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Posts
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Joined
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The thing with heals is they are subject to recharge and cast time and both those things can get in the way of survivability. Willpower is passive defense like SR and SRs are also more fun
and I do love resurrecting myself a lot because its still new power on me, your not necessarily faced with downtime and so defeat is often literally meaningless.
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Your power choices are entirely down to you. I don't see anything not worth having for whatever reason. I don't see any extra must haves missing because despite mine having some different power choices I know they aren't "needed". I do have full empathy. I am talking about all the extras.
What I am looking at are slots and of the bat I thought some slots weren't giving enough bang for a buck and are redundant most of the time. Heal Aura, why shave off .34 secs on its rechg for example? If spammed its a massive end loss/time so wouldn't an end slot be preferable? Fortitude, why any tohit slots? Its base and peoples accuracy in PvE are normally enough and at 120 duration a nice upkeep of no less than 4 ppl (3 rechg) is nice and easy unhastened. 2nd and 3rd flight in swift are negligible fps increases. Mostly with the 3rd IO slot they make so little difference and its cheaper to keep them as SOs (do I sound tight?). Resurrect has the most amazing slotting I have ever seen. If on something like Hamidon the 2nd tank stands over the first I may have the range to stay out of the AoE (it was 25ft iirc idk with the new one though as I could never be online to attend the raid) but I wouldn't want to res someone in the middle of any AoEs etc as you get that "stand up" "lie down" business the 2nd Tank would have to park himself away.
Attacks. Not slotting many makes things hardly worth slotting at all. You could of slotted Mental Blast the same way as Will Domination and got more dps, however, Will Domination has a sleep and much lower cast time but if you were to use that underslotted mental blast as often or more you undo the benefits of damage in will domination.
Back to thinking about what the 3rd slots offer. Forget the percentages and look at the actual effects. 3rd end mod in stamina how much is that worth? About 0.06 - 0.07 end points a sec so you gain 7 end points over 100 secs. Flight I think is something you have to use to keep up in missions and end slotting that will lower its cost by 0.15 end per sec saving you 15 end points over 100 secs, 2 end slots and its almost hover!! Therefore the 1st end slot in flight is twice as good as the 3rd end slot in stamina. Also remember that end slot instead of that rechg in heal aura would save you lots more end overtime if spammed.
I can't exactly tell you how to slot without seeing how you have to play but little things like that is what I try to look out for. I am not interested in what extra percentage of regen I am getting I am interested in what it is in heal per sec as in hitpoints recovered.
Absorb Pain. It never gets you killed. Mistakes get you killed. Absorb Pain is an enormous heal that will almost never (99.99%) get you killed with a good team. Regen Aura removes the effect. If your having to use it in the line of fire then the team dynamic sucks. If your having to spam it from a safepoint till death do you depart then again the team dynamic sucks as someone doesn't know when to fallback and you let idiots die and I will do that to save the non idiots in the team. I only expect people to make an effort in supporting eachother and sometimes they will do anything but and I will call a muppet a muppet because game mechanics cant be defied by anyone.
Personally for me there are a few better slots spent elsewhere often the 3rd IOs but if you prefer the difference a 3rd IO makes then stay that way.
I will make a suggestion but in a no real dramatic change to how I think you play and assuming mental blast with its cast time never sees the light of day. I'd be inclined for this as an intermediary before proper IO set slotting and strangely I won't be changing whats in some powers that some might as I can come up with tricks that utilize them in a "oh baby" well way and not so strangely its cheaper to save inf for if you do properly IO slot.
