New Dawn

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  1. New Dawn

    Buffers rejoice!

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Do Empathy, Pain and Poison need a buff? Maybe but that's irrelevant to this change as I see it as those sets issues, if they exist, are different.
    This thread is about buffers rejoicing, if all was balanced before, it can't be that way now as some buffers have something to sing about whilst others have nothing new. Pain and Poison may not be part of the defender sets hence why a small mention.
  2. Quote:
    Originally Posted by Santa_Laws View Post
    Code:
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    Taking this build I've analyzed it against mine which is about 20 times cheaper. For 20 times more expensive I'd expect an I win button. Your build truly wins in the +damage compartment. Shield walls are PvP IOs I believe so it should.

    Going through it here is what I came up with conclusion wise as to what differences I would make:

    I would hasten, you would have more hp over time, more end rec over time, more defense over time, your attack rate is better and you will have more build up over time, your regen rate would then be substantially better over time and all thate toxic resistance would actually come out on top compared to my build because atm they don't. Because I use Hoarfrost twice as often my toxic resist over time equals yours.

    So this build would be better with haste.

    I would try to slot all attacks well, where there is smidgens of tiny little bonuses like 4% regen I would ask myself how much is that in real terms, note that its a 1/3 of a single hp and breath a sigh of relief that 2 slots can come out of combat jump to do more in an attack than I would recieve in hp. There is no point being so far past the flight speed cap thats another slot free to go into an attack, each one of these newly freed slots that were given you nothing or something less than a hitpoint per sec in regen build an attack which can give you something more worth it, it could be additional defense.

    Lots of attack come as Smash or Lethal, when it comes to Fire there is often Lethal, if lethal misses then the fire misses, same with cold, same with energy and smash etc therefore some bonuses like what you're getting by slotting up Permafrost with Aegis over the extent of the game may not be that helpful especially in terms of minor additional fire res, but in an attack they can be and the same bonuses might be gained anyway.

    All I am saying is that if I spent that much I would of done things differently and whilst you have such a good build which may do for the content there would be something in my mind that would try to make it better. However no one writes the rule book that other people may follow so if you've found something that you think is perfect then fair play and good luck to ya, I'm still looking for perfect.
  3. Quote:
    Originally Posted by Santa_Laws View Post
    That is why I forego Hasten in lieu of EA for my Autofire. Perma +DEF and END recovery.

    Hasten is good, but not good enough for me. Believe it or not, most comments from people that see me run goes to the effect of "MY GOD! You use a lot of END! How do you not run out?"

    My secret is Autofire EA.
    One of the reasons I have Haste is EA. I agree with you about endurance I can see how staminaless Icetanks managed. I'd autofire haste but not EA, one thing I'd rather do is hit EA myself so as to make sure it doesn't fire off when I least want it to, ie simply traveling to a mission or between enemy groups. Much better to use it with mobs next to ya.
  4. Santa Laws you have spent alot of inf on that tanky, I'd love to see it in action. I ain't ever spent lots on Tanks because of well alts plus there is usually some alternative.

    Powers such as Force Bolt do about 18 mag KB, if I pvped I'd prolly pick up acro. Forcefield could potentially put me out of the match anyway I'd imagine.

    Fight pool not necessary, especially as HP cap is raised. Good on low investment builds. I have it.

    Looking at builds, if it has taunt, simply I'd be able to play that one, if it hasn't I wouldn't touch it with a barge pole. Is the flexibility of taunt always needed? No but like spit anyway.

    Assault is nice for the taunt and placate resistance, don't always have to have it on. Minimizes fight duration of the team although arguably noticeable I'd guess. Taunt resistance good in PvP, placate *looks at Mako* but I can with slots taunt duration beyond that or out of range of it as its 50ft.

    Tactics a good alternative as it has confuse and fear resistance, again don't always have to have it on. Sometimes more tohit is a good thing. I'd rather not get confused or terrified, sure the taunt durations can out duration it only just at times but safer to have tacts.

