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Posts
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Joined
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elec looks better with storm powers. aesthetically it is superior. However if your aesthetic is large orange numbers and scouge ticks then fire/storm is the only option. There is more single target and more aoe damage. Elec has utility though which fire almost completely lacks. Fire has a soft control in RoF, but that's it.
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Someone in my sg made a grav/nrg before the buffs and loved it for pvp. I have a mind/nrg that I created post buff and it's just hot everywhere.
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OH EM GEE! That set totally had fissure. She doesn't say it but he does the footstomp animation at the end and if you look close near his foot a little black fissure is stretching out. It'll probably be the fissure from the blue side APP's and not the one from stone armor...cause that would be totally hax. Also it looked like there was a tremor AND another aoe. Maybe a cone or a different effect?
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WP is a different set for a stalker. Most likely BS will have it's aoe capabilities removed in the same way that Kat was changed to Ninja Blade.
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EB/Cold is also an option for pure pvp. About the same pvp ST damage as the others while adding the KB debuff to the mix. Which can be stacked quicky via power push.
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Even heavily slotted the stalker resist sets all fall painfully short of the sort of damage soaking that the defense set do. If you want super resists and defense then WP or SR are your babies. You'll still die a lot, but those are the best for surviving alpha. Though WP will cost you a lot more infamy to get that way.
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good point, I'll stick to t1 pets and singies. Then again your endurance cost adds debt to no one, so I'm fine with it either way.
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This is probably old news, but I just figured it out two days ago and it's still awesome. I just respecced one of my corr's and took recall friend and have been using it to throw other people's pets at packs to pull them.
I love it with storms cause I'm all stealthed and in a hurricane so they go chasing after an assault bot and get debuffed by my aura before they get there. Also it's just fun hearing the reactions from people when I toss their pets at the Riders in LGSF. -
Ice/TA. Blizzard and OSA. For when you absolutely have to make everyone else in the team go "damn".
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Personally I took Hasten and SS over Caltrops and SJ. That's personal preference though. I tossed together as close to a budget build as I could manage without getting too squeemish. Ranged and melee defense was the first priority, then recharge.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Ninjitsu
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Efficacy-EndMod/Acc(39), Efficacy-EndMod/EndRdx(50)
Level 1: Hide -- Krma-ResKB(A)
Level 2: Ninja Reflexes -- RedFtn-Def(A), RedFtn-EndRdx(3), RedFtn-Def/EndRdx(3), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(40)
Level 4: Danger Sense -- RedFtn-Def(A), RedFtn-EndRdx(5), RedFtn-Def/EndRdx(5), RedFtn-Def/Rchg(15), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(40)
Level 6: Assassin's Shock -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(11), GSFC-ToHit/EndRdx(11), GSFC-Build%(13)
Level 10: Hurdle -- Empty(A)
Level 12: Placate -- Range-I(A)
Level 14: Health -- Heal-I(A), Heal-I(15)
Level 16: Kuji-In Rin -- EndRdx-I(A)
Level 18: Chain Induction -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg(19), C'ngImp-Dmg/EndRdx(34), C'ngImp-Acc/Dmg/Rchg(34)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(21)
Level 22: Kuji-In Sha -- Dct'dW-Heal(A), Dct'dW-Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25), S'fstPrt-ResDam/Def+(31)
Level 24: Combat Jumping -- Zephyr-ResKB(A)
Level 26: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(50)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Super Speed -- Zephyr-ResKB(A)
Level 32: Lightning Rod -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(50)
Level 35: Blinding Powder -- SipInsght-Acc/ToHitDeb(A), SipInsght-Acc/Rchg(36), SipInsght-ToHitDeb/EndRdx/Rchg(36), SipInsght-Acc/EndRdx/Rchg(36), SipInsght-ToHitDeb(37)
Level 38: Kuji-In Retsu -- RedFtn-Def(A), RedFtn-EndRdx(40), RedFtn-Def/EndRdx(43), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(46)
Level 41: Mu Bolts -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Acc/Dmg(42), Thundr-Acc/Dmg/Rchg(42), EndMod-I(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(45), Posi-Dmg/Rchg(46)
Level 47: Electric Shackles -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Acc/EndRdx/Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(48)
Level 49: Smoke Flash -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination -
One of you is from BC the other is from Houston. You will never agree on this. Since we have that out of the way let's turn this debate over to Universal Healthcare pros/cons.
