Papaschtroumpf

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  1. you're using a lot of big words that I'm not 100% sure I understand.
    I think what I heard is:

    - Tanker Proc (all ATO procs?) have a better chance to go off in single attacks, so don't slot in AoEs
    - unfortunately all tanker attacks are considered AoEs for the purplse of the proc: bug and will get fixed "sometime"
    - for some reason I didn't fully follow, the Proc fires off too often. Bug that will also be fixed.
    - so even after all bugs are fixed, I should slot the proc in a power that recharges every 10/12s
    - I'm going to ignore the no to-hit for Burn for now, since I'm working on my inv/SS, but my other tanker is Fire/

    you mention a Streak Problem, what does it mean?

    Am I wasting my time trying to use ATOs? I'm trying to get a reliable and significant (20%) increase to my non S/L resistance.
  2. That's one thing I love about incarnate powers! you can swap to suit your needs!
    I routinely swap Destiny.
    I've never tried swapping alpha, but based on this discussion I've decided to make me Cardiac to try in my inv/SS tank so I can compare the tow (I'm quite happy with Agility, but I don;t have an End issue without it either)
  3. More questions:

    Does the proc have a to-hit check/need to hit a foe? or is activating the power sufficient to set it off?
    If all you do is get the power off, using it in an AoE like footstomp means you can build your +res before engaging the enemiex by stomping the ground a few times before jumping in.

    what is the duration of the +res effect? that's important in case there is a to-hit check since I want to make sure I still have 3 stacked even with the occasional miss. In that case you;d want to put it in a power that you can fire every 10s.
  4. what I like about agility is that its +rchg is offset by its +rec, so I your build works well wihtout it, the extra rchg will not kill you.
  5. I read somethink about a "streak" behavior that made me think that hitting the proc too fast could be a problem?
  6. I've seen a few threads but was not able to follow the discussion and Paragon Wiki is very low on details.

    The way I understand it, the proc has a chance to fire whenever you use the attack it's slotted in, if the proc fire you resistance to all damage types increases by 5%, 6.7% if the Proc is purple. That's a potential 20% additional res to all damages, so my Inv/SS tank would have 50% or more res to anything by Psi.

    What I don't get is the how the PPM works and how to decide which power to slot it in?

    If a purple proc has a 6PPM chance to fire, odes it mean that it is evaluated only every 10s? so if I slot it in a fast recharging power that foes off twice in 10s, it will only have a chance on one of those shots?

    does it work like damage procs and therefore has a better chance to go off if used in an AoE? I thought I read somewhere that it's not the case.

    Basically trying to figure out where I would slot either the whole set of just the proc. Since most of my attacks carry sets that grant +def bonus, I would lose that bonus if I replace it with the ATO set. In that regard my best candidate is Jab in my current build.

    Also, the bonuses from the ATO sets are not that good for 4 and above. I think I would be better off catalyzing half the set and get the 3-enhancements bonuses twice, for +4% damage and +3.76% HP
  7. HS, I agree that Defense should be a priority, but you make it sound like recharge is not useful. I must say I'm enjoying my high recharge SS/Inv especially because of how often DP is up (I have it perma before incarnates).
    Having Footstomp cyle faster is also good as long as you can take the endurance cost.

    I'm hoping that 45% with one target in range is going to be sufficient defense even with the new DA content, and you can always use Barrier to boost it.

    So I agree Colt's build should strive or about 45% defense at least for S/L. I see Tough Hide and Maneuvers are not at the ED cap when they provide +def(all), so if you like your build the way it is for your play style, I would put the 2 additional slots there.

    I'd also use Reactive Armor sets instead of Impervium for more defense.

    Even though I like recharge, I think you have too much recharge: Dull Pain is perma with less recharge, and Hasten is not despite your best effort, so I'd say you can get rid of about 30% in recharge bonuses and still have DP perma.
    This will also help with endurance and reduce the need for the Impervium for example.

    Move the Apocalypse Proc to Footstomp rather than use the +rechg for even more impressive damage.
  8. Good point, it's sometimes easy to forget that Destiny is not a global +whatever, but only applies to powers that accept those enhancements.
    So in this case Stamina and Physical perfection.

