JakHammer

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  1. On my Stone/Fire I find 22.3 MPH run (9.3 Rooted) and teleport combine to give me almost all I want in mobility.
    Do not 3 slot Swift, the first 2 slots are 2.1 mph each but the 3rd is only .8 due to ED. Any run speed set bonus of 5% will give .7 and boost that power - more bang for your slot. Or use that slot for a 7.5% GotA Run Speed. You can have up to 5 GotA and they are all always worth 1.1 MPH each.
    I was slightly faster at one time with 23 MPH like you (10.1 Rooted which was nice. It IS a lot simpler and faster to just target and hit f. If teleport had a 'teleport to targeted foe' function it would be so much more useful) but really anything over 22 feels pretty good.
    Jak
  2. Yep, GREAT names.
    Tex I just wanted to make sure you are aware of the simply hilarious Professor Peter Schickele - P. D. Q. Bach albums, specifically "Oedipus Tex and Other Choral Calamities".
    Prof. Schickele is as creative and funny as Victor Borge and a national treasure in my opinion.
    Jak

    Oh, and +2 x8 - no boss, if you can, FTW in my experience.
  3. Could you also buy a 52 and a regular and combine?

    The Wiki says there were some lvl 52s dropped at one time. Just a thought.

    Good Luck,

    Jak
  4. Have not played fire but I recently completed the build on my newest toon, an Archery/Energy/Cold. Perma-haste and soft capped S/L. 65' Stealth w/Super Speed + Celerity Stealth (see cone length below.) Cold lets me soft-cap with minimal slots. I think he beats my Rad/MM/Cold.

    Just 1 purple set, Ragnarok in Rain of Arrows, Fistful of Arrows has the Positron 5 slotted with the range booster and with a lvl 50 Range IO in the 6th slot so you get a 70.65' Cone (with Boost Range [also perma] and a 100' cone it is Huge - if centered it seems to match the area of RoA) then Explosive Arrow to finish.

    At present with a Tier 3 - 45% Spiritual the build can start an Aim + Build Up + RoA-FF-EA chain every 26 sec (Aim and BU are the limiters RoA is up in 16 sec.) This 1291 points of damage/mob ALL arrives in about 3 seconds. If more than 1 target is left, well FF recharges in 2.4 and EA in 4.52 so you can follow up with 2 more AOE almost at once. In game I am finding I usually just have to put a Blazing Arrow or two into the Boss and move on.

    I think the non-crashing nuke has to offset most of the problems with mob S/L damage resistance, and I am extremely happy with this guy.

    Jak
  5. Last night after a few Kahns I finally stopped to eat dinner. The wife wandered in and observed it was 10:30 PM and asked "What was I doing?"

    Me - "Eating dinner and reading Lord Peter Whimsey - Clouds of Witness."

    She came back with - "Oh, OK ... exactly how is THAT going to give you an Advantage IN GAME ?"

    Good thing I was sitting down, as that was an armor piercing round straight from the Federal Zinger Arsenal in Area 51. Laughed so hard I cried.

    Let's hear your favoriite examples!

    Jak

    PS:
    Wife adds 'You might be a CoX-aholic if find youself referring to your boss as Lord Recluse!
  6. JakHammer

    Costume Contests

    Wow.

    Uh, Dumpleberry --- some people just LIKE costume contests. Sometimes I don't even compete. The 175 mil I have won so far was just gravy.

    OP -- In addition to your home server forum, another good place to find CC's is in the Announcements Section under Player Events.

    Jak
  7. Stratonexus thanks muchly for for you advice.

    Unfortunately the Ragnarok is already bought and crafted as shown. Also I prefer final knockdown (faceplant ). Instead, how about I use a Positrons Energy Damage proc I have? If not that then I am thinking just a plain old max IO endurance reduction.

    I see you are totally right about the Jav Volley, but it is already made too, so I moved it to the Explosive Arrow where it looks more useful anyway.

    Fixed Swift with Fly speed. As to the 2nd endurance reduce in Assault, I am concerned about the endurance load in this build, especially once all the recharge is in place and attacks are constant. So until I get Seg finished with all his accolades and play him at full recovery a bit I will leave it as is. If endurance proves robust at full power i'll respec it then.

    I went S/L as the Thunderstrikes you have to use for a ranged def build just killed his global recharge potential. I also like the max endurance boosts in the Decimations as that gives you a deeper pool and leverages all your recovery tools (11.7 end every time Perf Shift procs for example). Lastly, with no good ways to keep people at range on all those indoor and cave maps, I have found Ranged def to be more situational and S/L more all-around. Kinda a Vanilla/Chocolate thing I see across all forums. Am saving up Thunderstrikes for my Storm Defender as Hurricane keeps em at range great.

    Corrected Build:
    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Seg Segutorio V6-B2 One purple I-19 S/L cap near perma-haste: Level 50 Technology Blaster
    Primary Power Set: Archery
    Secondary Power Set: Energy Manipulation
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery
    Hero Profile:
    Level 1: Snap Shot -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(7), Decim-Dmg/Rchg:40(11), Decim-Acc/EndRdx/Rchg:40(39), Decim-Acc/Dmg/Rchg:40(39), Thundr-Dmg/EndRdx:50(40)
    Level 1: Power Thrust -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(42)
    Level 2: Aimed Shot -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(17), Decim-Acc/Dmg/Rchg:40(27), Thundr-Dmg/EndRdx:50(34)
    Level 4: Fistful of Arrows -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(5), Posi-Dmg/EndRdx:50(5), Posi-Dmg/Rng:50(7), Posi-Acc/Dmg/EndRdx:50(17), Range-I:50(27)
    Level 6: Hover -- LkGmblr-Def/EndRdx:50(A), Ksmt-ToHit+:10(36), LkGmblr-Rchg+:25(40)
    Level 8: Blazing Arrow -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(9), Decim-Dmg/Rchg:40(9), Decim-Acc/EndRdx/Rchg:40(19), Decim-Acc/Dmg/Rchg:40(23), Thundr-Dmg/EndRdx:50(31)
    Level 10: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(11), RechRdx-I:50(15)
    Level 12: Explosive Arrow -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(13), Posi-Dmg/EndRdx:50(13), Posi-Dmg/Rng:50(19), Posi-Acc/Dmg/EndRdx:50(21), JavVoll-Dam/End/Rech:50(31)
    Level 14: Fly -- Zephyr-ResKB:10(A)
    Level 16: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(46), KntkC'bat-Dmg/EndRdx/Rchg:35(50)
    Level 18: Tough -- S'fstPrt-ResDam/Def+:30(A)
    Level 20: Hasten -- RechRdx-I:50(A), RechRdx-I:50(21)
    Level 22: Ranged Shot -- Mantic-Acc/Dmg:50(A), Mantic-Dmg/ActRdx/Rchg:50(23), Mantic-Acc/ActRdx/Rng:50(36), Mantic-Dmg/EndRdx/Rchg:50(37), Mantic-Dmg/EndRdx:50(37)
    Level 24: Aim -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(25), RechRdx-I:50(25)
    Level 26: Maneuvers -- LkGmblr-Rchg+:25(A), RedFtn-Def/EndRdx:50(43), RedFtn-EndRdx/Rchg:50(45), RedFtn-Def/EndRdx/Rchg:50(48), RedFtn-EndRdx:50(48), RedFtn-Def:50(50)
    Level 28: Conserve Power -- RechRdx-I:50(A)
    Level 30: Weave -- LkGmblr-Rchg+:25(A), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def/EndRdx/Rchg:50(40), LkGmblr-Def:50(46)
    Level 32: Rain of Arrows -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(33), Ragnrk-Acc/Dmg/Rchg:50(33), Ragnrk-Acc/Rchg:50(33), Ragnrk-Dmg/EndRdx:50(34), Posi-Dam%:31(34)
    Level 35: Boost Range -- EndRdx-I:50(A)
    Level 38: Assault -- EndRdx-I:50(A), EndRdx-I:50(50)
    Level 41: Snow Storm -- EndRdx-I:50(A)
    Level 44: Frozen Armor -- LkGmblr-Rchg+:25(A), LkGmblr-Def:50(45), LkGmblr-Def/EndRdx:50(45), LkGmblr-Def/EndRdx/Rchg:50(46)
    Level 47: Super Speed -- Clrty-Stlth:47(A), Clrty-EndRdx:50(48)
    Level 49: Vengeance -- LkGmblr-Rchg+:25(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(29), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:20(A), Numna-Regen/Rcvry+:30(36)
    Level 2: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod/Rchg:50(15), P'Shift-EndMod:50(29), P'Shift-EndMod/Acc:50(42)

