NecroOmNomNomicon

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  1. You haz a Shiny Corosla for an avatar. I want. I've only ever caught one Shiny in many years of playing pokemon, and it was a Nidoran Male with garbage IVs. I tried to make it the best Nidoking I could, but it was always garbage and I never saw a Shiny again.
  2. NecroOmNomNomicon

    TW/FA new FOTM?

    I preached Claw/FA in-game a lot before I saw the trend where people actually listened and starting making them. Yet, just as Claw/FA brutes were really on the rise, new powersets got thrown at us from every direction. I've seen KM/FA and StJ/FA and TW/FA all try to farm, but only TW actually has potential out of all these shiny new sets. What really matters is that you pick a set with something better than Build Up, because as stated before much of your AoE damage is coming from Burn and epic AoEs, and boosting your damage buff is what really matters in conventional farming. If we are talking about some kind of crazy Dual farming where you have a Kin giving you maxed damage all the time then a set like TW or Claws will totally eclipse SS, but who dual farms these days?
  3. It really is a masterpiece of writing. I actually tried to take some knowledge away from this and use it to create the best build to (sortof) follow this guide, but I broke a few rules by not focusing my Defender on "The Defender's Role: Healing"
  4. One thing that I found while building my Dual Blades / Dark Armor Scrapper is that Dark Regeneration is so hilariously strong that you are very often in situations where it heals you for much more than your Maximum Health, even if you are capped. Slotting for Defense will always be a smart decision, but on TFs and even more likely on Incarnate Trials you will often have many people buffing your Defenses, but rarely will you have a Cold Domination toon buffing your HP with frostwork. For this reason I recommend slotting for... everything really, but try to prioritize Maximum Health and Recharge without slotting for Regeneration. A high recharge will keep Dark Regeneration up fast enough to make you unkillable, Soul Drain up (hopefully perma if you can) for DPS, and Dark Consumption up to fix those pesky Endurance problems. Dark Regneration is oftentimes LIMITED directly by your total Health, which is why I suggest this path. If through your fault or the fault of others you end up at a point where the enemies you are fighting have their minimum chance to hit you, your chance of survival will depend heavily on Dark Regeneration. More Health means you NEED it less, and more Recharge means you HAVE it when you NEED it. I wouldn't place Defense bonuses as high on my priority list on a Dark-Dark than say any Willpower toons.

    Alternatively ignore this and go for the Rebirth Destiny that gives +HP, but that probably won't give you as much survival as Barrier Destiny's +Def and more importantly +Resist will give you, and I heartily recommend Barrier on most melee toons... there are exceptions.
  5. Here's a build that is soft capped but also uses both of the global 3% Def IO's, including the PvP one that costs 2bil+. I tried to not sacrifice anywhere which involves 2 full purple sets and a partial purple. The build takes Physical Perfection and goes for Agility Core Paragon, because that alpha boots your Defenses, Recharge Rate, and Endurance Modification. Having another EndMod power (Physical Perfection) increases the benifit you can get from going Agility. There's a Rech IO in Build Up that some people may suggest moving for another bonus somewhere, I disagree since you don't want to sacrifice damage and Build Up's recharge is a heavy factor in a DPS argument. Sorry the build is so expensive.


    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Softcapped Spine-Invuln: Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(45)
    Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
    Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
    Level 6: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(7), RechRdx-I(7)
    Level 8: Impale -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(13), Apoc-Dam%(15)
    Level 10: Dull Pain -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(13)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(48)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(36)
    Level 18: Quills -- HO:Nucle(A), HO:Nucle(19), M'Strk-Dmg/EndRdx(19), Armgdn-Dmg/EndRdx(25), Armgdn-Dam%(25), Sciroc-Dam%(34)
    Level 20: Resist Elements -- GA-3defTpProc(A), ImpArm-ResDam(21), ImpArm-ResDam/EndRdx(21)
    Level 22: Resist Energies -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(23), ImpArm-ResDam/EndRdx(23)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(34)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(43)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 32: Throw Spines -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(34)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(42)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45)
    Level 47: Stealth -- LkGmblr-Rchg+(A)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Freedom Phalanx Reserve
    Level 50: Agility Core Paragon
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(5), Numna-Regen/Rcvry+(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(3), P'Shift-End%(46)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 24.13% Defense(Smashing)
    • 24.13% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 11% Defense(Energy)
    • 11% Defense(Negative)
    • 6% Defense(Psionic)
    • 20.69% Defense(Melee)
    • 8.5% Defense(Ranged)
    • 6% Defense(AoE)
    • 67.5% Enhancement(RechargeTime)
    • 6% Enhancement(Heal)
    • 51% Enhancement(Accuracy)
    • 10% FlySpeed
    • 175.7 HP (13.12%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 9.9%
    • MezResist(Stun) 4.4%
    • 20% Perception
    • 18% (0.3 End/sec) Recovery
    • 58% (3.24 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 10% RunSpeed




