Kanto2

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  1. Quote:
    Originally Posted by Umbral_NA View Post
    Unless you've got to take Conserve Power (most likely to qualify for ET if you're going to eschew LBE), you shouldn't even think of dropping DC for it.

    Assuming that you're packing 200% +rech in whichever power you go with (not unlikely considering IO builds) and ignoring activation times, DC is going to be up once every 60 seconds, and CP would be up for 90 seconds every 200 seconds. Even with only a single target around, DC would be providing 2.375 end/sec (1 target = 25 end, once per minute, 95% chance to hit). CP would have a 45% uptime which means that it generates 53.64% end redux on average.

    In order for Conserve Power to even equal the blue bar benefit of Dark Consumption, you'd need to have no end redux slotted in anything and be burning 6.803 end/sec via toggles and activated powers. With 50% end redux in everything, you would need to be burning through 13.525 end/sec in order to equal DC's blue bar contribution. I highly doubt any build, even crazy on toggles, is going to be burning quite that much endurance. And keep in mind, that's assuming worst case for DC and best case for CP.

    You're absolutly correct Umbral. I *LIKE* DC and it is one of the tools that make DM so much fun to play. The thirty second BU power, the half bar with one mob from DC, the powerful ST damage.

    It's just a conjecture though, the plan is to take out SM and put ET in it. No other changes. It would hurt me to remove DC on a near physical plane, but I just want to test if I could live with only CP and have two cones in the build.

    Or ditch the Body epic and go for Weapon. I'd lose CP but I seldom use it at all, I'd still get my FA power for mule and fun, a targeted AoE and Caltrops. The last not particulary useful to add more AoE because of the scatter. Perhaps Web Grenade and save the slots, not that it would really see much use either IMO.
  2. Quote:
    Originally Posted by Desmodos View Post
    Truth is, once you get into IO builds, Dark Consumption becomes rather optional. In most cases it hard to justify keeping it.
    Funny you should mention that because I've been looking on how to up my AoE in my DM/SD scrapper by removing Shadow Maul and putting Energy Torrent. Then a friend mentioned, why not keep both? The plan *is* sound, two cones is better than one, but I've no room for anything to be removed other than... Dark Consumption.

    I still use it a fair bit, but I also have FA running all the time (with DC its endurance cost isn't a problem). What did become optional because of DC was Conserve Power who sits in my tray looking pretty.

    If/when the EU test room comes up I might just try that, remove DC, add ET, and then play a few hard missions and try to rely on CP alone.

    A roughly 90 second recharge when it ends is probably a bit much though, FA might just have to leave solo play and become a set mule/Cim/LGTF team power.
  3. Kanto2

    Char Copy down?

    Same problem as well, can't sign in.
  4. Quote:
    Originally Posted by Cavatina View Post
    Thats what it was before the aE anyways.

    who the hell did anything except Radio mish farm/TF/PI Farm/Katie farm on a double xp weekend?
    Shhh, don't poke the self-righteous. Of course bouncing around the map to run non-stop radio missions or back-to-back ITFs is not farming, shame on you.
  5. Yup, that's what I meant about needing to dig in a bit deeper into /regen. All WP has for itself is regen so it does need to be cranked up and the clickies heals from /regen would really make a difference.

    Regen seems cool to me, something interesting and interactive at the same time. The horror stories of 'alive to dead in five seconds' do make me boggle though.
  6. Kanto2

    fm/sd and dm/sd

    The lack of AoE for DM can be annoying. I've been looking at Energy Torrent and Exploding Shuriken to give a little boost in that aspect.

    Neither seems particulary appealing to be honest, Exploding Shuriken does come with Caltrops which does a decent-ish damage spread over 45 seconds, but it also scatters something fierce which beats the purpose for a /SD.

    Exploding Shuriken is a targeted AoE, so no need to jump in an out of the spawn losing the AaO buff, but a 10.5 second recharge over such measly damage doesn't seem that interesting, but it would hit everything around different from SM that just hits 2-3 mobs. Of course SM can be done twice in the recharge of one Exploding Shuriken which evens the odds again.

    Energy Torrent would mean just trading Shadow Maul (and changing Smite's sloting from Crushing Impact to ToD), and it does do KD, which is nice, but the cone is not that large and jumping in and out of the spawn can be a pain. Still, it recharges in 8 seconds and does half of SM's damage with the promise of hitting twice as many, or more, mobs which again would make it pretty similar in DPS output, but easier to point and with added mitigation from the KD.

    I think Energy Torrent looks the better choice so far.