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |25DF5359EEA92CF554BA1DFF0BB31D2F80|
    |-------------------------------------------------------------------|
    Thanks, Jak

    PS: Changed the 6th slot in Fistful to a max range boost as that 30 degree cone needs it and it coordinates with the other two AOE blasts much better that way. Am finding that RoA followed by Fistful arrive almost simultaneously and with Explosive last all the Damage arrives in just over 2 seconds. Gives Great sychronicity and delays any scatter from Explosive to the end.
  8. Well I guess this build was basically ok as I recieved no criticism or suggestions. Seg is now 50 and I have decided that for the present I will use a Spiritual Alpha and slot only the one purple in Rain of Arrows.
    I really would really appreciate any last minute advice as this build is already about 1/2 complete.

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Seg Segutorio V6-B One purple I-19 S/L cap near perma-haste: Level 50 Technology Blaster
    Primary Power Set: Archery
    Secondary Power Set: Energy Manipulation
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery
    Hero Profile:
    Level 1: Snap Shot -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(7), Decim-Dmg/Rchg:40(11), Decim-Acc/EndRdx/Rchg:40(39), Decim-Acc/Dmg/Rchg:40(39), Thundr-Acc/Dmg/EndRdx:50(40)
    Level 1: Power Thrust -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(42)
    Level 2: Aimed Shot -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(17), Decim-Acc/Dmg/Rchg:40(27), Thundr-Acc/Dmg/EndRdx:50(34)
    Level 4: Fistful of Arrows -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(5), Posi-Dmg/EndRdx:50(5), Posi-Dmg/Rng:50(7), Posi-Acc/Dmg/EndRdx:50(17), Det'tn-Dmg/EndRdx/Rng:50(27)
    Level 6: Hover -- LkGmblr-Def/EndRdx:50(A), Ksmt-ToHit+:10(36), LkGmblr-Rchg+:25(40)
    Level 8: Blazing Arrow -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(9), Decim-Dmg/Rchg:40(9), Decim-Acc/EndRdx/Rchg:40(19), Decim-Acc/Dmg/Rchg:40(23), Thundr-Dmg/EndRdx/Rchg:50(31)
    Level 10: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(11), RechRdx-I:50(15)
    Level 12: Explosive Arrow -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(13), Posi-Dmg/EndRdx:50(13), Posi-Dmg/Rng:50(19), Posi-Acc/Dmg/EndRdx:50(21), RechRdx-I:50(31)
    Level 14: Fly -- Zephyr-ResKB:10(A)
    Level 16: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(46), KntkC'bat-Dmg/EndRdx/Rchg:35(50)
    Level 18: Tough -- S'fstPrt-ResDam/Def+:30(A)
    Level 20: Hasten -- RechRdx-I:50(A), RechRdx-I:50(21)
    Level 22: Ranged Shot -- Mantic-Acc/Dmg:50(A), Mantic-Dmg/ActRdx/Rchg:50(23), Mantic-Acc/ActRdx/Rng:50(36), Mantic-Dmg/EndRdx/Rchg:50(37), Mantic-Dmg/EndRdx:50(37)
    Level 24: Aim -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(25), RechRdx-I:50(25)
    Level 26: Maneuvers -- LkGmblr-Rchg+:25(A), RedFtn-Def/EndRdx:50(43), RedFtn-EndRdx/Rchg:50(45), RedFtn-Def/EndRdx/Rchg:50(48), RedFtn-EndRdx:50(48), RedFtn-Def:50(50)
    Level 28: Conserve Power -- RechRdx-I:50(A)
    Level 30: Weave -- LkGmblr-Rchg+:25(A), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def/EndRdx/Rchg:50(40), LkGmblr-Def:50(46)
    Level 32: Rain of Arrows -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(33), Ragnrk-Acc/Dmg/Rchg:50(33), Ragnrk-Acc/Rchg:50(33), Ragnrk-Dmg/EndRdx:50(34), JavVoll-Dam/End/Rech:50(34)
    Level 35: Boost Range -- EndRdx-I:50(A)
    Level 38: Assault -- EndRdx-I:50(A), EndRdx-I:50(50)
    Level 41: Snow Storm -- EndRdx-I:50(A)
    Level 44: Frozen Armor -- LkGmblr-Rchg+:25(A), LkGmblr-Def:50(45), LkGmblr-Def/EndRdx:50(45), LkGmblr-Def/EndRdx/Rchg:50(46)
    Level 47: Super Speed -- Clrty-Stlth:47(A), EndRdx-I:50(48)
    Level 49: Vengeance -- LkGmblr-Rchg+:25(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(29), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:20(A), Numna-Regen/Rcvry+:30(36)
    Level 2: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod/Rchg:50(15), P'Shift-EndMod:50(29), P'Shift-EndMod/Acc:50(42)

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |224B3D91C59E48B7E37F01F4622F87|
    |-------------------------------------------------------------------|
    Thanks
    Jak
  9. This is an Archery-Energy-Cold blaster about to reach 50. The plan is to alternate Aim and Build Up with Rain of Arrows + Explosive Arrow. Blazing Arrow to finish the boss. He is soft capped for Smash/Lethal. Judicious use of two Purples gives near perma haste. He should be useful for about anything.
    Planning to have two Alpha enhancers available. A Spiritual to go to perma-haste rchg levels and a Rare-Very Rare level Musculature for hopefully insane damage.

