to use.
I will certainly be more wary bout future missions against the Sword now that I have this information.
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Don't know whether you were simply seeing a "full blue bar" or actually mousing over the bar to see the numeric value but keep in mind a full blue bar could very well be 50 end, or 100 end or even 115 end depending on accolades, debuffs, etc. present. The Combat Attributes window should say what if any of those conditions are present on your character in a given moment.