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  6. I appreciate the feedback, and although Dark Mastery seems desirable I prefer to have a full insp tray of awakens and nothing else. Every time I die I'll have an awaken to pop. If I awaken 2 seconds after dying and am killed by a stray mob it is THE TANK'S FAULT FOR NOT HAVING ALL AGGRO ON HIM, and don't give me that "some mobs use AoEs" excuse. Every time I pop an awaken and die, it is the TANK's fault by default, and I will pop another awaken as fast as my fingers can connectify the datums betwixt my brainum and the intarwebs. The TANK better have aggro this time or we will have words... so many words we will have. This is why I don't need Soul Drain, it's a crutch for a team with bad TANKs and EVERYONE SHOULD BE AS GOOD AS I NEED THEM TO BE TO ENABLE ME TO PLAY THE WAY I WANT, which is just one of the finer points of using this build.
  7. Let me preface by saying that:

    1: I have actually played a character similar to this before, and it was so much fun.

    2: This is the end result of carefully calculated power choices and years of in-game experience.


    "I did it gais, I created da best build evar"
    "no wai"
    "yah huh, check it out!"


    So here's the build and below I will try to go in-depth and explain the power choices, slotting strategy, and subtle nuances of playing this toon to its fullest potential.

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    The Best Build Ever: Level 50 Magic Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Energy Blast
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Teleportation
    Power Pool: Concealment
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Gale -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(21), KinCrsh-Rchg/KB(27), KinCrsh-Rechg/EndRdx(48), KinCrsh-Dmg/EndRdx/KB(50), KinCrsh-Acc/Dmg/KB(50)
    Level 1: Power Bolt -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(46), FrcFbk-Rchg/KB(46), FrcFbk-Rchg/EndRdx(46), FrcFbk-Dmg/EndRdx/KB(48), FrcFbk-Rechg%(50)
    Level 2: Power Blast -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(42), FrcFbk-Rchg/KB(43), FrcFbk-Rchg/EndRdx(43), FrcFbk-Dmg/EndRdx/KB(43), FrcFbk-Rechg%(45)
    Level 4: Energy Torrent -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(9), FrcFbk-Rchg/KB(9), FrcFbk-Rchg/EndRdx(23), FrcFbk-Dmg/EndRdx/KB(25), FrcFbk-Rechg%(25)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
    Level 8: Hover -- LkGmblr-Rchg+(A)
    Level 10: Power Burst -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(11), FrcFbk-Rchg/KB(11), FrcFbk-Rchg/EndRdx(15), FrcFbk-Dmg/EndRdx/KB(19), FrcFbk-Rechg%(23)
    Level 12: Hurricane -- EndRdx-I(A), EndRdx-I(13), KBDist-I(13), KBDist-I(15)
    Level 14: Super Speed -- Winter-ResSlow(A)
    Level 16: Whirlwind -- EndRdx-I(A), EndRdx-I(17), KBDist-I(17), KBDist-I(19)
    Level 18: Fly -- Flight-I(A)
    Level 20: Group Fly -- EndRdx-I(A), EndRdx-I(21)
    Level 22: Recall Friend -- EndRdx-I(A)
    Level 24: Teleport Foe -- Acc-I(A)
    Level 26: Team Teleport -- Zephyr-Travel/EndRdx(A), Jnt-EndRdx/Rng(27)
    Level 28: Power Push -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(29), KinCrsh-Rchg/KB(29), KinCrsh-Rechg/EndRdx(40), KinCrsh-Dmg/EndRdx/KB(42), KinCrsh-Acc/Dmg/KB(42)
    Level 30: Tornado -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(31), KinCrsh-Rchg/KB(31), KinCrsh-Rechg/EndRdx(31), KinCrsh-Dmg/EndRdx/KB(34), KinCrsh-Acc/Dmg/KB(37)
    Level 32: Lightning Storm -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(33), KinCrsh-Rchg/KB(33), KinCrsh-Rechg/EndRdx(33), KinCrsh-Dmg/EndRdx/KB(34), KinCrsh-Acc/Dmg/KB(34)
    Level 35: Explosive Blast -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(36), FrcFbk-Rchg/KB(36), FrcFbk-Rchg/EndRdx(36), FrcFbk-Dmg/EndRdx/KB(37), FrcFbk-Rechg%(37)
    Level 38: Nova -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(39), KinCrsh-Rchg/KB(39), KinCrsh-Rechg/EndRdx(39), KinCrsh-Dmg/EndRdx/KB(40), KinCrsh-Acc/Dmg/KB(40)
    Level 41: Mass Hypnosis -- Acc-I(A)
    Level 44: Mind Over Body -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx(45)
    Level 47: Telekinesis -- EndRdx-I(A), EndRdx-I(48)
    Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 0: Task Force Commander
    Level 50: Cardiac Core Paragon
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(3), P'Shift-End%(5)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 12.5% DamageBuff(Smashing)
    • 12.5% DamageBuff(Lethal)
    • 12.5% DamageBuff(Fire)
    • 12.5% DamageBuff(Cold)
    • 12.5% DamageBuff(Energy)
    • 12.5% DamageBuff(Negative)
    • 12.5% DamageBuff(Toxic)
    • 12.5% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 10.81% Defense(Fire)
    • 10.81% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Ranged)
    • 18.63% Defense(AoE)
    • 52.5% Enhancement(RechargeTime)
    • 25% FlySpeed
    • 19.08 HP (1.88%) HitPoints
    • 25% JumpHeight
    • 25% JumpSpeed
    • Knockback (Mag -15)
    • Knockup (Mag -15)
    • MezResist(Terrorized) 13.75%
    • 5% (0.08 End/sec) Recovery
    • 80% (3.39 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 12.5% Resistance(Smashing)
    • 40% RunSpeed