    Any advice or suggestions appreciated,
    Jak

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Seg Segutorio V6 I-19 S/L cap near perma-haste: Level 50 Technology Blaster
    Primary Power Set: Archery
    Secondary Power Set: Energy Manipulation
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery
    Hero Profile:
    Level 1: Snap Shot -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(7), Decim-Dmg/Rchg:40(11), Decim-Acc/EndRdx/Rchg:40(39), Decim-Acc/Dmg/Rchg:40(39), Thundr-Acc/Dmg/EndRdx:50(40)
    Level 1: Power Thrust -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(42)
    Level 2: Aimed Shot -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(17), Decim-Acc/Dmg/Rchg:40(27), Thundr-Acc/Dmg/EndRdx:50(34)
    Level 4: Fistful of Arrows -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(5), Posi-Dmg/EndRdx:50(5), Posi-Dmg/Rng:50(7), Posi-Acc/Dmg/EndRdx:50(17), Det'tn-Dmg/EndRdx/Rng:50(27)
    Level 6: Hover -- LkGmblr-Def/EndRdx:50(A), Ksmt-ToHit+:10(36), LkGmblr-Rchg+:25(40)
    Level 8: Blazing Arrow -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(9), Apoc-Acc/Rchg:50(9), Apoc-Dmg/EndRdx:50(19), Apoc-Dam%:50(23), Thundr-Dmg/EndRdx/Rchg:50(31)
    Level 10: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(11), RechRdx-I:50(15)
    Level 12: Explosive Arrow -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(13), Posi-Dmg/EndRdx:50(13), Posi-Dmg/Rng:50(19), Posi-Acc/Dmg/EndRdx:50(21), RechRdx-I:50(31)
    Level 14: Fly -- Zephyr-ResKB:10(A)
    Level 16: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(46), KntkC'bat-Dmg/EndRdx/Rchg:35(50)
    Level 18: Tough -- S'fstPrt-ResDam/Def+:30(A)
    Level 20: Hasten -- RechRdx-I:50(A), RechRdx-I:50(21), RechRdx-I:50(48)
    Level 22: Ranged Shot -- Mantic-Acc/Dmg:50(A), Mantic-Dmg/ActRdx/Rchg:50(23), Mantic-Acc/ActRdx/Rng:50(36), Mantic-Dmg/EndRdx/Rchg:50(37), Mantic-Dmg/EndRdx:50(37)
    Level 24: Aim -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(25), RechRdx-I:50(25)
    Level 26: Maneuvers -- LkGmblr-Rchg+:25(A), RedFtn-Def/EndRdx:50(43), RedFtn-EndRdx/Rchg:50(45), RedFtn-Def/EndRdx/Rchg:50(48), RedFtn-EndRdx:50(48), RedFtn-Def:50(50)
    Level 28: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42)
    Level 30: Weave -- LkGmblr-Rchg+:25(A), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def/EndRdx/Rchg:50(40), LkGmblr-Def:50(46)
    Level 32: Rain of Arrows -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(33), Ragnrk-Acc/Rchg:50(33), Ragnrk-Dmg/EndRdx:50(33), Ragnrk-Dmg:50(34), JavVoll-Dam/End/Rech:50(34)
    Level 35: Boost Range -- RechRdx-I:50(A)
    Level 38: Assault -- EndRdx-I:50(A), EndRdx-I:50(50)
    Level 41: Flash Freeze -- Acc-I:50(A)
    Level 44: Frozen Armor -- LkGmblr-Rchg+:25(A), LkGmblr-Def:50(45), LkGmblr-Def/EndRdx:50(45), LkGmblr-Def/EndRdx/Rchg:50(46)
    Level 47: Super Speed -- Clrty-Stlth:15(A)
    Level 49: Vengeance -- LkGmblr-Rchg+:25(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(29), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:20(A), Numna-Regen/Rcvry+:30(36)
    Level 2: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod/Rchg:50(15), P'Shift-EndMod:50(29)

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  10. Masterful. Brilliant. Insightful. Comprehensive, but by emphasizing core principals this guide gives the reader a springboard to personal creativity in suckiness. One of the best guides I have ever seen.

    Now I have to see if you have written any other guides.

    With a virtual Kowtow in you direction,
    Jak
  11. Thanks responders! Based on your comments and after more review I have come up with this. It does away with Kismet, and drops the powers Fly and Combat Jumping. The slots and powers freed are used to implement the Leadership pool. This provides an extra LotG mule and allows the Red Fortune set in Steamy Mist to be replaced with Defense and Resistance sloting. Overall defense remains at small purple cap level for Ranged and E/Neg-E damage. Energy damage resistance is greatly improved. Global Recharge is upped 2.5% to 101.3%. This should give 119 sec recharge to hasten, almost perma, with the uncommon Spiritual. Ninja Run and Raptor pack will provide travel.

    This is more of an exercise in direction than an actual build I plan to respec to. With Strike Pack just around the corner I am thinking that rare level Alpha Spiritual recharge will allow dropping the Red Fortune in Weave and free two slots. That would allow adding 1 slot each to Tornado and Voltaic Sentinel for +damage and endurance management.
    Oh and 1 more dumb question. You can only have one Voltaic at a time, can you have 2 or more Tornado as with Lightning Storm (my Tornado in game has only the base slot.) Hey Draggynn, need that Tornado guide

