MajorDecoy

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  1. Troimille Ile:
    Bitten by a radioactive nuclear generator, Troimille gained all the powers of a nuclear generator, namely, producing radiation and electricity. Also, she enjoys a good cup of coffee, but that might not be a power possessed by a nuclear generator.

    Admiral Whiskers:
    The beloved pet of Dr. Senileolman, Admiral Whiskers was the only being that he trusted not to betray him. As such, he formed Whiskers into a body guard. Unfortunately, Admiral Whiskers is easily distracted by shiny fast moving objects and Dr. Senileolman was killed by an assilant with a supply of laser pointers.
  2. MajorDecoy

    More more more

    Is she supposed to remind me of Aaron Stack?
  3. MajorDecoy

    More more more

    But I am not capable of wearing both the clockwork chestpiece and a tuxedo jacket.
  4. Quote:
    Originally Posted by GuyPerfect View Post
    Might we try something with a semblance of a melody next time?
    It's the style of music. Do you fault Bossa Novas and Baroque music for being repetative?
  5. Quote:
    Originally Posted by Ironblade View Post
    I see a 4th.
    4. Take the power and slot it for recharge and taunt. The +END is just a bonus.
    This is not a bad suggestion; If you're going for the soft cap, one of the taunt sets offers +2.5% Smashing/Lethal defense and it's significantly cheaper than Kinetic Combat. (Though that would require 4 slots).
  6. Quote:
    Originally Posted by Angelic_EU View Post
    I was on a KM/Regen in the past few days. The only thing that was really killing me was end drain from, say, Mu or some of the Freaks.

    Is there anyway to deal with it?

    Thanks!
    With the Super Stunner Freaks, you really want to defeat them at a range. They seem to have a melee range thing that just destroys your endurence when they revive, but they don't revive at all if you defeat them from range.
  7. Quote:
    Originally Posted by Arcanaville View Post
    They have a melee stun,
    I'm pretty sure it's a melee hold. Almost positive, in fact.
  8. Quote:
    Originally Posted by BiohazardZero View Post
    When compared to other Tanker primaries, Invul can become equally tanky
    Not quite. Don't get me wrong, Invulnerability is awesome and it can get to +45% Smashing/Lethal/Fire/Cold/Energy/Negative Energy defense just like Granite can, and it can get to 90% Smashing/Lethal resist just like granite can. It can cap everything else with Unstoppable, Granite can come close with the Cardiac boost.

    However, Invulnerability can't come close to the amount of regeneration that Stone has. With dull pain up, an Invulnerability tank will heal close to the amount that a Stone tank can heal with Earth's Embrace down.

    I've got a Stone tank build that's 63 hit points a second with Earth's Embrace down, 82 with it up.

    That said, the movement penalties are very harsh. I'm not sure how they should be dealt with though.
  9. Now my planned Earth Tank build doesn't get soft capped defenses outside of granite. But it's only 16 seconds short of perma Earth's Embrace when granite isn't running, and it regenerates 61.87 hit points per second with Earth's Embrace down, and 82 Hit Points per second when it's up.