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    Here is a break down of the general goal of this build. It is to destroy the team's effectiveness by breaking every mechanic of the fight they are used to apart, and replacing it with your pacing and playstyle. Years of testing went into refining this strategy, and I crunched more numbers than an Arcanaville Clone Calculator Party.

    Getting to 50: You certainly don't start this game at lv50, so first you need to get there. Beg for money, beg for farms, afk on sewer trials, do whatever it takes to get the fastest exp with the least amount of effort on your part. Ideally you can not acquire any actual experience with your build, while also funding your entire build's IOs from your tickets. This ensures that you can arbitrarily affect the values of items on wentworths and inflate prices by selling the same ticket-rolled items repeatedly, which equates to SEVER-WIDE Helposity. I am all about helposity guys, especially when you guys help me get to 50.

    Managing Aggro: Use Grant Invis on the Tanks and Brutes, but nobody else. These guys love a good Invis, and have NEVER complained about not being able to get Aggro or generate Fury. If executed correctly you can ensure that mob Aggro is focused on those who deserve it, your team's Blasters and Dominators.

    Controlling your team's Movespeed: Always leave Group Fly toggled on. This is one of your most important powers and if your team can't fly then they might be able to move at differing speeds of their choosing. This is a problem, because free will leads to choice, and choice leads to differences. Everyone must be the same for a proper strategy to work, it's like a Centipede. ALL the legs must be moving towards the same end, so MAKE them all move at YOUR pace. If they don't like it, they are simply too dumb to understand the principle.

    Controlling your team's Location: You have Team Teleport for a reason, with this amazing tool you can bring all the squishies directly into the center of a hostile mob for maximum team wipe potential. This is strategically balanced around ALREADY having made the Tanks and Brutes invisible. See, I'm no noob and I'm putting these instructions in order, by helping you help your teams as I have helped my teams, we ensure maximum helposity. That's a lot of help, so how can what I say possibly be bad? Be warned, particularly stubborn people will try to evade your Team Teleports, but just Spam Recall Friend on them untill they either click Accept or go mad with bloodcurdling ragefury, at which point you have won this battle of wits.