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Scarlet V7 I-19 Goal small purple cap, perma-haste with Spiritual: Level 50 Mutation Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Electrical Blast
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Electricity Mastery
    Hero Profile:
    Level 1: O2 Boost -- Dct'dW-Heal/EndRdx:50(A)
    Level 1: Charged Bolts -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(7), Decim-Acc/Dmg/Rchg:40(39)
    Level 2: Lightning Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(5), Thundr-Dmg/Rchg:50(5), Thundr-Acc/Dmg/Rchg:50(40), Thundr-Acc/Dmg/EndRdx:50(40), Thundr-Dmg/EndRdx/Rchg:50(50)
    Level 4: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(7), Posi-Dmg/Rchg:50(37), Posi-Dmg/Rng:50(37), Posi-Acc/Dmg/EndRdx:50(39)
    Level 6: Steamy Mist -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(9), LkGmblr-Def:50(9), Aegis-ResDam/EndRdx:50(13), Aegis-ResDam/EndRdx/Rchg:50(15), Aegis-ResDam:50(17)
    Level 8: Freezing Rain -- UndDef-Rchg/EndRdx:50(A), UndDef-DefDeb/Rchg:50(11), UndDef-DefDeb/Rchg/EndRdx:50(11), LdyGrey-Rchg/EndRdx:50(13), LdyGrey-DefDeb/Rchg/EndRdx:50(15)
    Level 10: Hover -- LkGmblr-Rchg+:25(A), Krma-ResKB:10(17)
    Level 12: Kick -- Acc-I:50(A)
    Level 14: Maneuvers -- LkGmblr-Rchg+:50(A)
    Level 16: Aim -- RechRdx-I:50(A)
    Level 18: Tough -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(19), ImpArm-ResDam/EndRdx/Rchg:40(19), ImpArm-EndRdx/Rchg:40(23)
    Level 20: Zapp -- Mantic-Acc/Dmg:50(A), Mantic-Dmg/EndRdx:50(21), Mantic-Acc/ActRdx/Rng:50(21), Mantic-Dmg/ActRdx/Rchg:50(23), Mantic-Dmg/EndRdx/Rchg:50(33)
    Level 22: Hurricane -- DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-ToHitDeb:50(31), DarkWD-ToHitdeb/Rchg/EndRdx:50(39), DarkWD-Rchg/EndRdx:50(42)
    Level 24: Weave -- LkGmblr-Rchg+:25(A), RedFtn-Def/EndRdx:50(25), RedFtn-Def/EndRdx/Rchg:50(25), RedFtn-Def:50(29), RedFtn-EndRdx:50(31), RedFtn-EndRdx/Rchg:50(33)
    Level 26: Tornado -- C'Arms-Dmg/EndRdx:30(A), C'Arms-EndRdx/Dmg/Rchg:30(27), C'Arms-Acc/Dmg:30(27), C'Arms-Acc/Dmg/Rchg:30(29)
    Level 28: Tesla Cage -- BasGaze-EndRdx/Rchg/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(33), BasGaze-Acc/Rchg:30(34), BasGaze-Rchg/Hold:30(34)
    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
    Level 32: Lightning Storm -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx/Rchg:50(40), Thundr-Dmg/EndRdx:50(43), Thundr-Dmg/Rchg:50(43), Thundr-Acc/Dmg/Rchg:50(43), Thundr-Acc/Dmg/EndRdx:50(45)
    Level 35: Voltaic Sentinel -- C'Arms-Dmg/EndRdx:30(A), C'Arms-EndRdx/Dmg/Rchg:30(36), C'Arms-Acc/Dmg:30(36), C'Arms-Acc/Dmg/Rchg:30(36)
    Level 38: Assault -- EndRdx-I:50(A)
    Level 41: Electric Fence -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(42), Decim-Dmg/Rchg:40(42), Decim-Acc/EndRdx/Rchg:40(48), Decim-Acc/Dmg/Rchg:40(50)
    Level 44: Charged Armor -- S'fstPrt-ResDam/Def+:30(A), ImpArm-ResDam/EndRdx:40(45), ImpArm-EndRdx/Rchg:40(45), ImpArm-ResDam/EndRdx/Rchg:40(46), ImpArm-ResDam:40(46)
    Level 47: Shocking Bolt -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(48), BasGaze-EndRdx/Rchg/Hold:30(48), BasGaze-Acc/EndRdx/Rchg/Hold:30(50)
    Level 49: Vengeance -- LkGmblr-Rchg+:25(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Clrty-Stlth:15(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:20(A), Numna-Regen/Rcvry+:30(34)
    Level 2: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod:50(37), EndMod-I:50(46)

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    Thanks
    Jak
  12. Thank all of you for the advice.
    First, two dumb questions. Will Freezing rain stack with itself from the same caster ? Does the damage boost from Aim affect Lightning Storm, Tornado or Voltaic Sentinel ?
    --- Looking at Steamy Mist again with new eyes I saw what a horrible recharge I had in it. Also the upper levels of the Spiritual tree will enhance slow as a tertiary effect for free. Reslotted for defense debuff and recharge.
    --- I decided that chasing the soft cap, and using a purple set in a power that would be mostly useless to try and get there was just dumb. Now have defense at small purple cap level. Changed epic to Electricity Mastery. Still have the 2nd hold, and a decent resistance armor that provides proper synergy with Steamy Mist (both resist energy). These changes freed two slots. One went to stamina, the other put a Thunderstrike in Lightning Bolt. Decimation moved to Electric Fence.
    --- Re: Perma-Hasten I really want to be a 3 Lightning Storm caster. Have teamed with them in game on other toons and was just very fun. It appears that the current build will not quite be perma till I can slot a 45% Spiritual Rare, and that's ok.
    --- Re: Endurance issues. At present, Scarlet has no accolades and just the two Health uniques. Her SO/common IO build in game gives recovery of 2.99/sec and her end usage (with essentially the same toggles as the proposed build) 1.19/sec. She is already using a 3 slotted hasten. I almost never have endurance issues. Perhaps this is because as an electric so many of my attacks have an endurance return function (new build has 5 of those.) The proposed build shows 3.86/sec (she will get her accolades) and should have an additional .24/sec from the Performance Shifter Proc (10% of 120.8 max endurance) and there is a reduction in overhead too. I believe a net positive of 3 end/sec will carry the load. I have seen very convincing discussion and math in the scrapper forum that increasing Max Endurance and getting proper endurance reduction in powers is almost always better than just trying to boost recovery. Sorry I can't link the relevant posts, I read them a long time ago. I think I have some good to excellent end reduction slotted in most powers. Steamy Mist and Weave both have 97.5% endurance reduction (Red Fortune is good that way as well as for the Recharge bonus.)
    --- Re: Tornado now seldom used . Used it a lot solo at first. The biggest problem I have is the Knock-up on any map with a ceiling. Have had to call GM help twice when Tornado stuck a mob in a ceiling where it could not be targeted on a defeat all. You would think any power with Knock-up might do this but have only seen it happen with Tornado. Also, many Pugs have a knee-jerk negative reaction if you drop a tornado regardless of the situation. As to damage - as slotted 759 over 60 seconds. Red level damage would be about 850. Less than 2 DPS vs ST.