    I agree that it's important to slot some endred, so Vigor or Cardiac helps in a different way, i.e. make sure your blue bar is till in good shape by the time the crash hits.

    And you're right, if you blue bar never gets below 3/4 from fighting alone, then the rage and hasten crash won't be bringing you down enough to risk detoggling.

    so either approach is valid from an endurance management point of view.

    I was trying to go for as much recharge as possible for DP availability but mostly for Footstomp availability, so Agility has the advantage of additional speed
  9. I know, I turn off invincibility whenever I want to stealth with my current build, which uses superspeed + IO for invisibility, then I can turn it back on at my destination. I almost always remember


    I've seen Hyper's build in a different thread (a few threads down) and I've been using it for inspiration for a build that uses Spring Attack (no stealth though). Mostly what I lose is a lot of the +Acc and +toHit from my original build. Maybe that went overboard, I never know how to tell, I just want to be able to hit +4s reliably.

    still playing with it
  10. The levels for most bonus sets is at 38 for examplaring down to 35 which I do a lot.
    some of the weird levels (like seeing a lvl36 in a set of 38s) is because they reflect my existing build and I used the levels I had in storage or could buy at the time.

    I'm probably 1-2% below optimized IO levels (generally lvl50)
  11. This is a variation on the build I'm currently running.

    I was trying to focus on recharge to get perma-DP and was trying for perma-Hasten to have footstomp and rage up as much as possible.

    I couldn't make perma-hasten without purples, which I don't want to use in this build because I have other toons that have priority on purples (like my dominator). Still with Agility I'm only 9s off

    I also wanted the ability to stealth, as I want to do a lot of speed TFs, and "Tank-Stealth" has a tendency to get my teammates killed.

    I think I'd like to try to work in Spring Attack as an addition AoE (although the recharge is still almost a minute) but I haven't come up with slots for it

    Am I overslotting Rage and Invincibility? I see a lot of builds that use fewer slots, but they're the cornerstones of the sets and I want to fight those purple bosses...


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

    Click this DataLink to open the build!

    Ghost of the Well: Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/EndRdx/Rchg:40(5)
    Level 1: Jab -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:35(3), C'ngImp-Acc/Dmg/Rchg:35(7), C'ngImp-Acc/Dmg/EndRdx:35(40), C'ngImp-Dmg/EndRdx/Rchg:35(43)
    Level 2: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
    Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(13), C'ngImp-Acc/Dmg/EndRdx:50(15)
    Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(48)
    Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam/Rchg:40(11)
    Level 10: Dull Pain -- Dct'dW-Heal/EndRdx:40(A), Dct'dW-EndRdx/Rchg:40(13), Dct'dW-Heal/Rchg:40(15), Dct'dW-Heal:40(17), Dct'dW-Rchg:40(23)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:25(A), LkGmblr-Def:43(46)
    Level 14: Super Jump -- Winter-ResSlow:38(A)
    Level 16: Stealth -- LkGmblr-Rchg+:38(A)
    Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), AdjTgt-ToHit/EndRdx:50(19), LkGmblr-Rchg+:33(37)
    Level 20: Knockout Blow -- Mako-Acc/Dmg:38(A), Mako-Dmg/EndRdx:38(23), Mako-Dmg/Rchg:38(25), Mako-Acc/EndRdx/Rchg:38(37), Mako-Acc/Dmg/EndRdx/Rchg:38(37), Mako-Dam%:38(43)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(45)
    Level 24: Taunt -- Mocking-Taunt:38(A), Mocking-Taunt/Rchg:38(29), Mocking-Taunt/Rchg/Rng:38(29), Mocking-Acc/Rchg:38(34), Mocking-Taunt/Rng:38(45), Mocking-Rchg:38(46)
    Level 26: Tough Hide -- LkGmblr-Rchg+:25(A), LkGmblr-Def:35(27), LkGmblr-Def/EndRdx:38(27), LkGmblr-Def/Rchg:38(43)
    Level 28: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(31), AdjTgt-ToHit/Rchg:50(31), RechRdx-I:50(31)
    Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(33)
    Level 32: Weave -- LkGmblr-Rchg+:25(A), LkGmblr-Def:38(34), LkGmblr-Def/EndRdx:38(34), LkGmblr-Def/EndRdx/Rchg:37(36)
    Level 35: Resist Energies -- Aegis-ResDam/EndRdx:43(A), Aegis-ResDam/Rchg:43(36), Aegis-ResDam:43(36)
    Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), C'ngBlow-Acc/Dmg:42(39), C'ngBlow-Dmg/EndRdx:41(46), C'ngBlow-Acc/Rchg:35(48)
    Level 41: Hurl -- Thundr-Acc/Dmg:38(A), Thundr-Dmg/EndRdx:38(42), Thundr-Dmg/Rchg:38(42), Thundr-Acc/Dmg/Rchg:38(42), Thundr-Acc/Dmg/EndRdx:38(45), Thundr-Dmg/EndRdx/Rchg:40(50)
    Level 44: Conserve Power -- RechRdx-I:50(A)
    Level 47: Resist Elements -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(48), Aegis-ResDam/Rchg:50(50)
    Level 49: Physical Perfection -- P'Shift-End%:21(A), P'Shift-EndMod:50(50)
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 50: Agility Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:30(A), Mrcl-Rcvry+:20(17)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod:50(21), EndMod-I:50(21)