    Controlling the enemy locations (Simple): This might be hard for some of you to grasp, so I'll split it up. Your basic essential tools will be easy to use, Teleport Foe allows you to bring enemies directly to your location... a Useful tool if used effectively and a great way to break up mobs unnecessarily. Telekinesis is an excellent power because of its Repel effect, allowing you to push enemies into the stupidest locations possible. Remember if your team complains about Telekinesis calmly explain to them that "IT HOLDS THEM NOOB" and you are "Mitigating Damage" ... whatever that means.

    Controlling the enemy locations (Advanced):
    This section will concern all of your primary and secondary powers, as well as your two Knockback Toggles, and Knockback in general. It is widely understood that KNOCKBACK IS THE BEST THING IN THIS GAME D00D, and the more you have the stronger you must be. For starters, Gale is a great opening power that inflicts high magnitude and wide reaching Knockback on a mob, accurately scattering them to the winds. Immediately after this (or sometimes as your first action, use your best judgement) you should Team Teleport the entire forced flying, half invised, team directly into the mob so your AMAZING KNOCKBACK TOGGLES can do their work and stop the enemies from attacking. This almost ensures a Victory and will not get you or your allies killed horribly. Once in a good position, you may summon storm pets and start attacking with your blasts. Don't pay any mind to which targets you attack or your position relative to them, just have fun with it. With all the Knockback in your sets you will "mitigate so much dmg gaiz" and surely be praised by your teammates for making the game so much easier for them.

    Summary: So in conclusion, by forcing your team into submission to your will with a wide range of powers and amazingly brilliant strategy, you can keep the flow of battle thoroughly under YOUR control and focused sharper than a Laser Carved Diamond Nanoblade Tempered in the Fires of Mount Doom. Make sure to remember all the tools you have at your disposal, failure to keep up the use of Grant Invis or Telekinesis can be detrimental to the team. This build works. This strategy works. You are RIGHT. Don't let anyone tell you that you need to solo and test how well the build works, because it WASNT BUILT TO SOLO YOU DUMBOARSE. This is a team build. You didn't slot for damage because you don't NEED to do damage, you are above that; Plus everyone knows Defenders can't do damage, it's scienmathematilogically unpossible. You have so many irons in the fire with all your toggles, positioning, teleports, invises, knockbacks, ALL OF THE IRONS GUYS. You have ALL of the IRONS in the FIRE. The team should be grateful for all that you do and just do the DPS (that is a fancy term that means kill stuff, I don't know why) since that role is much easier anyways. You do all the heavy lifting, what do they have to complain about? This build took years to achieve the level of perfection I have attained with it, and anyone who can't see that is clearly blinded by ignorance.


    If you have any questions about this guide, feel free to ask and I will do my best to update the FAQ Section on a regular basis. You shouldn't have any questions about a build this perfect and a guide this well written though, and you may need to feel ashamed for even asking one.


    FAQ Section (Updates Regularly)


    Bonus Points to Tenjoy for his question:
    "
    What is my best judgement? The first Cryonic?"

    Which pokes holes in me using "best judgement" as a figure of speech by using Judgement as it is now known in the game, an alternate definition that I had not intended. You winvictoried at wordspeechums this time, but the finalast laughaha shall be mine.


    Alpha6 makes a good point in this reply:
    "
    i would like to add to this guide that if you PL to 50 in the AE you will acquire all the necessarily experience you need to run this build insuring your proper place on incarnate trials. while also funding your IOs from tickets. This in turn has the side effect of lowering or increasing the value of recipes and salvage on your server furthering your helpoisty."

    As you know I am all about helposity and have edited the section to reflect these changes, thank you very much.



    Arcanaville takes it to the next level by making her own Tank build specifically to help me out, way to go!
    "As you can see, I've thought of everything. First of all, this build has significant complementary soft control. Second, to make sure you don't aggro too many things too quickly this build's maximum movement speed is 1.4 mph. Don't worry, I have teleport foe to deal with runners. I also have recall friend if you get too far ahead. Also, if things get too rough I have invisibility and phase shift. And since you don't have phase shift, I have vengeance. I was a little worried my attacks would recharge too slowly to be able to continuously attack, so I made sure to have a very well slotted brawl."

    By our powers combined, I am Captain Planet!


    Hey Treees, you say that:
    "My friend made this build five years ago. Here's his commentary: ..."


    Well I made this build six years ago, I just didn't think the community was ready to handle it untill now.