    Hero Plan by Mids' Hero Designer 1,90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Erda: Level 50 Natural Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Energy Melee
    Power Pool: Fighting
    Power Pool: Teleportation
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Rock Armor -- LkGmblr-Rchg+(A), DefBuff-I(9), LkGmblr-Def/EndRdx(9)
    Level 1: Barrage -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(17)
    Level 2: Earth's Embrace -- Dct'dW-Rchg(A), Dct'dW-Heal(31), Dct'dW-Heal/EndRdx(31), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(37)
    Level 4: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(21), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/EndRdx/Rchg(23)
    Level 6: Mud Pots -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/Slow(15), TmpRdns-Acc/Dmg/Slow(43), TmpRdns-Acc/EndRdx(43), TmpRdns-Dmg/Slow(43)
    Level 8: Rooted -- Numna-Heal(A), Numna-Heal/EndRdx(40), Numna-Heal/Rchg(42)
    Level 10: Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/Rchg(25), C'ngImp-Dmg/EndRdx/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29)
    Level 12: Stone Skin -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(13), TtmC'tng-ResDam/EndRdx(13), TtmC'tng-ResDam/Rchg(15)
    Level 14: Teleport -- EndRdx-I(A)
    Level 16: Whirling Hands -- Oblit-Dmg(A), Oblit-Acc/Rchg(46), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50)
    Level 18: Crystal Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
    Level 20: Taunt -- RechRdx-I(A)
    Level 22: Tough -- EndRdx-I(A)
    Level 24: Weave -- LkGmblr-Rchg+(A), DefBuff-I(42), LkGmblr-Def/EndRdx(42)
    Level 26: Minerals -- LkGmblr-Rchg+(A), DefBuff-I(27), LkGmblr-Def/EndRdx(27)
    Level 28: Build Up -- RechRdx-I(A)
    Level 30: Maneuvers -- S'dpty-Def(A), S'dpty-Def/EndRdx(46), S'dpty-Def/Rchg(48)
    Level 32: Granite Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(33), TtmC'tng-ResDam/Rchg(33), LkGmblr-Rchg+(33), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
    Level 35: Energy Transfer -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), P'ngS'Fest-Dmg/EndRdx(37), P'ngS'Fest-Dmg/Rchg(37)
    Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), P'ngS'Fest-Dmg/EndRdx(40), P'ngS'Fest-Dmg/Rchg(40)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc(45), Numna-Heal(45), Numna-Heal/EndRdx(50), Numna-Heal/Rchg(50)
    Level 47: Tactics -- EndRdx-I(A)
    Level 49: Vengeance -- Heal-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(3), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(5), RgnTis-Regen+(5)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(7), P'Shift-EndMod/Acc(7)
    ------------
    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)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 0,9% Max End
    • 66,25% Enhancement(RechargeTime)
    • 1,5% Enhancement(FlySpeed)
    • 1,5% Enhancement(JumpSpeed)
    • 10% Enhancement(Heal)
    • 1,5% Enhancement(JumpHeight)
    • 1,5% Enhancement(RunSpeed)
    • 30% Enhancement(Accuracy)
    • 10% FlySpeed
    • 407,61 HP (21,75%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 13,2%
    • MezResist(Sleep) 4,4%
    • MezResist(Stun) 2,2%
    • MezResist(Terrorized) 2,2%
    • 1,5% (0,025 End/sec) Recovery
    • 106% (8,293 HP/sec) Regeneration
    • 1,26% Resistance(Fire)
    • 1,26% Resistance(Cold)
    • 1,26% Resistance(Toxic)
    • 1,26% Resistance(Psionic)
    • 10% RunSpeed
  10. I've got Musculature *something* Boost. I like it so far. I'm trying to decide if I want to go Musculature Core Paragon or Musculature Radial Paragon eventually.

    Musculature Core paragon is good for ~33% extra damage, but nothing else.

    Musculature Radial paragon is good for ~24% extra damage, but also provides ~33% run speed, ~30% Endurance Modification, and ~20% to hit debuff.
  11. I'm not trying to do human form. I find I'm using nearly strictly dwarf form, which can't be the fastest way to go about things.
  12. I can solo an energy/energy blaster, I can solo a radiation/electricity defender...

    But I try to do any fighting human form, and I hit the ground. Dwarf form goes pretty easily, if a bit slowly. But there are a lot of powers that just sit there, tantalizingly, and I want to use them, but I can't as a Dwarf.
  13. Quote:
    Originally Posted by Roderick View Post
    It's rather well known that Castle is a Fire/Fire blaster.

    This just proves that he's Fire/Fire/Fire.
    I seem to remember him talking about using Hover as knock-back protection with a fire tanker back in the day (before they corrected that).
  14. Quote:
    Originally Posted by sprintstnyc View Post
    I am thinking of making a new Tanker using Ice Melee, which is a fairly rare set (due to low damage, I imagine). Mostly because it's a Tanker-only set.

    I was thinking of going with Shield defense for the primary, since it will give it a little extra oomph through AaO and Shield Charge, but I'd like to hear the thoughts of anybody else who's used it.
    I'm assuming you have the veteran reward attack powers, you'll be using them a lot. If you want to speed up the low levels, go with an offensive primary.
  15. For the first two tiers, perhaps

    Balance, which provides magnitude 1 knock-back protection and 2.5% resist all. (which is less protection than combat jumping provides)

    Slick patch, which would work like Ice Slick, but with a smaller radius and a significantly shorter placable range.