    Here is the new mistake.
    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Scarlet V5 I-19 Goal small purple cap, perma-haste with Spiritual: Level 50 Mutation Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Electrical Blast
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Electricity Mastery
    Hero Profile:
    Level 1: O2 Boost -- Dct'dW-Heal/EndRdx:50(A)
    Level 1: Charged Bolts -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(7), Decim-Acc/Dmg/Rchg:40(39)
    Level 2: Lightning Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(5), Thundr-Dmg/Rchg:50(5), Thundr-Acc/Dmg/Rchg:50(40), Thundr-Acc/Dmg/EndRdx:50(40), Thundr-Dmg/EndRdx/Rchg:50(50)
    Level 4: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(7), Posi-Dmg/Rchg:50(37), Posi-Dmg/Rng:50(37), Posi-Acc/Dmg/EndRdx:50(39)
    Level 6: Steamy Mist -- LkGmblr-Rchg+:25(A), RedFtn-Def/EndRdx:50(9), RedFtn-Def:50(9), RedFtn-EndRdx:50(13), RedFtn-Def/EndRdx/Rchg:50(15), RedFtn-EndRdx/Rchg:50(17)
    Level 8: Freezing Rain -- Achilles-ResDeb%:10(A), UndDef-DefDeb/Rchg:50(11), UndDef-Rchg/EndRdx:50(11), UndDef-DefDeb/Rchg/EndRdx:50(15), UndDef-Rchg:50(17)
    Level 10: Hover -- LkGmblr-Rchg+:25(A), Ksmt-ToHit+:10(13)
    Level 12: Kick -- Acc-I:50(A)
    Level 14: Fly -- Zephyr-ResKB:10(A)
    Level 16: Aim -- RechRdx-I:50(A)
    Level 18: Tough -- S'fstPrt-ResDam/Def+:30(A), ImpArm-ResDam/EndRdx:40(19), ImpArm-ResDam/EndRdx/Rchg:40(19), ImpArm-EndRdx/Rchg:40(23), ImpArm-ResDam:40(40)
    Level 20: Zapp -- Mantic-Acc/Dmg:50(A), Mantic-Dmg/EndRdx:50(21), Mantic-Acc/ActRdx/Rng:50(21), Mantic-Dmg/ActRdx/Rchg:50(23), Mantic-Dmg/EndRdx/Rchg:50(33)
    Level 22: Hurricane -- DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-ToHitDeb:50(31), DarkWD-ToHitdeb/Rchg/EndRdx:50(39), DarkWD-Rchg/EndRdx:50(42)
    Level 24: Weave -- LkGmblr-Rchg+:25(A), RedFtn-Def/EndRdx:50(25), RedFtn-Def/EndRdx/Rchg:50(25), RedFtn-Def:50(29), RedFtn-EndRdx:50(31), RedFtn-EndRdx/Rchg:50(33)
    Level 26: Tornado -- C'Arms-Dmg/EndRdx:30(A), C'Arms-EndRdx/Dmg/Rchg:30(27), C'Arms-Acc/Dmg:30(27), C'Arms-Acc/Dmg/Rchg:30(29)
    Level 28: Tesla Cage -- BasGaze-EndRdx/Rchg/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(33), BasGaze-Acc/Rchg:30(34), BasGaze-Rchg/Hold:30(34)
    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
    Level 32: Lightning Storm -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(43), Thundr-Dmg/Rchg:50(43), Thundr-Acc/Dmg/Rchg:50(43), Thundr-Acc/Dmg/EndRdx:50(45), Thundr-Dmg/EndRdx/Rchg:50(45)
    Level 35: Voltaic Sentinel -- C'Arms-Dmg/EndRdx:30(A), C'Arms-EndRdx/Dmg/Rchg:30(36), C'Arms-Acc/Dmg:30(36), C'Arms-Acc/Dmg/Rchg:30(36)
    Level 38: Combat Jumping -- LkGmblr-Rchg+:25(A)
    Level 41: Electric Fence -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(42), Decim-Dmg/Rchg:40(42), Decim-Acc/EndRdx/Rchg:40(48), Decim-Acc/Dmg/Rchg:40(50)
    Level 44: Charged Armor -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(45), ImpArm-EndRdx/Rchg:40(46), ImpArm-ResDam:40(46)
    Level 47: Shocking Bolt -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(48), BasGaze-EndRdx/Rchg/Hold:30(48), BasGaze-Acc/EndRdx/Rchg/Hold:30(50)
    Level 49: Gale -- Acc-I:10(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- ULeap-Stlth:15(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:20(A), Numna-Regen/Rcvry+:30(34)
    Level 2: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod:50(37), EndMod-I:50(46)

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
    Thanks again,
    Jak
  13. Scarlet is my only defender and only Stormy to date. I am trying to get perma-hasten with capped or near capped ranged defense.
    --- I want to be best when solo but also effective on teams.
    --- I expect the 2nd tier Spiritual Alpha slot to close the gap to perma on the 2 slotted hasten but am not sure, and have trouble doing the ED maths.
    --- I am not happy with the Freezing Rain sloting (does Achilles Heel proc work well here?) and am open to suggestions.
    --- The Psychic epic pool was taken for access to the cheap purple with the 5% ranged defense boost and 10% recharge boost, but with just an 8' radius it will probably be wasted. I would consider any Epic pool.
    --- Charged Bolts and Lightning Bolt are both slotted for recharge and max-endurance boost, which along with the two Impervium Armor 4 slots give almost a 10% max endurance benefit. This is to address the endurance hog issues of Storm. Is this recovery over-kill? If so, then finding two slots and making both damage powers carry 6 slot Thunderstrike would softcap, but lose 12.5% recharge. Un-gimps damage, but how do I get back the recharge?
    Here is the current mistake.
    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Scarlet V2 I-19 Goal capped ranged, perma-haste with Spiritual: Level 50 Mutation Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Electrical Blast
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Psychic Mastery
    Hero Profile:
    Level 1: Gale -- Acc-I:50(A)
    Level 1: Charged Bolts -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(7), Decim-Acc/Dmg/Rchg:40(39)
    Level 2: Lightning Bolt -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(5), Decim-Dmg/Rchg:40(5), Decim-Acc/EndRdx/Rchg:40(40), Decim-Acc/Dmg/Rchg:40(40)
    Level 4: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(7), Posi-Dmg/Rchg:50(37), Posi-Dmg/Rng:50(37), Posi-Acc/Dmg/EndRdx:50(39)
    Level 6: Steamy Mist -- LkGmblr-Rchg+:25(A), RedFtn-Def/EndRdx:50(9), RedFtn-Def:50(9), RedFtn-EndRdx:50(13), RedFtn-Def/EndRdx/Rchg:50(15), RedFtn-EndRdx/Rchg:50(17)
    Level 8: Freezing Rain -- P'ngTtl-Acc/Slow:50(A), P'ngTtl-Dmg/Slow:50(11), P'ngTtl-Acc/EndRdx:50(11), P'ngTtl-Rng/Slow:50(15), P'ngTtl-EndRdx/Rchg/Slow:50(17), P'ngTtl--Rchg%:50(40)
    Level 10: Hover -- LkGmblr-Rchg+:25(A), Ksmt-ToHit+:10(13)
    Level 12: Kick -- Acc-I:50(A)
    Level 14: Fly -- Zephyr-ResKB:10(A)
    Level 16: Aim -- RechRdx-I:50(A)
    Level 18: Tough -- S'fstPrt-ResDam/Def+:30(A), ImpArm-ResDam/EndRdx:40(19), ImpArm-ResDam/EndRdx/Rchg:40(19), ImpArm-EndRdx/Rchg:40(23), ImpArm-ResDam:40(46)
    Level 20: Zapp -- Mantic-Acc/Dmg:50(A), Mantic-Dmg/EndRdx:50(21), Mantic-Acc/ActRdx/Rng:50(21), Mantic-Dmg/ActRdx/Rchg:50(23), Mantic-Dmg/EndRdx/Rchg:50(33)
    Level 22: Hurricane -- DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-ToHitDeb:50(31), DarkWD-ToHitdeb/Rchg/EndRdx:50(39), DarkWD-Rchg/EndRdx:50(42)
    Level 24: Weave -- LkGmblr-Rchg+:25(A), RedFtn-Def/EndRdx:50(25), RedFtn-Def/EndRdx/Rchg:50(25), RedFtn-Def:50(29), RedFtn-EndRdx:50(31), RedFtn-EndRdx/Rchg:50(33)
    Level 26: Tornado -- C'Arms-Dmg/EndRdx:30(A), C'Arms-EndRdx/Dmg/Rchg:30(27), C'Arms-Acc/Dmg:30(27), C'Arms-Acc/Dmg/Rchg:30(29)
    Level 28: Tesla Cage -- BasGaze-EndRdx/Rchg/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(33), BasGaze-Acc/Rchg:30(34), BasGaze-Rchg/Hold:30(34)
    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
    Level 32: Lightning Storm -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(43), Thundr-Dmg/Rchg:50(43), Thundr-Acc/Dmg/Rchg:50(43), Thundr-Acc/Dmg/EndRdx:50(45), Thundr-Dmg/EndRdx/Rchg:50(45)
    Level 35: Voltaic Sentinel -- C'Arms-Dmg/EndRdx:30(A), C'Arms-EndRdx/Dmg/Rchg:30(36), C'Arms-Acc/Dmg:30(36), C'Arms-Acc/Dmg/Rchg:30(36)
    Level 38: Combat Jumping -- LkGmblr-Rchg+:25(A)
    Level 41: Dominate -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(42), BasGaze-EndRdx/Rchg/Hold:30(42), BasGaze-Acc/EndRdx/Rchg/Hold:30(48)
    Level 44: Mind Over Body -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(45), ImpArm-EndRdx/Rchg:40(46), ImpArm-ResDam:40(46)
    Level 47: World of Confusion -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(48), CoPers-Acc/Conf/Rchg:50(48), CoPers-Acc/Rchg:50(50), CoPers-Conf/EndRdx:50(50), CoPers-Conf%:50(50)
    Level 49: Telekinesis -- EndRdx-I:50(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- ULeap-Stlth:15(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:20(A), Numna-Regen/Rcvry+:30(34)
    Level 2: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod:50(37)