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
HealingGal: Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Psychic Blast
Power Pool: Speed
Power Pool: Flight
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura -- Heal-I:50(A), Heal-I:50(9), Heal-I:50(9), RechRdx-I:50(31), RechRdx-I:50(31), EndRdx-I:50(34)
Level 1: Mental Blast -- Acc-I:50(A)
Level 2: Heal Other -- Heal-I:50(A), Heal-I:50(3), Heal(3), RechRdx-I:50(33), RechRdx-I:50(34), Range-I:50(34)
Level 4: Absorb Pain -- Heal-I:50(A), Heal-I:50(5), Range-I:50(5), Range-I:50(33), RechRdx-I:50(33), RechRdx-I:50(46)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: Hover -- Flight-I:50(A)
Level 10: Clear Mind -- RechRdx-I:50(A), RechRdx-I:50(11), Range-I:50(11), EndRdx-I:50(40)
Level 12: Fortitude -- DefBuff-I:50(A), DefBuff-I:50(13), DefBuff(13), RechRdx-I:50(19), RechRdx-I:50(19), RechRdx-I:50(42)
Level 14: Fly -- Flight-I:50(A), Flight-I:50(15), Flight-I:50(15), EndRdx-I:50(17), EndRdx-I:50(21)
Level 16: Swift -- Flight-I:50(A), Flight-I:50(17)
Level 18: Health -- Heal-I:50(A), Heal-I:50(31)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21)
Level 22: Recovery Aura -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx(23), EndRdx-I:50(37)
Level 24: Resurrect -- RechRdx-I:40(A), RechRdx-I:40(25), RechRdx(25), EndRdx-I:50(46)
Level 26: Will Domination -- Acc-I:50(A), Acc-I:50(27), Dmg-I:50(27), Dmg-I:50(43), Dmg-I:50(43), RechRdx-I:50(43)
Level 28: Regeneration Aura -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx(29), Heal-I:50(46), Heal-I:50(48), EndRdx-I:50(50)
Level 30: Stealth -- EndRdx-I:50(A)
Level 32: Grant Invisibility -- EndRdx-I:50(A)
Level 35: Adrenalin Boost -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36), Heal-I:50(36), Heal-I:50(37), EndRdx-I:50(37)
Level 38: Psychic Wail -- Acc-I:50(A), Acc-I:50(39), Dmg-I:50(39), Dmg-I:50(39), Dsrnt-I:50(40), RechRdx-I:50(40)
Level 41: Power Build Up -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx(42)
Level 44: Temp Invulnerability -- ResDam-I:50(A), ResDam-I:50(45), EndRdx-I:50(45), EndRdx(45)
Level 47: Phase Shift -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx(48)
Level 49: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />
If you would like IO set slotted, Hami slotted, whatever slotted ideas let me know. -
The main problem is exemping with that build. Much needed powers like plasma wouldn't be available when they could of been.
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I am inclined to say soul mastery for dark obliteration tohit debuff or soul mastery for web envelopes sec effects or none at all unless your character is dressed as a pirate.
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Hasted earths embrace etc is what I would of gone about for myself. When you have bonus to accuracy its to accuracy and when its tohit it should say tohit.
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Personally I think its
Stones skin or Brimstone up to you.
I lowered your run speed by having no aegis in earths embrace but upped your rechg. I have lowered endurance cost but lowered end rec slightly but the gap is bigger. You have slightly less acc but more tohit. Math that.
I do recommend tp early as you don't want to be held etc on trying to get up a step. Damage in mudpots increases aggro and I put taunt slots in taunt. Can't say much now cos I am wanted.
Edit back for a mo: Res and Def were also increased as of the time of posts. 3rd run speed in sprint would be better in health really but its meant to be fast..ish to more this:
Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Level 50 Magic Brute
Primary Power Set: Energy Melee
Secondary Power Set: Stone Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Energy Punch -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(37), C'ngImp-Dmg/Rchg:40(37), C'ngImp-Acc/Dmg/Rchg:40(37), C'ngImp-Acc/Dmg/EndRdx:40(40)
Level 1: Rock Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(9), GftotA-Def/EndRdx:40(36), GftotA-Run+:40(43)
Level 2: Bone Smasher -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(15)
Level 4: Earth's Embrace -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Rchg:50(5), Numna-Heal:50(5), Numna-Heal/Rchg:50(7)
Level 6: Build Up -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(7), AdjTgt-ToHit/EndRdx/Rchg:50(15), AdjTgt-EndRdx/Rchg:50(19), AdjTgt-ToHit/EndRdx:50(43), AdjTgt-Rchg:50(43)
Level 8: Swift -- Run-I:50(A), Run-I:50(9)
Level 10: Barrage -- HO:Nucle(A), HO:Nucle(11), C'ngImp-Acc/Dmg:50(11)
Level 12: Combat Jumping -- GftotA-Run+:40(A), Ksmt-ToHit+:30(13), LkGmblr-Rchg+:50(46)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Rooted -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(17), RgnTis-Heal/EndRdx:30(17), RgnTis-Regen+:30(19)
Level 18: Health -- Heal-I:50(A), Heal-I:50(34)
Level 20: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(21), P'Shift-End%:50(21)
Level 22: Total Focus -- Mako-Acc/Dmg/EndRdx/Rchg:50(A), C'ngImp-Dmg/EndRdx:50(23), C'ngImp-Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/EndRdx:50(27), C'ngImp-Dmg/EndRdx/Rchg:50(31)
Level 24: Brimstone Armor -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(25), S'fstPrt-ResDam/Def+:30(25)
Level 26: Teleport Foe -- Acc-I:50(A)
Level 28: Crystal Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(29), GftotA-Def/EndRdx:40(29), GftotA-Run+:40(46)
Level 30: Mud Pots -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(31), Sciroc-Acc/Dmg/EndRdx:50(31)
Level 32: Energy Transfer -- Mako-Acc/Dmg/EndRdx/Rchg:50(A), C'ngImp-Dmg/EndRdx:50(33), C'ngImp-Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/EndRdx:50(34), C'ngImp-Dmg/EndRdx/Rchg:50(34)
Level 35: Minerals -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(36), GftotA-Def/EndRdx:40(36), GftotA-Run+:40(50)
Level 38: Granite Armor -- ImpArm-ResDam/EndRdx:30(A), ImpArm-ResDam/Rchg:40(39), ImpArm-ResDam:40(39), LkGmblr-Def:50(39), LkGmblr-Rchg+:50(40), GftotA-Run+:40(40)
Level 41: Taunt -- Acc-I:50(A), Zinger-Acc/Rchg:50(42), Zinger-Taunt/Rchg:50(42), Zinger-Taunt/Rng:50(42)
Level 44: Mu Lightning -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Acc/Dmg/EndRdx:50(46)
Level 47: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Teleport -- EndRdx-I:50(A), EndRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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</pre><hr />
Right gotta go. -
[ QUOTE ]
Is this working?