    As to why a hoverboard has a maximum height ceiling, it's easy enough to say that the board has maximum thrust capability, and past a certain distance from the ground, it does not provide the thrust disperses too much to keep the board aloft. http://www.youtube.com/watch?v=xlnGBk4221g
  16. Quote:
    Originally Posted by Spruce View Post
    /regen actually offer more survivability than their scrapper/brute counterparts because they give up an offensive or utility power and get Hide in return.
    No, regeneration doesn't, because of that hit point total problem. If Fast Healing provided 10 hit points per second to both stalkers and scrappers, then you could say that stalker regeneration had more survivability. However, Fast Healing heals a percentage of maximum health every second, so a character with 1600 hit points will see more benefit from it than a character with 1200 hit points. (If they both start at 1 hit point, they'll both see the bars hit full at the same time, but one will have regained more).
  17. Quote:
    Originally Posted by Sarrate View Post
    Possible, but it's not worth all the tradeoffs you make to do it. You're much better off with less hp and more +defense. You can still get a good chunk of hp (my build has 3167 maxhp) without making the sacrifices in the above builds.
    That's what I'd figured. But he asked if it was possible, not if it was a good idea.
  18. Actually, it looks like both of those builds are 20 hit points over the cap, so you can remove one of the sets providing a .75% bonus and replace it with something else.

    Also, I didn't really care about which attack powers got the best slotting, so permute the slotting of the powers at your whim.
  19. Okay, this one drops Resurgence for Weave, still keeps the hit point cap because Luck of the Gambler provides the same Hit point bonus as Efficiency.

    Hero Plan by Mids' Hero Designer 1,90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Fiery Melee
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(3), Numna-Heal(5), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(9)
    Level 1: Scorch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(23)
    Level 2: Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(27)
    Level 4: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(21), Aegis-ResDam/Rchg(23)
    Level 6: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(7)
    Level 8: Indomitable Will -- SW-Def(A), SW-Def/EndRdx(19), SW-Def/Rchg(21)
    Level 10: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(15), DarkWD-ToHitDeb(17), DarkWD-ToHitDeb/EndRdx(17), DarkWD-ToHitDeb/Rchg(19)
    Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc(13)
    Level 14: Combustion -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-Acc/Dmg/Rchg(37), Erad-Dmg/Rchg(37)
    Level 16: Taunt -- RechRdx-I(A)
    Level 18: Breath of Fire -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(34), AirB'st-Dmg/Rchg(34), AirB'st-Dmg/Rng(34)
    Level 20: Heightened Senses -- SW-Def(A), SW-Def/EndRdx(29), SW-Def/Rchg(29)
    Level 22: Build Up -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(33)
    Level 24: Kick -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/EndRdx(46), B'ngBlow-Dmg/Rchg(46)
    Level 26: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/Rchg(31)
    Level 28: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Rchg+(43)
    Level 30: Fire Sword Circle -- Erad-Dmg(A), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/Rchg(43), Erad-Acc/Dmg/EndRdx/Rchg(46)
    Level 32: Strength of Will -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(33), TtmC'tng-ResDam/Rchg(33)
    Level 35: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(36), C'ngImp-Dmg/EndRdx(36), C'ngImp-Acc/Dmg/Rchg(36)
    Level 38: Greater Fire Sword -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/EndRdx(39), B'ngBlow-Dmg/Rchg(39)
    Level 41: Char -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg(42), Dev'n-Dmg/EndRdx(42), Dev'n-Dmg/Rchg(42)
    Level 44: Melt Armor -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(45), AnWeak-Acc/DefDeb(45), AnWeak-Acc/Rchg/EndRdx(45)
    Level 47: Fire Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48)
    Level 49: Fire Ball -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(50), AirB'st-Dmg/Rchg(50), AirB'st-Dmg/Rng(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Tr'ge-Heal/EndRdx(A), Tr'ge-Heal/Rchg(40), Tr'ge-Heal/EndRdx/Rchg(40)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(40)
    ------------
    Set Bonus Totals:
    • 7% DamageBuff(Smashing)
    • 7% DamageBuff(Lethal)
    • 7% DamageBuff(Fire)
    • 7% DamageBuff(Cold)
    • 7% DamageBuff(Energy)
    • 7% DamageBuff(Negative)
    • 7% DamageBuff(Toxic)
    • 7% DamageBuff(Psionic)
    • 3,125% Defense(Fire)
    • 3,125% Defense(Cold)
    • 6,25% Defense(Energy)
    • 6,25% Defense(Negative)
    • 3,125% Defense(Ranged)
    • 1,563% Defense(AoE)
    • 3,6% Max End
    • 21% Enhancement(Accuracy)
    • 4% Enhancement(Knockback)
    • 4% Enhancement(Knockup)
    • 17,5% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 759 HP (40,5%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 6,6%
    • MezResist(Sleep) 6,6%
    • 4,5% (0,075 End/sec) Recovery
    • 108% (8,45 HP/sec) Regeneration
    • 1,26% Resistance(Smashing)
    • 1,26% Resistance(Lethal)
    • 15% RunSpeed
  20. Yes. But never having played willpower or fire, I'm not sure that this would be a fun build to play:

    Hero Plan by Mids' Hero Designer 1,90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Fiery Melee
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(3), Numna-Heal(5), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(9)
    Level 1: Scorch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(23)
    Level 2: Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(27)
    Level 4: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(21), Aegis-ResDam/Rchg(23)
    Level 6: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(7)
    Level 8: Indomitable Will -- SW-Def(A), SW-Def/EndRdx(19), SW-Def/Rchg(21)
    Level 10: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(15), DarkWD-ToHitDeb(17), DarkWD-ToHitDeb/EndRdx(17), DarkWD-ToHitDeb/Rchg(19)
    Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc(13)
    Level 14: Combustion -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-Acc/Dmg/Rchg(37), Erad-Dmg/Rchg(37)
    Level 16: Taunt -- RechRdx-I(A)
    Level 18: Breath of Fire -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(34), AirB'st-Dmg/Rchg(34), AirB'st-Dmg/Rng(34)
    Level 20: Heightened Senses -- SW-Def(A), SW-Def/EndRdx(29), SW-Def/Rchg(29)
    Level 22: Build Up -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(33)
    Level 24: Kick -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/EndRdx(46), B'ngBlow-Dmg/Rchg(46)
    Level 26: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/Rchg(31)
    Level 28: Resurgence -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(43)
    Level 30: Fire Sword Circle -- Erad-Dmg(A), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/Rchg(43), Erad-Acc/Dmg/EndRdx/Rchg(46)
    Level 32: Strength of Will -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(33), TtmC'tng-ResDam/Rchg(33)
    Level 35: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(36), C'ngImp-Dmg/EndRdx(36), C'ngImp-Acc/Dmg/Rchg(36)
    Level 38: Greater Fire Sword -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/EndRdx(39), B'ngBlow-Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39)
    Level 41: Char -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg(42), Dev'n-Dmg/EndRdx(42), Dev'n-Dmg/Rchg(42)
    Level 44: Melt Armor -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(45), AnWeak-Acc/DefDeb(45), AnWeak-Acc/Rchg/EndRdx(45)
    Level 47: Fire Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48)
    Level 49: Fire Ball -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(50), AirB'st-Dmg/Rchg(50), AirB'st-Dmg/Rng(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Tr'ge-Heal/EndRdx(A), Tr'ge-Heal/Rchg(40), Tr'ge-Heal/EndRdx/Rchg(40)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(40)

    Edit; I'd intended for this to have weave. Oh well.
  21. What are your power sets? Where do most of your powers eminate? Assuming the arms, I like the large gloves for that:

  22. "Erda is. Whenever there is doubt, this is certain. Erda is. She is of Earth, she is earth, she is the embodiment of Earth and energy. Erda is Earth and Energy. Erda is. There is no confusion little man. Erda is and is what she is. Erda is Everlasting. Erda is ever Everything."

    So Erda is, but I'm having trouble with the powers. I could possibly do with a new costume too. Erda is a Natural Stone Armor/Energy Melee tank. If I remember correctly, She's max sliders, as large as can be. Encompassing. Ponderous.

    Her current costume:


    Her first costume:


    And her current costume with powers activated:


    I just don't know what to do with her powers. I'm not overly fond of the original.
  23. I remember some talk about this being a problem with burn or some fire blaster power.

    Edit: That said, I have Cardiac boost on my Tanker and haven't noticed a problem at all, but my tanker is invulnerability, so it's not precisely comparable.
  24. You can craft down either side of the tree and not worry about the closing one side off.

    You craft the first enhancement, and that opens up the next two. When you craft one of the uncommons, you lose the first slot, so you craft the first boost again, and then you'll be able to craft the other uncommon. That's what we know.

    We also know that to craft the Ultra-rare you'll need any two rares.

    My guess is that to craft one rare, you'll need to use two uncommons.

    So it won't hurt at all to get the End/Res first, and it'll probably be something you need to use in the future anyway.