    Santakid is ready to take it to the next level, TURNIN IT UP TO ELEVEN!
    "See, sometimes enemies are just far too powerful to even look at, and as the best solo character out there…a controller, it is my duty to control them. And what better way then to send them to another dimension?"


    Yes Yes Yes a thousand times Yes! People need to strategize, and they need to be told what to do or else they will do the wrong thing, cus it's not what YOU want them to do. By forcefully pausing the fight, you accomplish two things. One: The focus is on you, where it SHOULD be. Two: Now everyone has time to plan how to fight the one boss you left alive, planning is gewd brah.
  8. Quote:
    Originally Posted by JayboH View Post
    Well you even dismiss people for their choice of bio or costume or even their name, which has nothing to do with their behavior, but I think we understand each other and why I lit up when I saw your post. I myself have an ongoing story with a certain range of characters, all sharing the same name with a different number at the end, because they are part of a product line (naturally all tech origin.)
    I'm sorry but in my experience in this game and many others beforehand, the quality of names is a good guesstimate of the quality of the player behind it. Stereotyping is unfair, but I see CAPS LOCK IS CRUISE CONTROL FOR COOLS named characters eating dirt and without any set bonuses a lot more often than people with Proper Spelling and Clever Costumes. Everyone knows about the concept of a "First Impression" and how important it can be.

    To me, DARK-DAEMON-420 with his Black and Red "match colors across costume" made up entirely of one pre-set selection and with no biography or IO sets, he seems to me to be someone who I don't want on my Master of the Tin Mage Task Force run. Yeah I just totally judged a book by it's cover, something my mommy told me not to do... but in my experience I think I made the right decision to ensure a greater chance of success.
  9. This is a lot harder than listing sets I hate, but if I have to pick a top 3 sets they would definitely be:

    Fire Blast: So far above every other Ranged damage set for Blasters and Corruptors that it's laughable, although Defenders can get more mileage with a good debuffing set like Sonic Blast. I can't play any other Blasters since I already have a Fire-Fire... anything else is a step backwards for me.

    Dark Miasma: This set is so overpowered it hurts. It herds, it tanks, it has amazing heals and regen debuffs, it controls, and it has one of the special toggles that I call the trinity of uber toggles: Shadow Fall, Arctic Fog, and Steamy Mist all give a heaping amount of resistance to more dangerous types as well as solid defense, and protection to one of the more lethal and less widely resisted Mezs (confuse or fear depending on the toggle).

    Fiery Aura: This set isn't the king of farming for nothing. I remember farming with a purple'd out Fire-Fire Tank in the issue that purple sets debuted, and dealing with Burn's fear and taking it in stride, before the AMAZING BUFFS that befell Fiery Aura and eliminated all it's weaknesses turn it into the overplayed set that it is today.
  10. Quote:
    Originally Posted by JayboH View Post
    What server do you play on? Defenders are my favorite AT, even though my favorite character is a scrapper.
    Freedom now, I moved to it long ago during the great Victory population crash. I also play on Exalted since it has a nice mid-game community and lots of teams going, but all my "good" 50s are on Freedom. I like Incarnate powers -> I don't like not being able to run Incarnate Trials because there aren't people around -> I must play on Freedom.
  11. You may find that once you fit Aid Self into the build (I agree that's a must) that you can definitely fill out a build without any epic powers. I'm not a huge fan of redraw from using non-claw attacks, but a really fun build is to go Soul Mastery just for the Blood Widow pet. You can make your costume match it exactly, then it's like your doppleganger which is hilarious good times.
  12. Call of the Sandman... oh wait you meant POWER sets not IO sets.


    Energy Blast, Regeneration, the gimped version of Psy Blast that Blasters get, and THE ENTIRE PRESENCE POOL.