[/ QUOTE ]
Curses I started from scratch for nothing XD . Didn't expect you to be on..Oh well. I'll have another look. -
OK done this for a quickie still your power choices btw :
Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Level 50 Magic Brute
Primary Power Set: Energy Melee
Secondary Power Set: Stone Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Energy Punch -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(37), C'ngImp-Dmg/Rchg:40(37), C'ngImp-Acc/Dmg/Rchg:40(37), C'ngImp-Acc/Dmg/EndRdx:40(40)
Level 1: Rock Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(9), GftotA-Def/EndRdx:40(36), GftotA-Run+:40(43)
Level 2: Bone Smasher -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(15)
Level 4: Earth's Embrace -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Rchg:50(5), Numna-Heal:50(5), Numna-Heal/Rchg:50(7)
Level 6: Build Up -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(7), AdjTgt-ToHit/EndRdx/Rchg:50(15), AdjTgt-EndRdx/Rchg:50(19), AdjTgt-ToHit/EndRdx:50(43), AdjTgt-Rchg:50(43)
Level 8: Swift -- Run-I:50(A), Run-I:50(9), Run(34)
Level 10: Barrage -- HO:Nucle(A), HO:Nucle(11), C'ngImp-Acc/Dmg:50(11)
Level 12: Combat Jumping -- GftotA-Run+:40(A), Ksmt-ToHit+:30(13), LkGmblr-Rchg+:50(46)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Rooted -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(17), RgnTis-Heal/EndRdx:30(17), RgnTis-Regen+:30(19)
Level 18: Health -- Heal-I:50(A)
Level 20: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(21), P'Shift-End%:50(21)
Level 22: Total Focus -- Mako-Acc/Dmg/EndRdx/Rchg:50(A), C'ngImp-Dmg/EndRdx:50(23), C'ngImp-Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/EndRdx:50(27), C'ngImp-Dmg/EndRdx/Rchg:50(31)
Level 24: Brimstone Armor -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(25), S'fstPrt-ResDam/Def+:30(25)
Level 26: Teleport Foe -- Acc-I:50(A)
Level 28: Crystal Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(29), GftotA-Def/EndRdx:40(29), GftotA-Run+:40(46)
Level 30: Mud Pots -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(31), Sciroc-Acc/Dmg/EndRdx:50(31)
Level 32: Energy Transfer -- Mako-Acc/Dmg/EndRdx/Rchg:50(A), C'ngImp-Dmg/EndRdx:50(33), C'ngImp-Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/EndRdx:50(34), C'ngImp-Dmg/EndRdx/Rchg:50(34)
Level 35: Minerals -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(36), GftotA-Def/EndRdx:40(36), GftotA-Run+:40(50)
Level 38: Granite Armor -- ImpArm-ResDam/EndRdx:30(A), ImpArm-ResDam/Rchg:40(39), ImpArm-ResDam:40(39), LkGmblr-Def:50(39), LkGmblr-Rchg+:50(40), GftotA-Run+:40(40)
Level 41: Taunt -- Acc-I:50(A), Zinger-Acc/Rchg:50(42), Zinger-Taunt/Rchg:50(42), Zinger-Taunt/Rng:50(42)
Level 44: Mu Lightning -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Acc/Dmg/EndRdx:50(46)
Level 47: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Teleport -- EndRdx-I:50(A), EndRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />
I don't know where I get my inspiration from on itbut anyway the power choices were yours and I haven't gone into the little figures ie is 7.5% really making a major difference and wouldn't a slot do more elsewhere?
