Katten

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  1. Katten

    Power Boost

    Is there a list somewhere of powers that were debuffed for PvP purposes only that never got changed after the PvE/PvP power effect split? If there's not it would be nice to see one created. I feel like I'd come across the problem a couple of times, but not remembering off the top of my head would make it hard to start that thread.

    It's possible Dev's might actually pull from that a bit. They've worked with us in other similar ways before.

    Also, I too miss energy punching clockwork across atlas park with the vanguard medal and powerboost active.
  2. ah yea, I'll strike the presence pool part of that post off. It's been a long time since I've played tank and it would probably hurt to see him go any more "pure tank" than he already is. *wish I knew how to do strikethroughs, delete seems kind of escapist*
  3. Going to post my build/data block so you guys can get an idea where I'm going with this, it's all about most attack based procs possible without actually gimping myself

    Sadly, 1 proc isn't going to cut it, every build gets away with the set included proc :P

    I'll fit in the rare recipe stuff as I accumulate more inf/make dedicate other 50's inf into this character (if this is to turn out to be as enjoyable as I hope.)

    Anywhere I can improve on this / optimize the true 4 slots of each attack? (other than getting purple sets?)

    *yep, I did manage to hit soft cap to all, but it meant switching gaussians chance to build up out of follow up, I'm not sure I'm happy about that, there anything that can be done? Also, is gaussians BU proc + Decmation BU Proc in focus just the most awesome thing ever, or unsatisfactory?*

    Hya it is.
    *I'm confident I can easily transform the build into a regular capped claws/sr if things are starting to go south*

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), T'Death-Dam%(5), Mako-Dam%(7)
    Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(40), RedFtn-EndRdx(40)
    Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13), LdyGrey-%Dam(13), Achilles-ResDeb%(15)
    Level 4: Agile -- DefBuff-I(A), DefBuff-I(15), LkGmblr-Rchg+(50)
    Level 6: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(17), LkGmblr-EndRdx/Rchg(17), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(40), LkGmblr-Rchg+(42)
    Level 8: Swift -- HO:Micro(A)
    Level 10: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Dmg/EndRdx/Rchg(21), GSFC-ToHit/Rchg(21), AdjTgt-ToHit/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(23)
    Level 12: Practiced Brawler -- RechRdx-I(A), RechRdx-I(25)
    Level 14: Health -- Heal-I(A), Heal-I(25)
    Level 16: Dodge -- DefBuff-I(A), DefBuff-I(27)
    Level 18: Focus -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(27), Entrpc-Dmg/Rchg(29), Entrpc-Dmg/EndRdx/Rchg(29), Entrpc-Heal%(31), Dev'n-Acc/Dmg/Rchg(31)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(33)
    Level 22: Quickness -- Run-I(A)
    Level 24: Hover -- Zephyr-Travel/EndRdx(A)
    Level 26: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(34), Armgdn-Dam%(37)
    Level 28: Lucky -- DefBuff-I(A), DefBuff-I(36)
    Level 30: Fly -- Zephyr-Travel(A)
    Level 32: Shockwave -- Posi-Acc/Dmg(A), ExStrk-Dam%(33), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(37)
    Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(42), RedFtn-EndRdx(42)
    Level 38: Boxing -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(43), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(46)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(50)
    Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45), Numna-Regen/Rcvry+(45), Heal-I(45)
    Level 47: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 49: Weave -- DefBuff-I(A), EndRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 9% DamageBuff(Smashing)
    • 9% DamageBuff(Lethal)
    • 9% DamageBuff(Fire)
    • 9% DamageBuff(Cold)
    • 9% DamageBuff(Energy)
    • 9% DamageBuff(Negative)
    • 9% DamageBuff(Toxic)
    • 9% DamageBuff(Psionic)
    • 6.13% Defense(Smashing)
    • 6.13% Defense(Lethal)
    • 5.81% Defense(Fire)
    • 5.81% Defense(Cold)
    • 6.75% Defense(Energy)
    • 6.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.25% Defense(Melee)
    • 10.5% Defense(Ranged)
    • 8.63% Defense(AoE)
    • 2.25% Max End
    • 48% Enhancement(Accuracy)
    • 37.5% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 105.4 HP (7.87%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Confused) 2.75%
    • MezResist(Held) 5.5%
    • MezResist(Immobilize) 13.8%
    • 5% (0.08 End/sec) Recovery
    • 30% (1.68 HP/sec) Regeneration
    • 4.1% Resistance(Fire)
    • 4.1% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 3.13% Resistance(Psionic)
    • 5% RunSpeed



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  4. Thanks umbral, I'm going in this direction simply because I've done the soft cap/rech thing before and grown tired of it, that and procs firing gives me some unexplainable satisfaction.
    The multi/damage type helps make it more reasonable.