    Hasten, all powers bring flexibility, the more times their on offer the better and so it like ketchup to me. Perma hoarfrost is like perma +hp

    Also alright on Ice although interruptable and cast time can be so long someone could die in the time you use it is aid self.
  5. New Dawn

    Buffers rejoice!

    Quote:
    Originally Posted by Draggynn View Post
    I don't think this matters to the folks who want empathy changes as this was already pointed out several times in the thread, including at least three times by me.
    Yep and as I see it all I've asked for is a buff to Empathy, Pain and Poison of equal value - could be anything. Reactive sets could do with less cast time and is still my opinion. This buff removes cast times from the sets its bestowed to so I see it only fair however what the Devs do with their knowledge is down to them.
  6. New Dawn

    Buffers rejoice!

    Quote:
    Originally Posted by Mylia View Post
    That is what people call elitism all the time
    I just want all my defense sets to be equal, people with a view from one or two of them won't see where people with all of them find them unequal ingame.

    Edit: As someone who almost never soloes a defender although I did with TA/DP to compare it to DP/TA pre defender damage buff my views are biased.
  7. New Dawn

    Buffers rejoice!

    Quote:
    Originally Posted by Silas View Post
    Oh, and my pedigree is as follows: Rad/Kin. Earth/Kin. Ice/Cold. Ill/Cold. Elec/Therm. Rad/Therm. Fire/Sonic. Sonic/Pain. Fire/Pain. Ice/Storm. Sonic/Rad. Fire/Rad. Fire/Dark. Dark/Dark. Fire/Traps. Ice/Storm. Arch/TA. Fire/TA. Emp/Rad.

    If you think Empathy or Pain need a buff in general, this isn't really the thread to address that.
    People with their sets can spend alot of time chasing people, finding people or more usually getting in range of people in order to buff them. This time can add to the cast time of the buffs and prevent other actions which can mean someone gets defeated whilst you finally became locked in your cast time or with all that fannying about your damage output is lower. That's not the fault of the devs or maybe the ST buffs should have longer range.

    Forcefield,

    defender time to buff for a 8 man team roughly takes up 1/7 of the time they could be doing something else. The whole team can be done within 2 fight durations out of 12. Positioning and blasting can be done easily together. Hardly any FFers utilize nigh damage less KBs for people survivability nor detention field as they're just barely desired. Given the lack of desirability for half of FFs set, the powerboost on the buffs is fair. Even the change we're talking about, to it, is probably fair.

    Empathy,

    3 constantly applied forts out of people with SO builds, 5 out of IO builds. IO build would do fort buffing excluding movement 1/10th of the time (120s/12s). Still usually atleast 3 people not buffed with it, AB is saved for specials but atleast 3.2s in a 120s period.

    Both RAs are up within 90s and their combined 4s of use plus if people do it that way the gather time which adds 3 to 5s then thats roughly an average of 11s addeds to the fort time of 12s over a 120s cycle. 120/23s = just over a 1/5.

    Then there are the heal powers which can be either used once in a blue moon late game or a lot early game which reduce personal blasting time not only in for reactive purposes the anticipation but the travel to the target. A minimum of an average 6s use within a 120s fight period on a decent team although I've been in them teams where I am activating all 3 heals after eachother, and for the sake of someone better doing damage hardly blasting at all. Being generous then by saying I am not having to heal much in a team then that 6s plus maybe a tiny bit of travel is added to the 23s of other buffs which hasn't included CM yet and not taken that buffing time to 30s. Even if my figures have been wrong still a 1/4 of the time can easily be spent buffing.

    Empaths don't even debuff so that either themselves or 8 ppl can effectively do more damage, the +Dam from fortitude is not relatively special on one but good across the 3 to 5 people, no reason not to use it especially as atleast 25% of your time can be spent attending peoples needs, not to mention that can increase from CM use, any real traveling to that sod that cant stay within 80ft of you and aniticipating to heal to be fast enough.