Brimstone do ya love it? Most people like Stone Armour and why not. I'd rather tp where jump is because in getting over a ledge under mezz circumstances you are buggered. Also if TP foe is going to be poorly slotted and I also did that its possibly 10 times better as recall friend...for pvp its not bad. Your tohit isn't great and I may of lowered your accuracy some (tum tee tum). I could pick at this build I done but I was aiming for a good time on itand this with this post is going to be left as an honest time inclusive of the toilet XD .
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I can't download the data chunk. Off the bat its not fast but I wanted to improve it in more than the speed area without a long read and write up. It wouldn't be too hard for me to chuck out a speedier more end friendly build keeping in mind what you have chosen to slot already in some but not all places.
I will do one from scratch and add it as a reply just to show how slow I amslower still making sure I follow your build reasonably well and no power choices involved.
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With those primaries, their secondary effects and interrupts slotted you should be able to create moments to fire off an aid self.
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There is no 100% right answer on it but in terms of defeat one next one with control I fancy Ice/Nrg. In terms of AoEness and control maybe Fire/Ice and be an active defense mini tank. I did level a Fire/Fire, Energy/Energy, Ice/Ice together for a bit and consecutively soloed Frostfire EB at lvl 7 with them (I like to see balance). Fire dropped Frostfire between the time his pets despawned and respawned, energy slightly better but ice needed some control, being slowed by frostfire and having long rechg attacks oneself didn't help. Either way though they all paid of nicely they just need to be played slightly differently to get to the same end. Ofc instead of going, say, ice/nrg one might want to see what the psi looks like in i12.
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I definitely wanted plant control as it would so go with empathy. I can't see the secondary being poison but that might be a cat among the pigeons in PvP although poison is hardly heroic sounding. I'd laugh if its traps.
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I don't slot the human toggle shields as I never can be bothered to turn them on anyway. Tri-form is the way to go to me and I say to me because we don't all play the same way or compensate against the same expectations. I want to blast heavy over time (nova) then pull out nasty aoes over time (human). Have either of them double buffed by both mires (so need dwarf) and then use dwarf for when my active defense isn't enough, mezz protection is preferred and the team has someone to tank. When you respec you can slot the alien forms up sooner which saves spending slots unwishingly. No character is good at everything at any given time and this is no different and I went Tank or AoE. Fun for me though is the Tank AT and AoE.
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Some people are new to the game and these forums
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Irony; man makes tongue in cheek joke about passing judgement on someone. Shannon immediately passes judgement on man in most ludicrously overblown display of judgementalism anyone could ever hope for.
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People addto a post they wish not have disambiguation on. GOOD IDEA WITH NON ACQUAINTANCES. Obviously Kokuryu wasn't sure whether you were serious or not and "ironically" you can't be sure if I was serious or not.
I quote myself:
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I am going to petition you for a direct insult on someone new to the forums and a new player.
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Did you receive a PM from a moderator? No? Thats because I wasn't serious. I didn't petition.
Get what I mean about the?
No?
/slaps Khorak.
Sweet Chilli forever trying to gain my attention lately. I am starting to think that I am the reason you come to the non pvp parts of the forum with the lame illogical idea that a persons avatar can tell people anything. I picked the actress that could act the part of one of my characters end of story, its based on that thing "acting". Who is that poor unfortunate person thats in your avatar? -
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(5) be flexible - some idiots sometimes never get wot herding is abt - u can still tank effectively in a charge strategy. but again, if it isnt fitting into ur plan - kick em if they arent listening.
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He don't need to know that one as he is ice melee. Most of those "ppl" you refer to see icepatch and think its the only reason to herd (Herd as in group tight before any derail). So many other Tanker powers to my mind endorse it. -
I don't think Maelwys was with the link but thats it...or was it?
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"pass judgement on people"
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Out of the choices, I'm going for this one.
You nerd.
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Khorak. Some people are new to the game and these forums. Norcal and NCsoft would like to keep hold of them.
More valued are those who don't directly insult new people than those who do because they are sad and lonely and feel its the place to pull girls like golden girl..your chances are a negative 10.
I am going to petition you for a direct insult on someone new to the forums and a new player.
/slaps Khorak.
/slaps Khorak for being ugly. -
I am going to have to ask.