    I'd say claws was better only because it's DPA is slightly lower and rech slightly faster than most sets so it benefits less from over the top damage than some.

    As for kinetic combats, I considered it, but there is no way kinetic combat will give any attack even decent flat stat boost, (since it's a pre-30 set) so it's a matter of sacrificing the extra rech/end/slight def rather than damage percentage points.

    I'll take your advice and stick with weave, I was just playing on a build with 36% D, and it just wasn't enough alone. Luckily I team primarily so I can lax up more than most.
  5. The first character I ever made was a claws/SR, it was gathering dust for about 4 years, sitting around level 32 just being touched from time to time, but I never really enjoyed it.
    Now I'm having an absolute blast with it, the look of claws is really appealing now, the style, shockwave, everything feels great so, to my question.

    I'm planning on making this character into one of the old school buzzsaw builds that was so popular when IO's first came out, (That is multi procs and fast attacks) and that's easy enough to do without sacrificing offense, but I have sacrificed melee defense for it.

    So, if I can't cap melee defense, should I pick up elude instead of weave?

    (With weave running it'll be at 42% melee D, 50% ranged, 43% AoE)

    *edit* I'm aware that complete sets are the better way to go to get more recharge (more DPS) and hold on to defense, I just felt left out of the proc craziness, and since claws works better with procs than other sets that's where I've gone.
  6. What Channel would be the best to find Rikti Mothership Raids? Freedom Events?

    Currently a member of Freedom Badge, Monster, and TF, but don't see them announced reliably on any of those.
  7. Quote:
    Originally Posted by Miladys_Knight View Post
    A thrown hand grenade with a 10 second timer would be better for a defender. Clicking the power starts the timer. Clicking the ground where you want it throws the grenade. Giving it a 10-15 foot radius fear effect from the time it lands until the time it explodes would also be a nice thematic addition.
    Ah, fear during the countdown sounds very cool hahah, and defendery indeed
    (was having trouble figuring out things you could give a traps it didn't already have, since it has so many debuffs and you can't let it stack holds an such easily)
  8. Katten

    Power Boost

    Well *if* it can be boosted, then it could be used to draw out a single small blue as if it were about 2/3 a bar of endurance, by the time you killed that you'd probably be regaining end again. So in the scenario where that works, that's a very reasonable use for it.

    Of course that means before nuking you have to hit (lets think the best order) Power Boost, Conserve Power, Aim, Build up, which is a good many clicks and short timers ticking down. But it would be useful as far as magnifying the (usually devastating debuffs/stuns) effects of nukes as well.
  9. For some odd reason I feel like adding advice that everyones pretty much said...

    -Defenses aren't strong until SO's
    -Level 25 IO's are NOT the same as SO's, they are the same as -1 SO's, It's a huge difference when talking defense, as each percentage point towards the cap gives you more mitigation than the one before it. Unlike slotting for damage or something, where 9% is going to be maybe 10-20 more damage, negligible if you're not optimizing for damage.
    -*which means wait til 35 IO's, which are the same as +3 SO's and will stave off the ED cap allowing you to get something like 99% rather than 80-90% 3 slotted.*
    -Willpower is a powerful set, but it benefits greatly from layered defenses (IE tough/weave) and can handle the endurance drain.
    -Willpower's weakness is the alpha strike, you have Three options.
    *Use an offensive power to break alpha, KB/KD/Stuns
    *Use an inspiration (both defense and resist stack with WP so it doesnt matter, it'll be enough.)
    *Use Strength of Will (this is why you will feel more powerful at 32, your hole gets partially covered up)
    -Willpower requires enemies around you to be strong, make sure you have the tools to keep area enemy aggro on you, in melee range.