    Code:
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  12. Papaschtroumpf

    I need an Archer

    do you want something that can solo somewhat safely or mostly play teams?
    Arch/Kin Corr is good on teams but you have to get in melee range at times so best for teams.

    archery/energy blaster can be pretty fun, has decent synergy and can be IO'd for ranged defense very cheaply.

    If you solo a lot, I like Illusion/TA controller. Illusion has decent damage, you have your built-in tankers with PA, and /TA is a debuff set so it works well with illusions (PA is not buffable so works best with debuff sets). If you have issues with redraw, you can get away with only taking a few of the Illusion powers.
    I need to warn you that it's weak at the early levels, and blooms in the 30s.
    I can be "too safe" for some.

    If you're mostly about concept, can't stand redraw, or want to do damage, an Arch/TA is always fun.
  13. Yes Agility is +recovery, it is actually great with SS since endred will not help rage crash or hasten crash, but +recovery will help recover from them.

    I will start with Rebirth, but I may build Barrier too if I feel I need it for new incarnate content in i22
  14. After talking to people in game, a lot of them recommend Rebirth Radial also, especially since I have DP Perma.
  15. My SS/Inv is now 50 with alpha unlocked, so it's time to go to work on incarnates.

    For alpha I think I will go with Agility: more recovery to recover from Hasten and Rage crashes is good, extra Rchg always good even though I have a bunch already, and the extra rechg end cost is offset by the primary +recovery. Not sure if the xtra def will be felt, but I'm above the ED cap in Invincibility, Weave and and Tough Hide already.


    For Interface I was thinking about Cognitive for the chance of confuse, assuming that Footstomp has a chance to proc everyone it hits.

    For Lore I have no real idea except I don't want Elementals (no hurricane messing with my herding). Is having one of the untouchable healers good on a tank?

    For Judgement, I wish Cold wasn't a cone, I like the idea of -spd, -rechg but don;t want to deal with a Cone. I like the idea of another PBAoE and Negative energy in Void, but not sure I want the knockback. I might end up with Pyronic or Ion. Any synergies I'm missing?


    For Destiny, I usually play squishies so I always go Clarion, but not for a tank. Not sure to go Ageless for the same reasoning as Ability, or go Barrier. IS the revive on Barrier useful?
  16. so in general wait till you have all the catalysts you need before upgrading at 50.

    the last bonus in the set (for 6 pieces) is not as desireable in general. this is actually good, lets you decide what your 6th enhancement should be for best flexibility.

    also enhanced ones are account bound and can't be sold.
  17. I agree that Elec/ doesn't need the recahrge, I'm in it for /Time and "perma" chronoshift, although it'll be nice to have the Elec/ stuff available every spawn.

    I'll give it a whirl, without any purples it's not that expensive and I can learn from it.
    Thanks for the advice.
  18. Thanks Local_Man, grat advice as always. I completely missed the fact that Synaptic Overload didn't draw aggro.
    Baz Gaze proc was a "typo"

    The reason I slotted Chain Fences for damage was to get the +rchg bonus from Posi Blast.