Who is that in your Avatar? -
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An average Stoney will be more survivable than an average Invuln, but an average Invuln will be much better at keeping agro than an average Stoney. I pride myself on keeping agro on my Stoney which is why I play him, I wouldn't bother if I couldn't keep all the agro. I think a skilled Stoney is much more worth having in a team than a skilled Invuln, but that's because most of an Invuln's ability comes from his build, but most of a Stoney's ability comes from his personal skill in holding agro.
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Stop blowing wind in your own sail Rooks!
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Someone has to. Its the type of wind thats worrying me
Yes even SR scrappers unaided can do the same against certain ones.
Everyone has to gain their own experiences and build upon them. The game wouldn't be worth playing with nothing to learn or with the thinking "its all been done" etc...or is it just me that thinks that?
Add to it all the team usually has something to offer or not offer and it maybe the limited time and luck on ones side that determines the outcome.
I enjoyed playing this morning with a new player, with them making their own mistakes and my squishy dying over and over as a result. I felt that I could decide that the Exalted debt badge doesn't necessarily have to mean your Exalted because you can not die or rubbish because you have died so much but because of a virtue and in this case, I felt the virtue could be patience. -
If you play different tankers your level of ability changes with each one and changes further more by the enemy you face and further more by the players in the teams your in.
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Well it just tells me he needs to pull his finger out.
Yes I have all the Harry Potters stuff!! -
Thats very good but I have my TP self. Having said that I do, "do PuGs" but as hard as you can try to think ahead for everyones actions you can't. Comparing it to any other type of tanker for aggro control is like comparing a Robin Reliant to a Porsche.
I have never had a kin in the team, I value concepts, I try to make everyones concept work, I know how I want to do things with different sets in the team but how you get to do things is another matter. In PuGs you could easily have to end up explaining the whole damn game to people not much different from having to offer people build guides.
I could TP in and every foe gets attacked, not even a mudpot tick of damage and taunt has effected them. As I tp in I taunt the ones that aren't going to be in my mudpots upon tp'ing in. The ones that are taunted are fine but the ones that were mean't to be in my Mudpots have seen an M30 grenade opener XD and everyone rushes in.
I have 2 end slots in TPself so getting around don't cost a lot. I thought balls to the running without a speed boost when your slowed that much just give up and slotting for extra speed bonuses doesn't change things that much. -
I almost get tot the point of posting numbers sometimes, not just numbers from web sites but the numbers created from them. Then on proof reading it looks as nerdy as hell. Also holding back information also allows people to have something to discover for themselves, so yes a bad thing and no not a bad thing. I find though no matter how many times you proof read something thinking that someone will understand your meaning they don't. I guess it comes down to peoples perceptions.
I will quote this:
There are two kinds of knowing, the one that's legitimate and the other bastard. The bastard knowledge is concerned with the perception through the senses, therefore it is insufficient and subjective.
Why do I quote that?
Because I think thats why some people Min/Max.
When min/maxxing you can by chance come across things that only become extremely useful in certain situations (no joke) and it could be something your doing or able to do (you won't always do it) that isn't common. This then separates you from everyone else and you like your individuality. The best you can do is hint, try to be cryptic, or take people 80% of the way to your full advice so that other people might achieve it by going the rest of the way themselves just to be sure that it isn't some numb nut. -
I don't have tough but I do have leap pool. Lack of KB protection is a pain in the butt.
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Since the cast time changes and defiant changes I think its daft not to have flares.
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/e slap
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LOL
/em CATFIGHT!
Didnt they change the range on this as well to 80ft?
Sometimes I don't talk sense because I am trying to talk in code. You have to turn what I say on its head. Then at other times I have one thing confused with another. Sometimes it all depends on peoples perspective and intent; but most of the time I have been drinking.
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I can see why...
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Do tell.
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Flares is the worst ST damage-per-activation-time attack in the Fire set (even Fireball beats it). It's not a BAD attack, certainly, but if you were thinking of dropping any attacks, Flares would be number one on the list.
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Cast times are one thing. Recharge times are another. Economic Damage per Endurance is another. List goes on. Doing the best thing for the situation is why there are nigh almost no attacks that don't have a place somewhere in the game. I find it funny as it seems to me that particular past "must not takes", "they are useless" and so never got looked by knee jerk believers, can be turned into must haves for some situations for which there is no comparison and nah I am not talking about perma frost or temp protection. In dropping powers later however I haven't thought about that one. I'd let experience and intent decide.
Title of the post is "Flares for levelling" but alongside the new cast time, defiance, the -rechg circumstances, then economic damage per end on a single target and range I'd get it and keep it for now until experience and intent decide otherwise.