    All sets have a weakness, and all weaknesses can be patched, between pool powers, IO slotting, and playstyle.

    All tank sets are capable of tanking what you want them to tank, in their future.

    Certain sets are more defensive than others, as a 'pure' tank you'd be best going with things like Stone, Invuln, or WP, but research them to find their weaknesses, and how late blooming they should be due to power positioning/necessity SO's, or of offensive mitigation etc.

    If you did the extreme build, you probably managed to put enough slots in your defenses to make them worthwhile after SO's as soon as you get them.
    ---------

    This game is all about knowing your powers, look at the detailed info before you create a character, this will tell you what mez/res/def holes you have.
    From that point choose your secondary keeping in mind what will be needed to cover them, and what your primary can support.

    In this case you have a willpower tank, stone is a good secondary since willpower can handle the extra end cost of stone, and stone offers willpower an alpha dispersion tool, fault. This is why secondaries are important to consider even if you're not going offensive.

    Now for pool choices, sometimes willpower has a tough time keeping aggro, which means a tough time being a team tank, and a tough time keeping regeneration high. It's a good idea to pick powers that
    A.)Activate gauntlet rapidly (quick single attacks)
    B.)Take several area attacks

    *Edit* Don't take presence pool, just slot taunt correctly.
  10. On a blaster, it's bad for a tier 9, but has some use. When soloing I can set it in the middle of a large spawn, wait till the thing has flashed it's countdown to 3 seconds and set the trip mine, both go off at once, nearly everything's dead.

    Or, go to the next spawn while your team is preparing to attack the spawn in front of them, by the time it goes off your team will have just reached them... usually people haven't the slightest clue where the explosion came from, but it gets it's use.

    That said, it's tough to use, it might be alright if the 10 second timer didn't follow that incredibly long animation time (overkill), and blaster level damage is the only thing that makes it worthwhile. Also, in the defender/cor/mm traps, it means you don't get to set use your FFG (and your team doesnt get the benefit, because this power REQUIRE's stealth to be useful). and the def traps doesnt get cloaking device, so you don't even have that readily available.

    My conclusion is that it's simply a power in the wrong set, more could have been done to change this to a defendery tier 9. Trying to think what... Perhaps an Electric Mine, that has a sapper field sort of effect? acts as a different sort of trip mine on a longer recharge, larger radius, none of the super long placement time nonsense.

    "defenders sappin mah demons"
  11. Quote:
    Originally Posted by macskull View Post
    One must wonder if Dual Pistols is going to be like Dual Blades - flashy, but ultimately bleh. I'm guessing it'll have actual usefulness in addition to the looks though, based on the ability to change your damage type and secondary effects.
    Dual Blades is perfectly functional and unique. How is it even somewhat 'bleh'? Do you just mean because it's 'another' weapon?
    I can kind of see that, but I mean come on *WE* voted for it. And it wound up looking really cool too, how'd we lose there?

    =======

    Also, you think varied ammo types will apply to the assault rifles also? (guess prolly not) and why would we ever pick lethal? (laughs)
  12. The only ones I've not seen samples of yet are elec/?, spines/? and ?/Dark armor ?/Fire /elec it shouldn't be long until someone posts those can be done as well. (all those powersets are geared towards AoE, makes sense to stay away from that for AV fighting)

    Most scrappers can do it with builds specifically geared towards AV fighting, some are better than others, it's mainly about what can give the necessary DPS, since nearly
    everyone can soft cap.

    I've heard Fire/SR should be easiest, but I don't actually ever see examples of fire/ scrappers. That's probably because the AV Soloers out there tend to be 'old school' and have their most expensive projects built before fire was an option.
  13. beyond level 10? stalkers, then doms.

    It's possible I'm not seeing stalkers because they tend to solo, but I'm not sure about that.
  14. I totally agree, given the many different side effects of MA, a power build up would be very cool/fitting/not overpowered. nor would it effect the way people slotted or used the power, so it's not impossible to apply.