    If I really wanted to fit AoE fear into a build I am smart enough to make a Mind Control (Terrify) or Dark Miasma (Fearsome Stare) toon, not try to waste a pool and two powers to get Invoke Panic on a toon with no business using it.. Oh hey Controllers, Dominators, Corruptors, and Defenders can all gain access to Power Boost and make these Cone Fears I mentioned even more godly than they already are, lookit that! AUGH presence sooo baaad auuughhhh Dark Miasma sooo goood.
  13. Don't slot Focus and/or Follow Up with a Taunt set bro, Focus is one of the better single target attacks in Claws, and you will need it in your attack chain. Focus needs a Damage set. I love me some Taunt sets too, but they go in the power Taunt, as a mule. 4 Kinetic combats are NOT enough damage in an attack, so unless you ONLY play at level 50 with Musculature Core alpha, you will probably want to add a 5th slot to your 4 slotted kinetic combat attacks. A Hamidon Nucleolus (I spelled that wrong I bet) otherwise known as the Damage/Accuracy Hamidon is a great suggestion for the 5th slot, which bring those attacks up to usable levels even when not experiencing the sexiness of your Alpha slot. Those were my only real gripes, those two changes will increase your Single Target DPS to a decent level.

    Also there is a fun thing to do with Claw slotting that isn't amazing but can make playing the toon a lot of fun. Throw the Gaussian's "Chance for Build Up" proc into the last slot in Follow Up, and the Decimation "Chance for Build Up" proc into Focus. Follow up and Focus will be the first two powers in your Single Target Attack Chain anyways, so you'll use them often and occaisonally experience some massive damage boosts. If we were talking about an "infinite influence" build, then 5 Hecatombs including the Damage proc, and the Build Up proc in the 6th slot would go in Follow Up. For Focus: 5 Apocalypses including the Damage proc and the Build Up proc in the 6th slot. Then you just need filler attacks like Slash, and perhaps Strike and/or Eviscerate depending on Recharge bonuses, or Spin if fighting multiple foes. Follow Up recharges... stir and repeat. I won't lie and say these Build Up procs are some kind of godly thing, since their tiny % of activation really lets them down, but the sudden surprising bursts of damage can be a lot of fun... when it happens.
  14. Help is not needed here, the forums are just nice for sharing builds without resorting to getting people's email addresses. If you want to discuss the build or take anything away feel free, but it was made with no purples and no PvP IO's, intended to not cost an arm and a leg.

    Elec-Fire Brute primarily for AE but able to function outside of it.

    Villain Plan by Mids' Villain Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Flash-Fire: Level 50 Magic Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Charged Brawl -- HO:Nucle(A), HO:Nucle(46), HO:Nucle(46)
    Level 1: Fire Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/EndRdx/Rchg(37)
    Level 2: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(7), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Dmg/EndRdx(9), Sciroc-Dam%(9), Erad-%Dam(13)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(50), Dct'dW-Rchg(50)
    Level 6: Build Up -- RechRdx-I(A), RechRdx-I(13)
    Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(15), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Dmg/EndRdx(17), Sciroc-Dam%(19), Erad-%Dam(19)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(15)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(48)
    Level 16: Plasma Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(37)
    Level 18: Chain Induction -- HO:Nucle(A), HO:Nucle(40), HO:Nucle(43)
    Level 20: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(21), Mocking-Taunt/Rchg/Rng(21), Mocking-Acc/Rchg(23), Mocking-Taunt/Rng(45), Mocking-Rchg(48)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(36), Aegis-ResDam/Rchg(40), Aegis-EndRdx/Rchg(43)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(29)
    Level 28: Burn -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dam%(31), Erad-%Dam(34)
    Level 30: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(45), P'Shift-Acc/Rchg(45), P'Shift-EndMod/Acc(48)
    Level 32: Lightning Rod -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dam%(34), Erad-%Dam(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40), TotHntr-Dam%(46)
    Level 41: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
    Level 44: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 47: Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(50)
    Level 50: Spiritual Core Paragon
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(5)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 5.5% Defense(Smashing)
    • 5.5% Defense(Lethal)
    • 23.31% Defense(Fire)
    • 23.31% Defense(Cold)
    • 3.63% Defense(Energy)
    • 3.63% Defense(Negative)
    • 3% Defense(Psionic)
    • 4.25% Defense(Melee)
    • 4.25% Defense(Ranged)
    • 24.88% Defense(AoE)
    • 1.8% Max End
    • 55% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 45% Enhancement(Accuracy)
    • 10% FlySpeed
    • 73.09 HP (4.88%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 2.75%
    • MezResist(Terrorized) 2.2%
    • 11.5% (0.19 End/sec) Recovery
    • 50% (3.12 HP/sec) Regeneration
    • 4.41% Resistance(Fire)
    • 4.41% Resistance(Cold)
    • 12.5% Resistance(Negative)
    • 25% RunSpeed
    • 2.5% XPDebtProtection