/threadjack -
Something to consider here. You really don't need softcapped positionals to solo AV's. Mine has 35% to ranged/aoe and I can just focus down anything that's truly nasty who wants to melee.
Something else that can help the low melee defense problem is Oppresive gloom. Given it reduces your S/L resist, but with OG you take less S/L overall. OG can also be slotted with the same ranged defense bonus and add in a recharge time bonus which you need badly.
If you pull out mu mastery for soul. Drop the fences slots into OG, take the Numina Heal IO out of health, reslot Gang war with four piece Expedient reinforcements. Put alkaloid up to four slots and just keep dropping numina into it.
Reslot Enforcers with the lady grey and achilles procs. Your enforcers are your damage pets. Any fantasy of soloing AV's is never going to come true is these guys aren't ready to bring the pain. Drop in the two procs, one accuracy and either 3 damage or 2 damage and a defense. if you want to get cool drop in a lysosome exposure and 3 damage. That's give you the tohit, +defense AND buff -defense.
You need the enforcer to hit hard and to debuff things for your other pets. Don't worry about losing all of that defense in the reslotting. You still have layers of protection from your resists, -damage, -tohit and your piles and piles of -special. The -special is the real strength of poison. There is no resist to -special. That debuff is going to give you a lot of mez protection, end drain protection and a bunch of other stuff I can't remember right now. -
Okay so one ability, when added in with defense, allows more chances for things to miss the target and the target thus being able to get out or heal or pop a green. The other is interruptible, can't be used while being hit, does nothing to extend life that a green couldn't do better and doesn't really help the main AT that will be taking damage redside.
Wow, I am so sold on aid other.
Even when I get Aid Self on a character I take stimulant as the prereq, cause someone actually responding to the "zzz" in chat is pretty rare. I mean most storm corrs don't even realize that they have stun protection in their heal and just slot it for recharge and forget about it.
Also this is redside. Redside is about offense. If you want to sit around spamming aid other roll your cold dom blue-side. Defenders don't really have anything better to do than sit around applying long cast, interruptible heals since unslotted aid other is arguably more effective than most of the defender blasts. -
Unless I don't open with LR and instead use Fences to KB protect the mob around me before unleashing the aoe's
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Okay here's take two. I redid it from scratch as Elec/FA. Who I've also been leveling with the intention of using as an AOE bot. I slotted thunderstrike and lightning rod with weak sets even though they're my two strongest attacks, but I think that the Fences/Burn combo will make up for that. I would reslot Lightning rod though if I could figure out how to fit thunder clap in for 6 slots. Not really sure I could.