    Also, if it's a power BU/boost power, it absolutely has to say specifically that it enhances knockback, yet not enhance knockback. Otherwise I'd feel cheated somehow.
  15. Not always necessary, but I find if a team ever runs into two spawns side by side, the only thing that works perfectly is PB+EMP, because of the radius it can encompass the entirety of both spawns so that they never even begin to think about causing trouble and dropping someone.
  16. Katten

    Power Boost

    Not related to why you need it, but it also got changed to remove the knockback enhancement. Even though in the description it still says specifically that it increases knockback.
  17. Well, I'm sure you'll get a couple of responses here, but I know if you ask the same over at the scrapper forum you'll get a ton of people saying yes and why.

    People mainly do it to get a benchmark on their DPS, since pylons regeneration is static and it only has the one attack.
    People also use it as a test to see simply, if their character is capable of doing something only teams are supposed to do.
    People do it more than once often enough because they tweak their build a bit, recharge here, some damage there, some different power, time to test again.

    You're right though, it is boring, but in comparison to, I don't know, repeatedly doing battlemaiden for the rest of your level 50's life (which many more do), it somehow doesn't seem so bad.
  18. Katten

    PPD Hardsuit....

    Quote:
    Originally Posted by Novapulse View Post
    I really hope those foot jets are an option when the power pools finally get customizations!
    Hum, Well, THE FUTURE IS NOW!

    Try out rocket boots, the recipe unlockable, the jets function when flying.
    Also Piston Boots make a puff of dust/smoke when you jump and land with them.

    Don't know if those things are fading out of common knowledge lately, or if you wanted very specifically *those* rocket boots.
  19. You can skip stamina for awhile if you slot recharges and some accuracy into DP, it's up every fight or every other fight easily, maybe that's because I have hasten? (SO's only in hasten)

    If you slot just one end mod into DP you only need to hit 1-2 enemies to fully recover while attacking.

    That said, when you get your epic toggle shields, or if you get into fight you simply can't (hamidon goos) or don't want to get into melee range for, then you're out of luck.

    Take DP absolutely (don't forget DP can be instant healing level regeneration)
    Take stamina if it doesn't hurt.

    Honestly I can't live without hurdle anymore, in combat movement speed is too slow without it, and health isnt half bad either-AND-comes with sleep resistance. I actually miss hurdle more than I'd miss stamina in my /mental builds.

    This is probably the best way to look at DP. Stamina gets you everything you needed out of stamina on every other build. DP allows you to be totally careless with your end usage (run tough/weave/shield/maneuvers/combat jumping/super speed/sprint and attack, don't slot for end, and never have problems.)
  20. Quote:
    Originally Posted by Shiver_NA View Post
    Hey guys,

    Thanks for all the great tips, I decided to go with the sonic/psy build so far its pretty fun (only at level 9 though)

    One thing that still greatly confuses me since starting again is the (new?) IO Enhancements, is it worth it to make Tempest: Accuracy/Damage at level 15? or is there better ones then that?
    At level 15, IO's aren't going to make a world of difference, especially hybrid IO's since you'll only be getting a training origins worth of both. In fact, until SO levels enhancements in general aren't going to make a load of difference, so just stick with DO's and you'll be fine.

    First off, there are a few things you may need to know if you're not already familiar with them.

    A.)Enhancement Diversification
    B.)Archetype Inherent Abilities
    C.)Beginner's Luck (Pre-20 you get a tohit bonus now so it's not so hard to hit things pre-SO's)

    And then the invention basics.

    Invention Origin Enhancements...

    1.)Never age (never go red)
    2.)IO>SO's at level 35 (meaning they always perform as +3 SO's)
    3.)If in sets, cannot have two identical enhancements of the same set in the same power.
    4.)Have sets that grant bonuses as you slot each different enhancement of the same set into one power. (bonuses listed in recipes).
    5.)Have set bonuses which usually effect your character "globally" which means if slot thunderstrikes, and get 9% accuracy bonus, that's 9% bonus to all powers. Global increases are NOT effected by Enhance Diversification.
    6.)Are never *necessary* as PvE is not balanced around them.
    ------------------------------------------

    So, best not to worry about IO's until 35 to begin with, replace SO's with Generic IO's, never worry about IO's getting worse. Start "frankenslotting" powers that need it as you please (drain psyche can be enhanced lots of ways, by taking say an Acc/heal/rech IO from the accurate healing sets, you can help yourself out a good deal.)