    CM is better proactively used when you realize that someone can need healing whilst other people play in a way that they get themselves mezzed. I'd much rather CM at the end of one fight cycle than in the middle or at the start of one but keeping that out its still around 25% buffing and 75% blasting. Must be some people still stacking CM on some non flexible tanker vs GW somewhere.

    I'm all for Kins getting an AoE ID, from a fun play perspective there is so much to do in so little time but if they can do that with Kins ID then that puts my Kinetic out infront of my Empath when playing with players that know what they're doing. I realize with Kinetics I can barely get to blast myself from stacking buffs but the contribution to the team is greater and the ability to solo is also greater. It's not like many people, don't already believe that Kins are superior anyway.

    I am sure I read somewhere that the Defenders were considered the most balance set so a bit of tweaking would cause some inbalance.

    Really I am not suggesting for Empaths to recieve the same buff just some buff of equal value. If the Devs took off 1 second of forts and heal others cast time I'd be well happy.
  8. New Dawn

    Buffers rejoice!

    Quote:
    Originally Posted by Garent View Post
    Elitist much?

    Cold domination to 50, kinetics to 50, pain domination to 49, sonic resonance to 47, three storm summoners to 50, and empathy and force fields to some levels that I can't remember.

    Is my pedigree good enough for my opinion to be valid to you?
    No it isnt and its not down to elitism. When it comes to defenders I think they need to be experienced. Too many people give advice or have an opinion on sets they don't even play.
  9. LOL LSK my memory is bad this was the build ya talked about on Freedom and I forgot I did a suggestion for it. XD
  10. When I make a character that buffs I think it fair to assume that the team leader will expect them off of me when invited to a team. Certainly its not always easy to be on time everytime, the healthbar moving is still something of a reminder.
  11. New Dawn

    Buffers rejoice!

    Quote:
    Originally Posted by StormyDarkness View Post
    If Fortitude got the same treatment, I'd be happy. I want to give 41.75% Defense, 31.25% damage, and 55.94% To-Hit buff with three button clicks completely unenhanced. Heck, I'd even start calling out for people to gather. Then again, I'm going to do some defense increase on Fortitude, so I'd be giving 49.98% Defense to the whole team without Maneuvers. In fact, I'd say screw Maneuvers and Tactics and take myself an extra power pool power or Scramble Thoughts.
    I wouldn't want the same treatment to apply to fortitude as thats OP. AoE shielding would be easier playing with the types that would normally forget to buff but thats about it.
  12. New Dawn

    Buffers rejoice!

    Quote:
    Originally Posted by Draggynn View Post
    The devs have been pretty clear for a while now (although with Castle gone, things may obviously change) that Clear Mind, Clarity, ID, Thaw, etc. were meant to be used as reactive powers, not preemptive buffs. Making the mez protection AoE would invalidate that design decision and start to render mezzes irrelevant. I think the devs did a good job of striking a balance between QoL, and making things too easy.
    Its a fair answer, but I think all the powersets which buff need to be looked at for time spent casting on people, during this time a more important power could be used or an attack. Especially as with empaths when they do attack its not on anything they're debuffing.
  13. New Dawn

    Buffers rejoice!

    Quote:
    Originally Posted by teflonshugenja View Post
    I think a lot of people would agree with you on that! Fortunately, you aren't the one measuring the value of powersets, since you appear to be very bad at that.

    Let's try this again: the sets that benefit from this change required an outsize investment of time to confer their buffs on the entire team, which is what they are balanced around. This change reduces the time required for them to meet their expected level of performance.

    This change in no way makes them more powerful compared to other powersets that don't benefit from the change. Those sets were already working as expected. The reason that mez protection powers weren't made team/league-wide is because they aren't supposed to be.

    Somebody else who actually plays all the powersets should be talking to me about what would and wouldn't benefit from the change.

    Some defender sets are far easier to play than others, and require less attentiveness to team support yet they are targeted whilst the more reactive sets are not.
  14. New Dawn

    Buffers rejoice!