I like how this one looks though. Lots less ST damage but the aoe is definitely better. Attacks are slotted more optimally (with two exceptions) and I didn't misplace the miracle. Also I basically have a mitigation toggle in this build by not using fences and letting the KB rocket everyone out of my face.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-EndRdx(3), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5)
Level 2: Blazing Aura -- M'Strk-Dmg/Rchg(A), M'Strk-Dmg/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40), M'Strk-Acc/EndRdx(43)
Level 4: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Rchg(7), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39)
Level 6: Hurdle -- Empty(A)
Level 8: Thunder Strike -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(9), KinCrsh-Rchg/KB(9), KinCrsh-Rechg/EndRdx(11), KinCrsh-Dmg/EndRdx/KB(11), KinCrsh-Acc/Dmg/KB(48)
Level 10: Combat Jumping -- Ksmt-ToHit+(A)
Level 12: Kick -- KinCrsh-Dmg/KB(A), KinCrsh-Dmg/EndRdx/KB(13), KinCrsh-Acc/KB(13), KinCrsh-Acc/Dmg/KB(15), KinCrsh-Rchg/KB(15), KinCrsh-Rechg/EndRdx(17)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-EndRdx(19), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(21)
Level 18: Chain Induction -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg(23), C'ngImp-Dmg/EndRdx(23), C'ngImp-Acc/Dmg/Rchg(37)
Level 20: Stamina -- EndMod-I(A), EndMod-I(37), P'Shift-End%(37)
Level 22: Super Jump -- Zephyr-ResKB(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-EndRdx(25), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33)
Level 26: Consume -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(27), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33)
Level 28: Burn -- Armgdn-Dmg/Rchg(A), Armgdn-Dmg/EndRdx(29), Armgdn-Dmg(29), Armgdn-Acc/Dmg/Rchg(31), Armgdn-Acc/Rchg(31)
Level 30: Build Up -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(36), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(50), GSFC-Rchg/EndRdx(50), GSFC-Build%(50)
Level 32: Lightning Rod -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(34), KinCrsh-Rchg/KB(34), KinCrsh-Rechg/EndRdx(34), KinCrsh-Dmg/EndRdx/KB(36), KinCrsh-Acc/Dmg/KB(48)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
Level 38: Rise of the Phoenix -- Heal-I(A)
Level 41: Electrifying Fences -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg(43)
Level 44: Ball Lightning -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46)
Level 47: Taunt -- Zinger-Dam%(A)
Level 49: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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aha, the miracle thing. Got it. Those attacks with the purples instead of normal sets I sort of hoped would be made up for by the much better slotting in the other attacks. I'll go back to the drawing board on it I guess.
I put the accuracy in taunt for doing nuke runs in warburg with my buddy on his dom.
The order of the abilities is for a post 50 respec. I already have the character mostly leveled and I'm just heming and hawing on how to slot it out.
I was also trying to figure out creative ways to slot kinetic crash into the build so that I wouldn't need so many res or travel power slots for KB.
Guess I'll have to rethink how I want this to go down. Thanks for the inputs. -
Not really. I could drop some cash and put some hami's in siphon life to have it all. I could also put another damage set into smite instead of the -hit, but my goal was maximizing recharge to have all of my long cooldowns up more often. Drain soul being up almost constantly makes up for the lack of damage in those two abilities for me.
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Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Smite -- Cloud-ToHitDeb/EndRdx/Rchg(A), Cloud-Acc/Rchg(40), Cloud-%Dam(40), Cloud-Acc/EndRdx/Rchg(43), Zinger-Dam%(43)
Level 1: Resist Physical Damage -- ImpArm-ResPsi(A), ImpArm-ResDam(37), ImpArm-ResDam/EndRdx(37), Aegis-Psi/Status(46)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-EndRdx(3), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15)
Level 4: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7)
Level 6: Hurdle -- Empty(A)
Level 8: Siphon Life -- Nictus-%Dam(A), Nictus-Acc/EndRdx/Rchg(9), Nictus-Acc/Heal(9), Nictus-Heal/HP/Regen/Rchg(11), Nictus-Heal(11), Theft-+End%(13)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Boxing -- Empty(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-EndRdx(17), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19)
Level 18: Super Jump -- Winter-ResSlow(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(21)
Level 22: Resist Energies -- ImpArm-ResPsi(A), ImpArm-ResDam(23), ImpArm-ResDam/EndRdx(23), S'fstPrt-ResDam/Def+(46)
Level 24: Resist Elements -- ImpArm-ResPsi(A), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx(25)
Level 26: Soul Drain -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Rchg(37)
Level 28: Invincibility -- RedFtn-Def(A), RedFtn-EndRdx(29), RedFtn-Def/EndRdx(29), RedFtn-Def/Rchg(34), RedFtn-Def/EndRdx/Rchg(36)
Level 30: Dark Consumption -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(31), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(34)
Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(34)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
Level 38: Unstoppable -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(39), RctvArm-EndRdx/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(40)
Level 41: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43)
Level 44: Electrifying Fences -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dmg/Rng(46)
Level 47: Ball Lightning -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- C'ngImp-Acc/Dmg/EndRdx(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury -
This is my build.