    I longingly look at Soul Mastery patrol pool for brutes with its cone *and* targeted AoE. For that one thing alone I'd switch my scrapper for a brute.
  7. I confess I'm more used to slotting WPers, it looks a bit odd to my untrained eye. The focus on regen seems to be a bit sparse with so few slots in quite a few powers.

    Only 530%? 31 HP per second? My WP scrapper was pulling 75 HP per second with one mob.

    I see I'll have to dig into the /regen world and see what makes it tick.
  8. Aye aye, I see what you mean, but I found what I'd like to play next, a kat/regen since I never touched either and they look interesting.

    Thanks for the time Werner and Liberty ^^
  9. Quote:
    Originally Posted by Umbral_NA View Post
    Here's a build that has performed historically well (ValBlademaster solo'd 4 AVs at once with it) and demonstrates a lot of what you should look into doing. It's expensive. You've been warned.
    I'm trying to open this build bu not having much luck, I'm not sure if it's the new forums or what. Any chance you could repost it?
  10. Do you happen to have a build for that, Werner? I was looking at some builds strewn around the forums but the forced gimping on the attacks to make all fit was making me shudder.
  11. Assorted greetings, and let me say how much of a pleasure it is to finnaly be able to post without needing to get trial accounts ^^

    I have a DM/SD which is my baby, but whose lack of AoE does kill the enjoyment. I have a FM/SD which I pretty much slotted, but got annoyed with Aid-Self and dropped. Both are good, obviously the FM pumps more AoE goodness.

    I've been pondering on what to try next and I never touched DB beyond the initial 10 or so levels. I find the animations lengthy and the damage not all that interesting. But it seems to have a lot of potencial for AoE... but how is the ST damage?

    Somewhat unrelated, my DM/SD takes the agro cap in +1 bosses and survives, am I foolish to think a WP can do the same?
  12. Quote:
    Originally Posted by Lacrymosa View Post
    Welcome to the world of Ice tankers. Typical advice; Grab Tough/Weave(which you already have) and spam Energy Absorbtion. It's that simple if you wish to ignore/not use any IO's. EA is your very best friend with an Ice tank. Six slot Hibernate with three recharges(60 sec cooldown) and either three heals or three Endmods. Three heals is a bit overkill so I would go with the endmods. Either way, EA and Hiber are you're bread and butter.

    I haven't played a ice tank recently, but a friend who has tells me that using Hibernate activates a debuff called [NoPhase] that lasts 120 seconds and prevents using Hibernate or a Phase power during that time. That makes slotting recharge in Hibernate useless as the natural recharge of the power is also 120 seconds.
  13. Actually it's quite easy and cheap to reach the softcap with a tank. The best news? You can do it around level 30.

    This is a dirty way but once you have some cash you can slot propperly and get some bonuses, but...

    Triple slot all your armors.

    Triple slot Weave

    Triple slot Combat Jumping

    Get the +3% defense Steadfast and put it in Tough.

    Get the Gaussian set and put it in Build-Up

    Get Energy Absorption.

    If you hit one enemy with EA you will be at 44.7%, if you hit two enemies you will be softcapped.
  14. Out of curiosity Hereclea, how is it that you cannot afford DOs at 12? I remember back in I6/I7 that I had to pick and choose what to slot with DOs because I couldn't afford more thant two or three powers slotted. I even jumped level 12 when they opened and only slotted at 17, cash was just that bad.

    I returned in I11 and never again found a lack of cash once I stumbled in the WW. I would understand a newcomer stating those sort of problems, but you hardly are one.

    Without playing the market, without running from WW to the shops and back, simply putting what dropped in the WW at the going prices always afforded the enough cash to slow DOs at 12 and 17. Slotting normal IOs at 22 was were I'd usually stumble even buying recipes and ingredients instead of buying the enhances already crafted, but even so by 23-24 I'd be good to go. Of course SOs would've worked better but I made the math and buying IOs saved cash on the run to 50.

    Lets not go into MA now, where tickets easily slot us all the way to 50, or the fact the prices have jacked up so high that selling at WW gives much more cash.


    My own personal DO slotting is the regular acc (immediatly, I hate whiffing) and damage. A few endurance points less per attack still means needing to spam them more often to actually kill something.

    I'm signing up for the same acc buff lowbies get to extend towards endurance recovery, btw.
  15. Kanto2

    Save or Sell

    Multi-Strike and Harmonized Healing are worth peanuts, I wouldn't worry with keeping them.