    Quote:
    Originally Posted by Garent View Post
    That's something everyone believes, but such balance is impossible if every buff or nerf equally effects all powersets instead of targeting specific ones that need it.
    I play all the sets when it comes to what sets required a cast time reduction I do not feel that the specific ones that needed it have been targeted.
  15. New Dawn

    Buffers rejoice!

    Quote:
    Originally Posted by Garent View Post
    Ah, I see. You're one of those people that thinks when a set gets buffed, all other sets need an equivalent buff.

    You are wrong.
    I believe that powersets should be balanced so that peoples characters have equal value in teams or atleast on paper.

    Cast time reduction tips the balance of favour towards a teams survivability. Some sets getting it while the more reactive sets don't is unfair.
  16. New Dawn

    Buffers rejoice!

    Quote:
    Originally Posted by Solo_One View Post
    /Poison could have envenom and weaken give some splash debuff to affect 7-10 feet around the target. /Pain and /empathy's only single target buffs are too powerful to get any sort of aoe bonus.
    I'm not asking to see an AoE applied to whats now a ST on them sets, although why not on the Mezz protection powers atleast? Usually often or not only like 3 ppl can do with it supplied to them but even I have been a single empath on a manic nearly all blaster team.
  17. AoEs and being able to use them, Cones affecting 2 or more or AoEs affecting 3 or more saves on endurance, when they affect 5, 10 or 16 they
    are saving endurance even more because it means less single target attacks need to be used and also it saves time. Mobs have to be within debuffs to be debuffed. A scattered group and only one debuffed, the anchor is a sure sign of an inefficient team usually. I have Repulse and find it of limited use but not a bad power to alpha mobs with, just be quick turn it off, the mobs if no controller has aoe immobed should retighten even though wouldnt of been flung far anyway.
  18. I couldn't give a rats butt about squeezing each and every .9 of a hitpoint per sec in regen on my Invuln because to me it matters diddly squat. +HP works with resistances better and means more +regen anyway so +hp is fine. What would concern me on both builds is that conserve energy doesn't recharge quick enough. It's of value to me to have atleast a 2.5eps gap between end rec and toggle end use given that the attacks are well end reduced and when not possible conserve energy needs to be up quicker.
  19. New Dawn

    Buffers rejoice!

    Quote:
    Originally Posted by Garent View Post
    You're upset because you think people will be asking you to play your shield characters more often?

    Before this change - possible to keep 7 people shielded at all times
    After this change - possible to keep 7 people shielded at all times

    It's a convenience change and nothing more. It will just take less time and endurance to do what you already did.
    Call me masochistic but its amazing how many people fail to constantly proactively buff everyone yet I dislike this change as it leaves Pain, Poison and Empathy out without a change of equal value. A forcefielder should have no reason not to keep buffs up yet when I am on a scrapper who shouldnt even really be paying attention to other peoples buffs normally I notice it alot. People did fail to probuff, this can and does lead to problems and now people just have to wait for a power to recharge less often fitting in the cast time in less times around other duties. IMO no way was Pain, Poison or Empathy over powered before so why there is nothing for them of equal value is something I'd like to see someone have a guess at.
  20. Worst thing people can do is respec into a pile of dung, second worse thing is team with such people, followed by team with people who didn't know a TF is more than just a couple of missions. TFs should be challenging to those leveling upto them and then in a good team, cake to people who have leveled past them on account of more powers and more slots.
  21. New Dawn

    Buffers rejoice!

    Quote:
    Originally Posted by Oedipus_Tex View Post
    the biggest beneficaries are probably going to be Ill/Colds and those sorts who normally wouldn't have bothered to shield anyone.
    Once again the Ill/Cold may as well be the Super AT all on its own.
  22. New Dawn

    Buffers rejoice!

    Quote:
    Originally Posted by _Malk_ View Post
    Explain the "snub" to me, and if you say, "Well, fortitude should be getting the same treatment as the shields!" I will reach through the internet and smack you for your stupidity.
    I think the game would get easier if the same treatment was given to fortitude.