    Code:
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    |-------------------------------------------------------------------|
    Thanks for any help,
    Jak
  14. TANSTAAFL.

    I would like to see NCSOFT try a bit of programmed marketing, if I recall the phrase correctly. Various promos aimed at new players at various subscription levels to see if the player base would expand dramatically at some possibly lower monthly fee.

    Example: If the player base would double at $10.00 per month the increased cash flow might be a very good thing. If such a thing happened the new fee structure could then be expanded to the all players, and everyone would be happy. Or not.

    Jak
  15. Does the Nerve path defense bonus also boost Defense Debuff Resistance?
    Specific toons I am thinking of would be x/SR any and Stone Tanks.

    Jak
  16. My main tank is a Stone/Fire/Pyre. I went Spiritual Radial. All my attacks were already at red level damage enhancement so a low level musculature would not do much with that penalty, thus recharge boost to counter the other big granite penalty seemed best. So far I am very pleased.

    Could someone tell me, will it be possible to reach perma-Earth's Embrace in Granite with the top tier Spiritual Core Paragon? That is supposed to provide a a 45% recharge boost with 2/3 ignoring ED. My stoner already has 17.5% global haste in Granite. If I were to substitute 4 purples for existing global haste damage sets that would take it to 35% (100% out of granite.) Earth's Embrace would then be at a 154.85 sec recharge in Granite, accourding to current Mids. Would the 15% affected by ED added to the existing Earth's (5 slotted w/Doctored Wounds for 97.49% rchg [pre Ed shown as 116.6]) plus another 30% ignoring ED get it done? I am not sure how to set up the equation.
    Jak

    Never Mind: Just clicking Granite on and off gave the answer. Even with Granite off the recharge of the Purple build gives a 121.01 sec recharge. So a 30% global equvalent boost from the Core Paragon will never cover the 65% Granite penalty.
    Another dream crushed .
    Jak
  17. Now that the main Alpha slot details are official . . . .
    and we have all had time to consider Inherent Fitness . . . .
    If YOU were limited to only ONE Incarnate . . . .
    what Archtype and Power Sets would you go with, and why?

    I am trying to decide which archtype and power set combo from among my 50's to focus on for my first Incarnate. I am leaning toward my Stone/Fire/Pyre Tank but would sure like to see what others think.

    The times they are a changing,
    Jak
  18. JakHammer

    Granite question

    Various random thoughts on the issues in this thread.

    My most recent alt, planned and played to 50 over the last two months, is a Stone-Fire. I wanted my first, and so far only, tank to be completely self sufficient, freeing any and all team members to support each other first. I wanted it to be possible to stay totally out focused, always looking at the battlefield and on trying to manage/shape it, and to be able to spot and pull baddies off my team mates without ever having to concern myself with my bars. And I also wanted to be able to solo as much content as possible. Reading in this forum led me to select a Stony.

    Having just completed a SR scrapper I knew that soft capped def was amazing, and having played that same SR I was painfully aware of cascade defense failure due to Defense Debuffs, so having soft capped or even higher than soft cap defense in no sin. The defense debuff resistance of a Granite is not that high, my guy having 43% DDR in Granite only, or 60.6% with the addition of Rooted.

    Now that the tank is complete he does have overkill def in many situations, and that is the Price You Pay for complete security in all situations (barring Psi). He retains a Psi def hole as he had other weaknesses I wanted to address.

    So specific points:
    1) You WILL be 'out of Granite' for a minimum of 31 levels. Having planned to soft cap def from the start I found tough/weave darn nice to have while leveling.

    1A) If you ever run your Granite to help a friend or to pick up something you missed via oro, and are doing any content below level 27 you will be 'out of Granite' so having usable Rock etc. will come in handy. I missed the Synapse TF for TFC and only completed it two days ago, lol.

    1B) If you are Not going to do IO Sets then tough/weave will be really useful to you if you want max durability. I used no sets while leveling, just uniques.

    1C) There will be loads of times when you can do just fine 'out of Granite' and contribute much more to the team, or speed your solo play, with unpenalized offense.