    What I usually do is start crafting my sets at 30-40 so I get the defense bonuses in, and then at 50 I roll/buy to get better % out of them.
  16. Quote:
    Originally Posted by Norse View Post
    You'll burn 17.32 endurance in 6.072 seconds for a total of 2.85 end/sec. You can run this attack chain for 142 seconds before hitting rock bottom on the stock 100 end. You'll last longer with Atlas Medallion and Portal Jockey of course. Twice as long in fact. Of course this matters little since your Conserve Power is only down for a bit over 83 seconds.

    I know how hard it is to try and fit Aid Self, softcap, and pack in loads of recharge. I've been working on a build for my Fire/SD for weeks now but I always end up a few percent short on aoe defense and my S/L resistances are lower than I'd like.
    I got one with softcapped defenses, hasten and Aid-Self, was a bit of a bugger to fit all though, and the attack chain has about a second or so of a gap.
  17. Kanto2

    ICE/SS IO build

    Quote:
    Originally Posted by Fury_Flechette View Post
    Respec build I assume. No one would take Wet Ice at 35. Even as a respec build, the build would be awful if, for example, you decide to take in one of the lower level TFs. You wouldn't even have mez protection for the Katie Hanon TF.
    But of course. I spoke to the friend and he said he had no intentions of exemping down. I suggested if he wished to then he could grab his dual build and slot it with SOs, something he agreed.

    Quote:
    With that said, there's all sort of things I could nitpick about your slotting. For example, the Blessing of the Zephyrs. As you realize, with 2 slotted they provide range defense and with 3, they provide AoE. Unfortunately, your shields defend against damage type (smash/lethal/cold/fire/energy/neg energy). They don't stack and the small amount of range defense they provide is largely meaningless. That doesn't mean it's worthless, just not worth the slots or the bonuses.
    If you look closer you will notice the Zephyrs give energy/negative defense, which is what Glacial Shield protects against. For the 3 used slots (the fourth is the native slot in SJ) I get 3% defense which isn't that shabby, plus the added bonus of actually slotting a travel power to, well, travel faster.

    Quote:
    Crushing Impact is a nice set, but if you're going that route, why not go for Kinetic Combat...4 of those actually has a set bonus that is meaningful for your shields. I know you're aiming for the +5% global bonus, but what's a bit of a head scratcher for me is that while you aim for lots of global bonuses, you don't really slot the powers with recharge themselves.

    - Hibernate: 0 recharge
    - Hoarfrost: 70ish% recharge
    - Rage: 70% recharge
    Crap and double crap, this is why posting the builds is good, someone notices the errors made. I took one slot off Hoarfrost to shuffle slots and forgot to put it back, thanks for noticing this as it had completly passed over me.

    As to your points, Hoarfrost, if I had not forgotten to put the slot back, is at 95% recharge and heal, Hibernate has the [nophase] (Tolerance for Hibernation or being out of phase can only last so long. A brief period after activating such an ability, your body will reach a point where such powers cannot be re-activated again for 120 seconds.) nerf attached to it, so it is useless to put recharge on it as the recharge and the debuff last the same time.

    As for Rage it's : a) matter of taste. Some like double stacking rage, or triple stacking, the constant 10 seconds of no damage and the subsequent crashes are a pain. B) The only place to put a full Gaussian for the myriad of defense bonuses.

    Quote:
    All in all, I think you can put more recharge into key powers, slot less expensive LoTG recharges, Zephyrs and save your friend a lot of influence. The build is needlessly expensive and probably less effective than many cheaper builds.
    The LotGs are a matter of taste, once again. I told him they were not consequential to the build and he agreed. If he ever likes the character enough to make cash for it then they can be slotted, if he does not then he can put a Red Fortune instead, get the same defense and play normally.

    Looking back at the build I think we have differing standards. Other than the Obliteration set and the non-needed LotGs the build is cheap-ish for me. Decimations aren't expensive, there is only one Numina slotted and the Positrons can easily be acquired for not much either, especially if he decides to buy level 40 instead of level 50, the dip in % is small and big in price. There isn't even Zephyr KB which are the expensive of the trio.

    Now to go shuffle the slots again and put the lost one back in Hoarfroast...
  18. Kanto2

    I16 and MA

    Assuming of course a newbie would be soloing anywhere other than in MA ;p
  19. Kanto2

    I16 and MA

    It would be lovely, but most TFs do require more than one character. I was thinking of the LGTF with the Riders, one of them draining endurance and fearing if hit by melee attacks, of weakned Hami that has one of the bubbles immune to melee.

    The ITF though, would be great, even if I don't see passing Rom anywhere easily, BUT, it has been done, and what man has done man can replicate.