    With some sets, whilst making time to shield someone, something else can happen, something in which a defender might wish they did something else in that moment. Empaths can be busy forting or as it was more likely CM'ing someone at a moment when it would of been good to use AP. Being able to do everyone in one cast time reduces moments like them. Pain, Empathy and Poison could do with a buff too, as to what buff, I am not suggesting any but I'll know already from playing all the sets which are more challenging and which are less challenging and as it stands I know which ones I'd let three year olds play.
  23. I thought fire blast and fireball were underfunded. Really lacked a point in taking them so did this:

    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Little Kin Tank: Level 50 Mutation Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Kinetic Melee
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
    Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9)
    Level 2: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Heal-I(5), Heal-I(23), Aegis-ResDam/EndRdx(23), Aegis-ResDam/Rchg(36), Aegis-ResDam(46)
    Level 4: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(43), Numna-Heal/Rchg(45)
    Level 6: Smashing Blow -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(15), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 8: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(40)
    Level 10: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 12: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(13), Numna-Heal(13)
    Level 14: Fly -- Winter-ResSlow(A)
    Level 16: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(17), P'Shift-EndMod/Rchg(17)
    Level 18: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), LkGmblr-Rchg+(37)
    Level 20: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(21), Zinger-Taunt/Rchg/Rng(21), Zinger-Acc/Rchg(34), Zinger-Taunt/Rng(36), Zinger-Dam%(37)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(33), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(48)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(40)
    Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def(27), LkGmblr-Rchg+(34)
    Level 28: Power Siphon -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(29), RechRdx-I(29), RechRdx-I(34)
    Level 30: Burst -- Erad-Acc/Dmg/Rchg(A), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), C'ngBlow-Dmg/EndRdx(31), C'ngBlow-Acc/Dmg(43), C'ngBlow-Acc/Rchg(46)
    Level 32: Strength of Will -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(33), Aegis-ResDam(33)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(42)
    Level 44: Fire Blast -- Thundr-Dmg/Rchg(A), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg(46), Thundr-Acc/Dmg/EndRdx(48)
    Level 47: Fire Ball -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(50), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)
  24. I thought the Glad IO was a bit expensive and it wouldn't hurt to do a build that you can get to before you get to the build with the Glad IO. I'd also agree on more builds before it so people can comfortably tank on route to 50.

    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(40)
    Level 2: Lightning Field -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(13), C'ngBlow-Acc/Dmg(15), C'ngBlow-Dmg/EndRdx(15), C'ngBlow-Dmg/Rchg(17)
    Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(40)
    Level 6: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23)
    Level 8: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19)
    Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(33), Zinger-Taunt/Rchg/Rng(34), Zinger-Acc/Rchg(36), Zinger-Taunt/Rng(36), Zinger-Dam%(43)
    Level 12: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(13)
    Level 14: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 16: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(23), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 22: Tough -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(33)
    Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(25), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(43)
    Level 26: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(42)
    Level 28: Power Sink -- Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(37), Mocking-Taunt/Rchg(39), Mocking-Acc/Rchg(40)
    Level 30: Rage -- Rec'dRet-Pcptn(A)
    Level 32: Power Surge -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(46)
    Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(43), Sciroc-Acc/Dmg(46), Sciroc-Dmg/EndRdx(46)
    Level 41: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(42)
    Level 44: Salt Crystals -- LgcRps-Acc/Rchg(A), LgcRps-Acc/EndRdx(45), LgcRps-EndRdx/Sleep(45), LgcRps-Sleep/Rng(45)
    Level 47: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), Thundr-Acc/Dmg(48), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(50)
    Level 49: Hurl -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
    Level 50: Cardiac Core Paragon
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(37)
  25. Quote:
    Originally Posted by untoldhero View Post

    Eradication: 3xEradication= 1.8% to max endurance and 3.13% defense E/N and 1.56% ranged defense (a set of 3 cost roughly 250-350 billion) this set goes in your AoE or PbAoE
    *Faints*