    I do like Jolting Chain at low levels and I tend to forget to use Temporal Selection, so I may swap them. I don't have time Stop yet but it's a hold with -regen, and it lets me slot a Baz set for another 7.5% recharge
    I'm currently playing with the idea of not taking Time Stop either and taking Stealth as a last LoTG Mule to free up some slots, or go with no travel power (ninja run) and use stealth there.

    Maybe I'm overdoing it with the rechg and having Chronoshift a few seconds short of perma would not be a huge deal.

    I'm probably not going to purple this toon, especially since I expect the sleep/confuse purple sets to go up, I have too many alts and can't invest in all of them.
  19. I did forget! thank you!

    I was pulling my hair out trying to get to the soft-cap, but now with power boost taken into account, I am at I am at 56% Ranged, and 48%+ for everything else, without purples/PVPs and without compromising my basic perma-chronoshift idea.

    I may revert back the Reactive armor sets (not in the build I posted above) to see if I can make the build cheaper and reclaim a few of the slots I moved in for the Reactives.
  20. OK, now I'm going to have to try. I hadn't realized how high Farsight defense was (my character is only in the teens now)

    I was going for lots of recharge, because I decided that I would either try to get the max out of chronoshift, or I would drop it because it wasn't up often enough.

    Below is my work in progress (for example don't pay attention to what level a slot is put in) just as a first proof of concept that has perma-hasten, (almost)perma chronoshift, perma farsight and every-spawn Static Field but defense is "only" 27-30% and S/L resist 60%

    I think the elec endurance stealing and extra recovery should make this playable, but I don't know how to tell from Mid's.
    I hope the rest of the team can deal with 50% extra recharge with boosted recovery only 1/3 of the time.

    I'll keep tinkering with the build, maybe see if I can add more defense while retaining the perma-everything goal. (probably easy with purples, but I don't do purples)
    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ultra Flux Capacitor: Level 50 Science Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(3), BasGaze-Slow%:30(3), BasGaze-EndRdx/Rchg/Hold:30(5), Thundr-Acc/Dmg:50(5), Thundr-Acc/Dmg/EndRdx:50(42)
    Level 1: Time Crawl -- TmpRdns-Acc/EndRdx:37(A), P'ngTtl-Acc/EndRdx:35(45)
    Level 2: Temporal Mending -- Dct'dW-Heal/EndRdx:37(A), Dct'dW-EndRdx/Rchg:37(7), Dct'dW-Heal/Rchg:37(7), Dct'dW-Heal:37(9), Dct'dW-Heal/EndRdx/Rchg:37(9), EndRdx-I:50(25)
    Level 4: Time's Juncture -- DarkWD-ToHitDeb/EndRdx:37(A), DarkWD-ToHitdeb/Rchg/EndRdx:37(34), DarkWD-ToHitDeb:37(36), DarkWD-Rchg/EndRdx:37(36)
    Level 6: Super Speed -- Zephyr-ResKB:35(A)
    Level 8: Conductive Aura -- P'Shift-End%:37(A), P'Shift-EndMod:50(46)
    Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11)
    Level 12: Static Field -- CSndmn-Acc/Rchg:37(A), CSndmn-EndRdx/Sleep:37(13), CSndmn-Acc/EndRdx:37(13), CSndmn-Acc/Sleep/Rchg:37(15), CSndmn-Sleep/Rng:37(17)
    Level 14: Maneuvers -- LkGmblr-Rchg+:33(A), Ksmt-Def/EndRdx:30(19), RedFtn-Def/EndRdx:50(40), Ksmt-ToHit+:30(42)
    Level 16: Chain Fences -- Posi-Acc/Dmg:37(A), Posi-Dmg/EndRdx:37(17), Posi-Dam%:37(19), Posi-Dmg/Rchg:35(45), Posi-Acc/Dmg/EndRdx:35(46), Posi-Dmg/Rng:35(46)
    Level 18: Boxing -- Empty(A)
    Level 20: Time Stop -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(21), BasGaze-EndRdx/Rchg/Hold:30(21), BasGaze-Acc/EndRdx/Rchg/Hold:30(36), Acc-I:50(39)
    Level 22: Tough -- ImpArm-ResDam/EndRdx:40(A), S'fstPrt-ResDam/Def+:30(23), TtmC'tng-ResDam/EndRdx:40(23)
    Level 24: Weave -- LkGmblr-Rchg+:37(A), LkGmblr-Def/EndRdx:33(25)
    Level 26: Synaptic Overload -- Mlais-Acc/Rchg:40(A), Mlais-Acc/EndRdx:40(27), Mlais-EndRdx/Conf:40(27), Mlais-Dam%:40(31), Mlais-Acc/Conf/Rchg:40(31), C'phny-Dam%:30(31)
    Level 28: Farsight -- LkGmblr-Rchg+:33(A), RedFtn-Def/EndRdx:50(29), RedFtn-Def/Rchg:50(29), RedFtn-EndRdx/Rchg:50(37), RedFtn-Def/EndRdx/Rchg:50(37), RedFtn-Def:50(37)
    Level 30: Temporal Selection -- H'zdH-Heal/EndRdx:40(A), H'zdH-Heal:40(42), Dct'dW-Heal/EndRdx:50(43)
    Level 32: Gremlins -- C'Arms-Acc/Dmg:30(A), C'Arms-Acc/Dmg/Rchg:30(33), C'Arms-Dmg/EndRdx:30(33), C'Arms-+Def(Pets):30(33), BldM'dt-Acc/Dmg:37(34), SvgnRt-PetResDam:37(34)
    Level 35: Slowed Response -- UndDef-DefDeb:35(A), UndDef-DefDeb/EndRdx:35(43), UndDef-DefDeb/Rchg/EndRdx:35(43), UndDef-Rchg/EndRdx:35(45)
    Level 38: Chrono Shift -- RechRdx-I:50(A), RechRdx-I:50(39), Efficacy-EndMod:38(39), Efficacy-EndMod/EndRdx:38(40), Efficacy-EndMod/Rchg:38(40)
    Level 41: Power Blast -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Acc/Dmg:50(48), Thundr-Dmg/EndRdx:50(50)
    Level 44: Conserve Power -- RechRdx-I:35(A)
    Level 47: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
    Level 49: Temp Invulnerability -- ImpArm-ResDam/EndRdx:35(A), ImpArm-ResDam:33(50), ImpArm-ResDam/EndRdx/Rchg:33(50)
    ------------
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(15)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(11)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- ULeap-Stlth:37(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    Code:
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  21. Working on planning an Elec/time controller, and I seem to be having all kind of problems understand the info from Mid's.