    Around level 40some start thinking about selecting sets that enhance some bonus stat you want higher, popular choices are recharge, defense, and recovery, as players are constantly fighting with E.D. to get these higher.

    If you have any trouble understanding any of that, or you've picked that up already and want to know more, I'd suggest looking at the "guide to guides" in the player help section of the forums.
    ===================

    There's surely plenty of stuff I've missed, enjoy all the new costume options and customizable weapons, Sonic/Mental is a load of fun.

    Welcome Back
  21. Alright, so with sonic as your main, I'll go ahead and say, from where my experience comes from Sonic/Mental meshes absolutely perfectly. Psy contributing extra AoE, Sonics area sleep allowing for safe Drain Psyche Alpha, variety in damage type, multi debuff/control etc etc, and the IO possibilities are nearly endless.

    I'd say sonic/mental is an excellent jack of all trades, versatility means you never feel like you're not contributing... however, some specialized folks pass you up doing things like...

    Sonic/EM, which leads into the blapper (melee blaster) niche, as one of the top dogs of that group. You're going to find yourself lacking in AoE, however due to -res and powerful melee attacks, the single target damage is extraordinary. The AoE sleep from Sonic allows you to pick off each enemy of a spawn one by one in total safety so it is definitely not "shooting yourself in the foot"

    So which fits your playstyle better? Enjoy your character either way, and play til drain psyche... that'll get you hooked.
  22. It's true that SR is a very tight secondary, what you might consider is simply playing your scrapper without until you feel like you have the powerslots available to spare, then respeccing into it, thus skipping the time it takes to reach stamina's usefulness (by that I mean post slotting) It will also give you more time to figure out which powers you feel are definite keepers and which aren't.

    Some things to look into are the travel temp powers (the jump, not jet pack from the kings row bank mission will leave you satisfied for about 30 levels).

    Think about going to one of the pvp zones and doing a patrol mission to earn either

    Bloody Bay: Hyper stealth (stealth with boosted speed)
    Or
    Sirens Call: Combat Invisibility (Invisibility that surpresses for combat but leaves a slight defense buff)

    Those are both 30 minute in game powers, which is more than enough time to stealth all the missions you will ever need some extra stealth on, at least pre-eternal end game. Stealth IO's are out there as well.

    I remember for my claws/SR I left evasion on hold for a long time, and never really hurt for it, choosing lower end cost/scaling dam res over defense in order to take stamina. This is because I like you, team often, so the offensive path was good enough to hold me over.

    The Bottom line is, if you can find a way to fit it, you will have less downtime more often. However, if you're losing out on things you enjoy to do so, than don't bother. Do give it a shot sometime though.
  23. Well, you can think about it this way too, which is more costly? Skipping fitness, which provides a quick way to get around, health regeneration (very nice for SR) and the ability to use all those non blue insps... OR sacrificing a slot in every power you have (giving up something, be it accuracy/rech/dam/def etc)

    Elec Melee admittadly, is a low end cost power set, but once you take the dive and grab stamina, you'll suddenly find yourself much more free fighting enemies.

    Also, have you considered taking swift rather than hurdle? Quickness + Swift is nearly a travel power itself, combat jumping is a good way to add a vertical component and a little extra D.

    Lastly, what defensive power were you foregoing for fitness, what attacks have you taken? It's possible that another toggle would make you feel the need for stamina more than you do now, and it's likely there's a convenient way for you to fit fitness in that's just not easily visible, so posting a power list at least (if not a build) would "help us, help you, help yourself".
  24. <was speaking of enemies especially who are not capable of holding, and then of enemies that are capable of holding, but not holding with high enough mag to require stacked PB/AD.... It's simply that, turns out, the loss is for the most part insignificant so it doesn't matter much>
  25. Ah, It's gotta be in my head then... now that I think about it you tend to speed up your videos about a quarter of the way though to spare the viewer, it's likely I was envisioning it happen something like 3-4 times more than it was in reality.

    /killthread.