    The whole thing about minimum team size because of newbies has holes though. If it requires the difficulty slider to be set for 8 people then what newbie is actually playing the game with it that high? He would be slaughtered at the first mission. That's assuming no one is reading the introductory text (this is a TF, it's a very hard series of missions) and, lets face it, most arcs already have AVs at the end of them.

    But, even if somehow a newbie *is* somehow at the difficulty for 8 people *and* doesn't read the introductory text then what's the most that will happen? If he's playing and surviving at such a high difficulty he'll survive the whole TF and slaughter the AV anyway.
  20. Kanto2

    ICE/SS IO build

    I switched Obliteration out and put Multi-strike in Icicles because I had reached the 5% recharge bonus, but also because Icicles is fairly heavy in endurance, something Obliteration skims and Multi-Strike is heavy in. Not to mention Multi-Strike is light on the recharge so it sits better on a power that doesn't require it (while also giving a small S/L defense bonus). I did do a bit of fancy slotting to reach the (near) cap with one enemy caught in EA, but if catching two the softcap is passed, and any more will just be a buffer.

    Foot Stomp on a six second timer with Obliteration's light endurance reduction *will* be heavy on the blue bar but that's part of the beauty of a Ice tank, EA giving 30% of a blue bar with one enemy around and back up every 18 seconds. But you're correct in the fact Multi-Strikes don't do much as a set. I could remove it, put in Obliteration back in Icicles and frankenslot FS, though that's a bit of defense gone that would have to come from somewhere else.

    I suppose one of the attacks could be changed for a ToD to make up for it. I'll direct the friend to whom the build is to come check this thread again so he can make up his mind.
  21. Kanto2

    ICE/SS IO build

    This is a build for a friend, if someone catches something in which it could be improved please say so.

    Also, not having played an ice tank since I7, a resonant BOOOO! at Hibernate only working once every 120 seconds, it was at a sexy 36 seconds recharge when I had [nophase] mentioned to me.

    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Super Strength
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    ------------
    Level 1: Hoarfrost Numna-Heal/Rchg(A), H'zdH-Heal/Rchg(3), S'fstPrt-ResDam/Def+(3), Dct'dW-Heal/Rchg(11)
    Level 1: Jab Empty(A)
    Level 2: Chilling Embrace EndRdx-I(A), ImpSwft-Dam%(17)
    Level 4: Haymaker C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(7)
    Level 6: Maneuvers LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(9), LkGmblr-Def(11)
    Level 8: Hasten RechRdx-I(A), RechRdx-I(9), RechRdx-I(15)
    Level 10: Swift Flight-I(A)
    Level 12: Combat Jumping LkGmblr-Rchg+(A), Zephyr-Travel(13), DefBuff-I(13), Zephyr-Travel/EndRdx(17)
    Level 14: Super Jump Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
    Level 16: Health Mrcl-Rcvry+(A)
    Level 18: Frozen Armor RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), LkGmblr-Rchg+(19), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(36)
    Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(37)
    Level 22: Knockout Blow C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(23), FrcFbk-Rchg/EndRdx(42), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(45)
    Level 24: Glacial Armor RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(33), LkGmblr-Rchg+(42)
    Level 26: Energy Absorption Efficacy-EndMod/Acc/Rchg(A), RedFtn-Def/Rchg(27), DefBuff-I(27), P'Shift-EndMod/Rchg(31), Efficacy-EndMod/Rchg(34), Efficacy-EndMod/EndRdx(36)
    Level 28: Rage GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(42)
    Level 30: Icicles M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(37), M'Strk-Dmg/Rchg(37), M'Strk-Acc/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/EndRdx/Rchg(43)
    Level 32: Hibernate Heal-I(A), Heal-I(33), EndMod-I(33), EndMod-I(43)
    Level 35: Wet Ice EndRdx-I(A)
    Level 38: Foot Stomp Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Char Acc-I(A)
    Level 44: Fire Blast Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46), RechRdx-I(50)
    Level 47: Fire Ball Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
    Level 49: Taunt RechRdx-I(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest RechRdx-I(A)
    Level 1: Gauntlet



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  22. Kanto2

    Farm Exploit?

    You've nailed something I've already spoken about, Cobra. Yes, the XP is lovely, but the challenge is great too.

    Take a solo mission.. Three minions in a spawn. Next spawn is a lieutenant and a minion, the next is one boss.

    Challenging? No, not really. Not even entertaining. There is a reason why people love going to hazard zones and get big spawns.