    The duration in Mid's shows 30s, but the description implies that the +regen and +recovery effects last for a shorter time than the +rchg.
    I assume the 30s is the time during which all are affected? if not, it's not a very useful power.

    So how long does it last? it seems pretty easy to get to 90s rechg on chronoshift, so I'm hoping the answer is 90s to get a toon and team in hyperspeed mode. With Elec I should be able to take the extra endurance consumption implied by perma +rchg, and I'm hoping endmods in Chronoshift will help the team deal with it too.

    I am not high enough to try it yet, so I can't decide if it's a great power or a skippable one.
  22. Quote:
    Originally Posted by Rodion View Post
    For defenders it's possible to exceed the softcap by 5-10% with a combination of IO set bonuses, Power Boosted Farsight, Maneuvers, and Combat Jumping.
    you mean S/L only?
  23. another question while I'm at it: sounds like a good candidate for a call of the Sandman chance for Self Heal? or is the 5% heal every 10s (average) not worth the slot on a controller?
  24. I'm confused about the numbers in Mid's and haven't found an elect Control guide.

    Static Field shows a fixed duration of 4.25s in the Info tab, and shows two different durations in the "Effects" tab: Mag 3 sleep of 6.3s and Mag 1 sleep of 4.8s

    That doesn't match what I see in play. It lasts a lot longer than 6 seconds.
    It does seem to have a "tick" behavior to it. I haven't specifically tested for it, but I'm pretty sure targets that get sleep broken from dmg return to sleep after a few seconds, making the power more similar to something like fearsome stare (maybe all sleep powers work that way? it's been forever since I played a mind controller)

    I'm guessing the 4.25s is the tick time.

    That still doesn't tell me how long the overall effect lasts.

    I'm asking because I would like to be able to have it be perma, or even better have it available for every spawn (15s recharge would be great)