It's super fun and tanks like a champ. My best so far was running the Barracuda SF on challenge 3. The whole team wiped on the spawn waves in the last room and I just sat there tanking the room until they ran back.
Oh and I went Mu instead of the obvious Soul Mastery because The mu immob has -kb and means less mitigation from invincibility. -
I was thinking of an AoE build. I have an irrational dislike of SS and really dig /FA, but the end costs on it are scary. This build was one of two ideas I had. This and Elec/FA. I think this one would be more survivable and have more ST damage.
Thoughts/Comments?
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Brute
Primary Power Set: Dual Blades
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Villain Profile:
Level 1: Power Slice -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(11), Hectmb-Dmg(43), Hectmb-Acc/Dmg/Rchg(43), Hectmb-Dmg/Rchg(43)
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-EndRdx(3), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
Level 2: Ablating Strike -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(46), C'ngImp-Acc/Dmg(46), C'ngImp-Dmg/EndRdx(46), C'ngImp-Acc/Dmg/Rchg(48)
Level 4: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), S'fstPrt-ResDam/Def+(9)
Level 6: Typhoon's Edge -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(36), Armgdn-Dmg(48), Armgdn-Acc/Dmg/Rchg(50), Armgdn-Dmg/Rchg(50)
Level 8: Hurdle -- Empty(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Kick -- KinCrsh-Dmg/KB(A), KinCrsh-Dmg/EndRdx/KB(13), KinCrsh-Acc/KB(13), KinCrsh-Acc/Dmg/KB(15), KinCrsh-Rchg/KB(15), KinCrsh-Rechg/EndRdx(17)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-EndRdx(19), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam/Rchg(21)
Level 18: Super Jump -- Zephyr-ResKB(A)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(40)
Level 22: Vengeful Slice -- KinCrsh-Dmg/KB(A), KinCrsh-Dmg/EndRdx/KB(23), KinCrsh-Acc/KB(23), KinCrsh-Acc/Dmg/KB(34), KinCrsh-Rchg/KB(34), KinCrsh-Rechg/EndRdx(34)
Level 24: Consume -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27), Oblit-%Dam(27)
Level 26: Sweeping Strike -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Dmg(40)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam(29), RctvArm-EndRdx(33), RctvArm-ResDam/EndRdx/Rchg(33)
Level 30: Blazing Aura -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Dmg/EndRdx/Rchg(31), M'Strk-Dmg/EndRdx(31), M'Strk-Acc/EndRdx(31), M'Strk-Dmg/Rchg(33)
Level 32: One Thousand Cuts -- KinCrsh-Acc/Dmg/KB(A), KinCrsh-Dmg/EndRdx/KB(36), KinCrsh-Dmg/KB(37), KinCrsh-Acc/KB(37), KinCrsh-Rechg/EndRdx(37), KinCrsh-Rchg/KB(39)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
Level 38: Rise of the Phoenix -- Mrcl-Rcvry+(A)
Level 41: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 44: Nimble Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(50)
Level 49: Taunt -- Acc-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury -
Kin for MM's would be hell. Super speeded pets and 6 more targets for SB.
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I took Provoke on my Fire/Storm Corr. She usually tanks ITF. The best setup is having a brute/tanker to grab up all of the hard targets and drag them along while I use her to push/taunt everything else around until we have a group roughly four times the aggro cap. Then Immobs, toggles, drops and pets are dropped at once and we annihilate.
Usually damage is never taken by the two of us, but sometimes a lucky nictus gets a shot through. -
Nah, Thugs/Sonic FTW. Repel toggle on the arsonist, -res toggle on the bruiser...profit
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Except that ET is a guaranteed hold and EC is just reliable. Somewhat less dpa, a less resisted damage type and more mez=better than.