    I think MA will get quite a drop in popularity once we get I16 and the new difficulty slider.
  23. Kanto2

    Dark/Dark Build

    I start by saying I have no experience in building a Dark/Dark (or much any other defender), but someone I know was asking for a build so I gave it a try. My comments are mostly aimed at him though if anyone sees a way to improve the build please say so.

    I did a standard recharge build mostly for Tar Patch and the other goodies like Howling Twilight, Fearsome Stare, etc. Keep in mind Howling Twilight is a massive *auto-hit* stun, so don't hoard it, it comes back in 60 seconds anyway.

    Tar Patch coming back at 28 seconds is good enough to use at every spawn, I think.

    I'm not sure if Dark Servant is slotted best, and I did not took Blackstar because the idea of throwing all endurance away seems like anathema for a defender (but can be switched for Total Focus I suppose). Twilight Grasp only has 42% accuracy but there is 57% accuracy in global bonuses floating around.

    I also aimed for a cheap build of which I think only the Positron Blasts detract, but, if aiming for level 40 enhances instead of level 50 the prices will go down a fair bit and the loss in % is minimal.

    Shadowfall + SS = invisibility, so Recall Friend is a good complement to a character than can be a good stealther.



    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Dark Blast
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Teleportation
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Twilight Grasp -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(5), Acc-I(7)
    Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11)
    Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Dmg/Rchg(15)
    Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
    Level 6: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(19), DarkWD-Rchg/EndRdx(21), DarkWD-ToHitDeb/EndRdx(21)
    Level 8: Shadow Fall -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(11), RedFtn-EndRdx(17), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(23)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-Acc/EndRdx(29), Abys-Acc/Fear/Rchg(29), Abys-Fear/Rng(31), Abys-EndRdx/Fear(31)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-End%(33), P'Shift-EndMod/Acc(33)
    Level 22: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dam%(25), Det'tn-Acc/Dmg/EndRdx(31), Posi-Acc/Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34)
    Level 24: Night Fall -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(25), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37), Posi-Dam%(37), Det'tn-Acc/Dmg/EndRdx(39)
    Level 26: Combat Jumping -- Krma-ResKB(A)
    Level 28: Howling Twilight -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(40), Stpfy-EndRdx/Stun(40), RechRdx-I(40)
    Level 30: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(43), RechRdx-I(43)
    Level 32: Dark Servant -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(43), Nictus-Acc/EndRdx/Rchg(45), EoCur-Acc/Hold(45), EoCur-Acc/Hold/Rchg(45), G'Wdw-Acc/Hold/Rchg(46)
    Level 35: Petrifying Gaze -- EoCur-Acc/Rchg(A), EoCur-Acc/EndRdx(36), EoCur-EndRdx/Hold(36), EoCur-Acc/Hold/Rchg(36), RechRdx-I(50)
    Level 38: Recall Friend -- Range-I(A)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(46)
    Level 44: Power Build Up -- RechRdx-I(A), RechRdx-I(46)
    Level 47: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(48), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx/Rchg(50), Mako-Acc/EndRdx/Rchg(50)
    Level 49: Swift -- Run-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
  24. There is this comedic idea that RPers will enter a team and start going forsooth and walk instead of run while pausing at every battle to make a comment about how epic they are fighting, etc.

    As a long time RP I never saw this happen. In a full team of RPers certainly there will be chatter going but entering one who is not people will pipe down (except Fanservice, but he's a loon). There is just no fun in trying to RP in teams with a casual-non-RP whose answer will range from 'lolwut?' to '[censored]?? gtfo!'.

    As for MA, yes, I feel it killed the game. Not so much for the farming but for the fact that...

    A) - You can make a new toon and never leave Atlas (it even has a WW) until 50. No need to do the stupid stupid stupid arcs that send you from Steel to KR, back to Steel, then Galaxy, then back to Steel, then to Atlas, then back to Steel and this bfore having travel powers.

    B) - Everything you need is in the MA. MA is mother and father. It XPs you, gives tickets and feeds enhancements.

    C) - Farming, yes. Whatever is done in the end it's still an option and even before the comm officers fad a friend of mind took me to a map filled with lieutenants and I got to 22 in a couple of hours (incredibly slow by comm officer standards, but still leaps and bounds ahead regular teaming) which means it's an option available at level 1 without even having to travel to PI.

    That said I've enjoyed the farming and made one for me. At first it was just to reach DO level (half an hour) which was lovely since I hate low levels after over two years of CoHing. But then it's so easy I just carry on to SOs. That means I made several alts I've been wanting to try but lack the energy to grind the slog to 22. Several ice tankers, a WS, a few scrappers. Some beyond 22 but several sitting pretty there so I can play then and test when the mood comes.