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  15. Spring Attack is underwhelming from a numbers standpoint, compared to Epic AoEs available to almost every AT. But Spring Attack is NOT an Epic AoE, and its availability in the early levels and low level TFs is a godsend for AoE light toons. Plus as many people will point out, MOAR AOEz is usually better than less, even if you can take Firebawwllz and Rain of Fire you can usually benefit from another AoE in your burst of AoE damageuuhhzzz huuurrr!
  16. I made this unnecessarily long post about Elec Blast in this thread at some point, and the search is not letting me find it. I really wish I could because you have the best tool in /Elec to compliment Elec Blast primary. Without Power Sink, a lot of Blasters have to wait on the recharge of Short Circuit to fully sap many mobs, but you can chain the two together and get it done in seconds. I'd definitely still build for defense, but I would go for Ranged because it will benefit you in a wider range of high level content and enemies in melee with you should be effectively drained of their endurance anyways.
  17. Defenders. Defenders with Leadership auras... Defenders who manage to use their buff set effectively and still attack without somehow falling into the idiotic group that thinks it's one or the other. Defenders who don't call themselves "Healers".

    I like inviting these types of Defenders to my teams, I could even say I "Love" it.
  18. I'd make a Defender and pick Cold Domination / Thermal Radiation. My teammates would have amazing Def and Res to everything, and delicious Forge and Thaw buffs combined with the max HP of frostwork. As for my enemies... they should just kill themselves for us and spare themselves the embarassment. With Sleet, Melt Armor, Benumb, Heat Exhaustion, Infridgidate, Snow Storm, Heat Loss.... I just don't see how an enemy could even put up a fight in the face of such debuff cancer. I guess I'd take all the leadership powers too because why not, Heat Loss gives perma capped recovery for the entire team? OP... maybe.
  19. GAIS ALSO WE NEED MOAR MELEE POWERSETS. Let's add Radiation Melee since Shivans have half the powers already. You know what they say: "A melee set every issue is worth two in the bush" or something. Or I guess maybe they could bring the total number of Blaster secondaries up to par with the number of melee sets... hahahahahaha... I can dream...
  20. Quote:
    Originally Posted by Flower View Post
    Ditto on my TW/Energy Aura Scrapper.

    I focused quite a bit on regneration since Energy Aura has little resistance and the heal helps there. Endurance reduction is nice for Titan Weapons and the Accuracy gets me up to 95% to hit on those +4 to me.
    Energy Aura and Elec Armor are the absolute most endurance friendly armors in the game. Energize by itself coupled with high recharge makes impossibly toggle heavy builds feasible, and then you always have Energy Drain / Power Sink for when you actually need to refill that endurance. I have a Spine-Elec Scrapper who has Obliteration sets in the damage auras like Quills which is a terrible way to slot them (18% end reduction only). Additionally he runs Tough/Weave/Maneuvers/Assault. I don't have endurance problems, and went Musculature Core Paragon and Barrier Core Paragon because I didn't need to rely on something like Vigor or Ageless when I already had the god-mode endurance armor. I have a hard time seeing an Energy Aura build that could possibly need an endurance reduction alpha...
  21. PLEASE PLEASE PLEASE give us Screw the Rules / I have Money
  22. DID YOU KNOW?

    Freeze Ray is arguably the best Hold in any Blasting (Ranged Damage) set? It has a super sexy fast cast time combined with a nice low recharge, and a (sometimes) helplful secondary effect even if the hold in resisted that will still mitigate some damage by reducing enemy recharge. Well, now that Dark Blast has a Hold that also does MIGHTY DAMAGE, this might not be the case anymore... I still love Freeze Ray.
  23. I went Cardiac on my Dark Armor Scrapper because Dark Regeneration usually heals me for several times over the Scrapper HP Cap, making the Heal value of the power much less important. I do really love the solid all around Resists in Cardiac though.
  24. Willpower is one I didn't think of, but that raises an interesting point. Willpower is a set that you could argue for focusing on the Heal Alphas, Defense Alphas, or even the Resist Alphas. Since it gives you just enough or everything there are so many potential ways to try and build it, but yeah Vigor is probably better for an entirely toggle and passive set like Willpower than it could ever be for Regeneration.
  25. Seriously, what were they thinking when they designed it.