    2) Tough has a base of 15% resistance vs Stoneskin with only a 10% base. If you are going to enhance something the higher the starting value the better. Both will get you to the 90% hard cap in Granite. At present, if you do skip Stoneskin to take Tough on your way to Weave, you will almost certainly want to slot it for endurance reduction and increased resist and make it youe Steadfast mule (probably 3-4 slots, I used 4). Having a low endurance Tough with around 20% resist all the time was great to have while leveling. Post I-19 taking BOTH as I plan to do will allow the mule slot for 3% Steadfast to go to Stoneskin, provide about 30% full time resist, and free a slot for some other power.

    3) As I said above I accepted the lack of Psi defense in Granite to use set bonuses to address other issues. While you can soft cap using sets and no weave I think it is more efficient to have only a few sets dedicated to defense and to use your sets to help manage you endurance (ignore the blue bar unless drained,) erase your recharge penalty (my toon - no penalty 12.5% haste in Granite) and greatly boost the run speed while in Granite. I was also able to accomplich these goals while adding quite a bit of HP and regen. Frankly the only way I could figure out to do all this without using Purple sets was with a tough/weave build. This approach also gives a Ninja Run speed out of Granite in the 70 mph range (no travel power to maximize attacks). I find I just fight better using the same basic running and strafing moves I use with all my other toons. Not jumping is no biggie. Post I-19 I'll put teleport in to solve those few occasions where 23.6 mph run speed in Granite does not work.

    4) When you must have Psi defense they say you will have to 'be out of Granite' for minerals, et al. Once again having 7.7% def from a well slotted Weave trumps any possible boost from Maneuvers with its starting value of only 2.275%. Weave also has a lower end cost. Weave and the Steadfast unique can give you 10%+ to everything, all the time, in or out. This approach also lets you save slots in Rock, Crystal, etc. and still have meaningful def. My Rock is two slotted for 35.4%, Crystal two slots at 37.3% and Minerals two slots at 43.4%. I will admit that so far I have never needed to drop Granite for a purely Psi attack, but I keep hearing it is possible so I prepared accordingly.

    5) My level 49 power is - try not to laugh - Maneuvers (muling a 7.5% run speed unique). Belt AND Suspenders allows a softcapped minerals if I ever play the part of the game where I need it, or if I do hit broken levels or Defense Debuff it covers a little of the debuff.

    The build I referenced is below. The in game is very slightly different as I took some powers in a diff order during the actual respec.

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  19. Ok, sorry this took so long.

    Borrowing from the build Ice Ember was kind enough to share, I have a revised build that conceeds the excess defense but has much improved regeneration, total hitpoints, better global accuracy and increased global recharge. This build should also reach the new Tanker hit point cap of 3534 when under Earth's Embrace, although the current Mids does not use that limit so I am not sure.

    Run speed is not as good as the Ice Ember build but should be good enough. I don't have the Veteran 1 slot movement power ability yet so I kept Manuvers as a set mule and emergency defense boost. Thanks again Ice.

    Jak

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Rock Fire 6A5C Build Up Capped Defense : Level 50 Mutation Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Pyre Mastery
    Hero Profile:
    Level 1: Rock Armor -- LkGmblr-Rchg+:50(A), GftotA-Run+:40(19)
    Level 1: Scorch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Acc/Dmg/Rchg:50(3), C'ngImp-Dmg/Rchg:50(21), C'ngImp-Dmg/EndRdx/Rchg:50(37)
    Level 2: Earth's Embrace -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Heal/EndRdx/Rchg:50(5), Dct'dW-Heal:50(5), Dct'dW-Rchg:50(7), Dct'dW-EndRdx/Rchg:50(7)
    Level 4: Combustion -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(9), Oblit-Dmg/Rchg:50(11), Oblit-Acc/Dmg/Rchg:50(11), Oblit-Acc/Dmg/EndRdx/Rchg:50(13)
    Level 6: Swift -- Run-I:50(A), Run-I:50(37)
    Level 8: Rooted -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), RgnTis-Heal/Rchg:30(15), RgnTis-Heal/EndRdx/Rchg:30(17)
    Level 10: Mud Pots -- C'ngBlow-Dmg/EndRdx:50(A), C'ngBlow-Acc/Dmg:50(13), Sciroc-Dmg/EndRdx:50(19), Sciroc-Acc/Dmg/EndRdx:50(21)
    Level 12: Kick -- Acc-I:50(A)
    Level 14: Tough -- Aegis-ResDam/EndRdx:50(A), S'fstPrt-ResDam/Def+:30(15), Aegis-EndRdx/Rchg:50(23), Aegis-ResDam/EndRdx/Rchg:50(25)
    Level 16: Health -- Mrcl-Rcvry+:20(A), RgnTis-Regen+:30(17), RgnTis-Heal/EndRdx:30(27), Numna-Regen/Rcvry+:30(31), Numna-Heal:50(40), Numna-Heal/EndRdx:50(46)
    Level 18: Taunt -- RechRdx-I:50(A)
    Level 20: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod:50(27), P'Shift-EndMod/Rchg:50(43)
    Level 22: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Def/EndRdx:50(34), Ksmt-ToHit+:17(43), GftotA-Run+:40(50)
    Level 24: Build Up -- GSFC-ToHit/Rchg:50(A), GSFC-Rchg/EndRdx:50(25)
    Level 26: Minerals -- LkGmblr-Rchg+:50(A), GftotA-Run+:40(50)
    Level 28: Fire Sword Circle -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-Acc/Dmg/EndRdx/Rchg:30(29), Sciroc-Acc/Dmg:50(31), Sciroc-Dmg/Rchg:50(31), Erad-%Dam:23(46)
    Level 30: Crystal Armor -- LkGmblr-Rchg+:50(A), GftotA-Run+:40(40)
    Level 32: Granite Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(33), Aegis-ResDam:50(33), Aegis-ResDam/EndRdx:50(34), Aegis-ResDam/EndRdx/Rchg:50(34)
    Level 35: Incinerate -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(36), C'ngImp-Dmg/Rchg:50(36), C'ngImp-Acc/Dmg/EndRdx:50(36), C'ngImp-Acc/Dmg/Rchg:50(37)
    Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), KntkC'bat-Knock%:35(40), C'ngImp-Acc/Dmg/Rchg:50(43)
    Level 41: Char -- BasGaze-Acc/Rchg:30(A), BasGaze-Rchg/Hold:30(42), BasGaze-Acc/EndRdx/Rchg/Hold:30(42), BasGaze-EndRdx/Rchg/Hold:30(42)
    Level 44: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(45), Decim-Dmg/Rchg:40(45), Decim-Acc/EndRdx/Rchg:40(45), Decim-Acc/Dmg/Rchg:40(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dam%:50(48), Posi-Acc/Dmg/EndRdx:50(50)
    Level 49: Maneuvers -- GftotA-Run+:40(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 6: Ninja Run

    Code:
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  20. Hey Ice Ember, thanks for the response. I see several really good ideas I want to use. Will post a revised build as soon as RL allows.
    Jak
  21. JakHammer

    Storm/? For Solo

    Thanks much all for your insights and advice. I played a Storm / DP to Lvl 10 yesterday out of curiuosity, and was underwhelmed. Think I'll go with Storm / Ice next as that fits the toon theme best.
    Jak
  22. JakHammer

    Storm/? For Solo

    What would be the most effective secondary to pair with a Storm primary for purely solo play? PvE only, hopefully able to manage +1 x 8 or better, not interested in soloing AV's happy with Elite Bosses.
    Jak
  23. I plan to respec to this build over the next few days.
    I wish it had more Global Accuracy and Recharge, but do not want to sacrifice the Run Speed bonuses and the Over-Capped Defense in case of defense debuff.
    Any advice welcome.
    Jak

    PS: will add teleport post I19.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Rock Fire 6A5B Build Up Capped Defense : Level 50 Mutation Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Pyre Mastery
    Hero Profile:
    Level 1: Rock Armor -- LkGmblr-Rchg+:50(A), GftotA-Run+:40(19)
    Level 1: Scorch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Acc/Dmg/Rchg:50(3), C'ngImp-Dmg/Rchg:50(21), C'ngImp-Dmg/EndRdx/Rchg:50(37)
    Level 2: Earth's Embrace -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Heal/EndRdx/Rchg:50(5), Dct'dW-Heal:50(5), Dct'dW-Rchg:50(7), Dct'dW-EndRdx/Rchg:50(7)
    Level 4: Combustion -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(9), Oblit-Dmg/Rchg:50(11), Oblit-Acc/Dmg/Rchg:50(11), Oblit-Acc/Dmg/EndRdx/Rchg:50(13)
    Level 6: Swift -- Run-I:50(A), Run-I:50(37)
    Level 8: Rooted -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/EndRdx/Rchg:50(9), Dct'dW-Heal:50(15), Dct'dW-EndRdx/Rchg:50(17), Dct'dW-Heal/Rchg:50(17)
    Level 10: Mud Pots -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(13), Sciroc-Dmg/EndRdx:50(19), Sciroc-Acc/Dmg/EndRdx:50(21), Erad-Acc/Dmg/EndRdx/Rchg:30(27), Erad-%Dam:10(40)
    Level 12: Kick -- Acc-I:50(A)
    Level 14: Tough -- Aegis-ResDam/EndRdx:50(A), S'fstPrt-ResDam/Def+:30(15), Aegis-EndRdx/Rchg:50(23), Aegis-ResDam/EndRdx/Rchg:50(25)
    Level 16: Health -- Mrcl-Rcvry+:20(A), Numna-Regen/Rcvry+:30(31)
    Level 18: Taunt -- RechRdx-I:50(A)
    Level 20: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod:50(27), P'Shift-EndMod/Rchg:50(43)
    Level 22: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Def/EndRdx:50(34), Ksmt-ToHit+:17(43), GftotA-Run+:40(50)
    Level 24: Build Up -- GSFC-ToHit/Rchg:50(A), GSFC-ToHit/Rchg/EndRdx:50(25)
    Level 26: Minerals -- LkGmblr-Rchg+:50(A), GftotA-Run+:40(50)
    Level 28: Fire Sword Circle -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-Acc/Dmg/EndRdx/Rchg:30(29), Sciroc-Acc/Dmg:50(31), Sciroc-Dmg/Rchg:50(31), Erad-%Dam:23(46)
    Level 30: Crystal Armor -- LkGmblr-Rchg+:50(A), GftotA-Run+:40(40)
    Level 32: Granite Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(33), Aegis-ResDam:50(33), Aegis-ResDam/EndRdx:50(34), Aegis-ResDam/EndRdx/Rchg:50(34)
    Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), KntkC'bat-Knock%:35(37), C'ngImp-Acc/Dmg/Rchg:50(46)
    Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), KntkC'bat-Knock%:35(40), C'ngImp-Acc/Dmg/Rchg:50(43)
    Level 41: Char -- BasGaze-Acc/Rchg:30(A), BasGaze-Rchg/Hold:30(42), BasGaze-Acc/EndRdx/Rchg/Hold:30(42), BasGaze-EndRdx/Rchg/Hold:30(42)
    Level 44: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(45), Decim-Dmg/Rchg:40(45), Decim-Acc/EndRdx/Rchg:40(45), Decim-Acc/Dmg/Rchg:40(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dam%:50(48), Posi-Acc/Dmg/EndRdx:50(50)
    Level 49: Maneuvers -- GftotA-Run+:40(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 6: Ninja Run

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  24. Just got granite on my first real Tanker, a Stone/Fire.

    So here is an idea.

    Next time there is a Dev judged CC like the 'We're Throwing a Party' event just recently, all the Stone Tanks and /Stone Brutes on each server should show up in granite form and demand a special winning granite be chosen (not for a prize of course) and get a explanation of why that particular winning Granite is the most unique and original. And, in addition, it would help those of us a little under-whelmed by the form come up with some good ideas pending a change, if ever.

    If we all constantly move around the thundering foot steps might make an interesting and obvious statement without spamming the chat.

    Cacophony power.

    Should give them a little challenge.
    Jak
  25. I am going to post a Wish list when I got to my One Year badge but with the breaking news of the I 19 change of the Fitness Pool to inherent, I feel my Number One Wish should be discussed now.

    This is what I was thinking before the news,
    1) At level 3 you get you first set of 2 enhancement slots but have 3 primary and secondary powers to boost. I would like to see you get 3 slots at level 3, and level 3 only, making a net increase of 1 total slot in the 1-30 game. I would like to see this with no other changes. Thus, this would also be an increase of 1 slot to grand total of 68.

    This was my idea of a way to help the 1-20 grind and also make overall builds a little more interesting.

    I think this is still a good idea. If the goal is to make the early game more fun and exciting for new and returning players why be timid?

    While the upcoming change is effectively providing 3 mule slots and all sorts of world shattering build goodness for the min-max crowd, as has been done to death in the Long Live Fitness thread, some of us will want to actually slot the 3 new Non-Fitness power picks.
    In addition (if the implementation of the Fitness Pool inherent at level 1-2 quote from Castle is correct) it remains a fact that we will now have 4 more powers to slot beginning at level 3. Thats 7 total power and only 2 slots at level 3 if no new slots are provided.

    So my question is, just how powerful is 1 lousy slot?

    If 3 new mule slots is so threatening, why not make the change whole-hearted and add that 1 extra real slot? Would 4 be soooo much more powerful than 3?

    What is the Power of ONE?

    Expecting to be flamed into a glistening puddle of rendered lard I remain,
    Jak