    As a Heal focused Alpha, it would be targeted primarily at Empathy, Pain Domination, and Regeneration toons.

    These sets have many important powers on long recharges that DO NOT HEAL (Moment of Glory, Recovery Aura, Painbringer, etc) that benifit from Recharge focused builds and Recharge from Alphas, but get nothing from Vigor Alpha except some Regen in the case of Instant Healing, Adrenaline Boost, and Painbringer.

    Two of these powersets also have a huge Recovery advantage, one being Quick Recovery, the other being Recovery Aura. The Vigor Alpha gives Endurance Discount, an INSULTINGLY USELESS bonus for a Regeneration Scrapper or Empathy Defender, but possibly useful on a Pain Domination character because they run an extra toggle in addition to not getting a +Recovery power.

    So, if you have a toon and you went Spiritual, you get: substantially reduced cooldowns on all your self/ally heals and buffs, AND all those heals are stronger. If you go Vigor, your build drops in recharge and thus efficiency globally, but your heals will be slightly stronger and you won't have Endurance problems... if you had a good build you probably didn't have Endurance problems anyways.

    Let's examine them in more detail...


    Spiritual Core Paragon
    45% Recharge
    33% Heal
    33% Stun Duration


    Here we have an Alpha that boosts Recharge, which is definitely one of the most important things in all characters' builds, making this more widely useful right away. This was the only Alpha that increased heals, meaning many existing Regeneration and Empathy powerset users already have this. Stun Duration I haven't talked about as it is not as widely useful, but a few melee sets have Stuns that will see some use out of this, also any Empathy Controllers will enjoy the boost to their AoE Stuns, and a lot of Blasting sets have a single target Stun. If you went Spiritual on a /Pain MasterMind, all the pet powers with Stuns will have gotten some buff as well.


    Vigor Core Paragon
    45% Heal
    33% Endurance Reduction
    33% Accuracy


    Woo look my Heal is bigger than yours... but not by much, and it recharges slower so overall Healing over time efficiency is LOWER with Vigor than it was with Spiritual. Let's see what we got... hmm some Endurance Reduction. Well I guess now you can run Tough/Weave/Maneuvers/Assault/Tactics and every other toggle you can think to add in and not run out of Endurance, so that's something. Finally we have Accuracy, which is pretty pointless in PvE. Good builds generally have no problems hitting most of the enemies in this game, with only a small number such as Rikti Drones having any real Defense to worry about. While this might be of use on a PvP build where missing is much more frequent and you fight players that use powers like Barrier and Shadow Meld, I still think that Accuracy is one of the least useful things an Alpha can provide.


    As a final note I'd like to call notice to Vigor's Radial side. The Radial branch of each Alpha can really vary in use from "OMG THIS IS EVERYTHING I COULD EVER WANT" (Intuition Radial on a /Radiation Controller) to mostly or totally useless based on the powersets in question. The Vigor Radial branch will cut the Healing bonus from 45% to 33% (same as Spiritual) but add 33% Confuse, Sleep, and Fear Duration.

    Let's think about this for a sec, now that Vigor Radial gives the same Heal% as Spiritual Core. You can give a select few Mez powers 33% longer duration... or stick with Spiritual and give ALL YOUR MEZ POWERS, AND ALL YOUR OTHER POWERS 33% shorter cooldowns. The only Controller set that can really use Vigor Radial without taking other pools to get all those Mezs is Mind Control. MIND CONTROL IS KNOWN FOR ITS HIGH ACCURACY AND ATTACK TYPE-LESS ATTACKS, so right away the Accuracy component of Vigor is wasted.

    Would having an AoE Hold, AoE Sleep, AoE Confuse, and AoE Fear (and all other powers in the build) up 33% be more useful in this game than just increasing the durations of the AoE Sleep, AoE Confuse, and AoE Fear powers? I'm gonna have to say yes, Spiritual wins again.


    Sorry Vigor Alpha, I don't see any good uses for you.

    If I'd have to pick a toon best suited to Vigor Core it would be a PvP Corruptor with Pain Domination. And there is no build best suited for Vigor Radial because it is a poorly designed Alpha. But maybe if you had a Plant/Empathy Controller and took the Presence Pool for Invoke Panic, you could make some arguments about how Vigor Radial is right for you.