Reptlbrain

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  1. Quote:
    Originally Posted by Fantomas View Post
    After 6 slotting some of my attacks with Makos and Crushing Impacts, I just don't feel that I'm doing as much damage as I'd like to be doing. I was hoping you guys could give some suggestions on Frankenslotting so I can max out my damage and accuracy. I don't have a ton of inf...sitting around 30 million at the moment. Any advice would be greatly appreciated.
    I'm not sure why you don't feel like you're doing as much damage as you should. A full set of lvl 50 Crushing Impacts ventures deep into ED territory, so you should be doing the exact same damage (or a tiny bit more) as 3 lvl 50 common dmg IOs slotted. You should probably drop the Dmg/Rch and replace it with an Acc/End/Rch from Mako's or Focused Smite. That'd get you 88/97/88/63 for acc/dmg/end/rch for a Mako's lvl 50, a little less for Focused Smite since it caps at 40. The only loss is 2.5% psi resistance.

    A full set of Mako's doesn't quite reach the ED cap (92%) for dmg, but the set makes up for that with +3% to all damage (regardless of ED). It also gets pretty nice stats of "two SO's-worth" of acc/end/rch plus a proc and a fantastic sixth-slot ranged def bonus. Of course as /WP the typed set bonus isn't as nice as the positional.

    Frankenslotting: If exemping isn't a question, then combining triples and quads of the highest possible level will push you to ED limits on most of the stats. The Mako's quad and triple, plus the three Crushing Impact triples, plus the Pulverizing Fisticuffs quad will get you +92% stats across the board (acc/dmg/end/rch).

    Make the 30 million work for you. Patiently buy two of all the recipes you want, patiently accumulate the salvage needed to craft, and sell the duplicate IOs. You might also save money by buying and crafting lvl 49s--it's often far cheaper. Also, soloing a bit on Tenacious should bring you plenty of 41-50 common salvage, some of which is selling at stupid-silly costs at the moment (100-500k range for many pieces).
  2. Slowly leveling a WP/DB and testing out all the combos as I go, and just achieved Attack Vitals at 35. Scrapper board posters suggest that Blinding Feint + the Attack Vitals combo is the best single-target DPS, but I'm as underwhelmed by this combo as I am by the Empowerment one. Does the bonus damage increase once the power is slotted, or is it static?

    I suppose that becoming more skilled at using the combo as a cone might make it more worthwhile, but I find that most difficult at the end of a combination.

    I typically use as much AoE as possible for the toon and am fairly sure that I'll keep sweep, and possibly weaken, but I'd like to have a (near) gapless single-target attack chain, too. Any suggestions about dropping Ablating Strike, Vengeful Slice, and/or Sweeping Strike? (The build will not have gobs of recharge.) The cast time/cone on Sweeping Strike seem to be its only argument over Vengeful, and Ablating is necessary for the Weaken combo.
  3. Quote:
    Originally Posted by Turbo_Ski View Post
    Repulsion Field is the same as Repel from kinetics,
    Thank you for this information. Definitely not gonna get it.


    Quote:
    but it's not about positioning, it's purely about damage mitigation since it spams a base mag 6 KB (16 mag 3 slotted with SOs) every 0.5 seconds.
    Why the extra slotting mentioned, since you despise scatter?

    Quote:
    Neither Force Bubble or Repulsion Field should be needed in normal missions if you're tossing Repulsion Bombs, shielding your teammates and keeping Dispersion up.

    In the incredibly rare situation where you need additional mitigation then Repulsion Field ends up being the better option since it actually stops foes from attacking compared to a power that simply forces them to only use ranged attacks. Also using it for positioning foes seems overly pointless when foes are already nicely clumped together foe AoEs before you ever engage them and people always unleash their AoEs right at the start of battle anyway.
    I'm not sure exactly what teams you play on, but teammates run out of the Dispersion bubble (in different directions) all the time.

    Sometimes spawns are nicely clumped for AoEs. Other times (see, Rikti) they could use a little compacting. Or--on medium teams--two close spawns can be pushed together for more effective AoEing. Teammates scatter mobs all the time. Force Bubble can "correct" these troubles sometimes.
  4. Quote:
    Originally Posted by MrQuizzles View Post
    No, I mean Tar Patch. Damage debuffs are resisted by damage resistance. Any resistance debuffs therefore directly buff any damage debuffs you have.

    -37.5% * 1.3 =~ -50%
    Woah. Maybe this won't make me so lazy about putting on DN (rather than FS - TP - AoE - AoE ...)
  5. I got a request to turn on Force Bubble in the standard Infernal mish last night. Sure, it was for a small team with an Assault Rifle blaster "tanking" the AV (who, of course, wasn't repelled).

    Side question, which I couldn't get a clear answer on earlier: Is Repulsion Field a clone of Kinetics' Repel? I haven't taken RF because I fear that it is, and as such would be a lousier positioning tool than Force Bubble.

    (Afterwards: "Man, those ffs increase our survivability so much. Are they hopped up on IOs?")
  6. Quote:
    Originally Posted by SaraMC View Post
    Voltage Spike
    Sounds appropriate. Or, since a scrapper:

    Ohm's Law
    Avalanche Breakdown
  7. The AoE defense is pretty impressive.

    Warning: the 5th bonus for AoE defense in Detonation is bugged at the moment. You will only receive it if you have all six Detonations.

    I'd sub out all the Ruins, find an extra slot for Power Bolt and Power Blast, and put in Thunderstrikes. This gives you 11.25% ranged def at the expense of 5.6% of AoE.

    Skip Acrobatics and slot a karma -kb, which you can easily pick up for under 3 million (or if you can afford it, a Zephyr -kb), maybe in PFF. Grab Detention Field there?

    You'll have to cannibalize two or four slots, but two of the Zephyrs can be had for 1-3 million (including salvage) with patience, and you can add another 6.26% ranged defense by double-slotting CJ and SJ. I would rather have the Zephyr -kb than the Miracle/Numina myself (comparable prices), and there you could make up the AoE def lost by dropping Ruin.

    I've found that having softcapped range defense and 36-40 AoE (thank you, Detonation bug) makes life exceedingly sweet in the late 30s/40s. I used Detention Field some in the low levels, but respec'd out to get Box/Tough/Weave, and haven't missed it much at all. I did have to sacrifice Tactics and the third slow-activating ST blast for it, though. (And no Vengeance, sadly.)

    From your Force Bubble slotting you turn it on and off a lot?
  8. Two additional notes:

    I'm not sure of what kind of defense debuff resistance Granite has (probably a lot), but you likely don't need to build much more than 45% defense for each typed position (the softcap), given the way that to hit rolls work in the game.

    The Steadfast res/+def IO is worth a lot to you, as it adds 3% defense to *every* type. Stone Skin is probably a good place to slot it.
  9. Reptlbrain

    More Recharge!

    [ QUOTE ]
    I know, a world without a soft cap! I get along just fine though (for the most part). I certainly don't try to solo any Pylons though....

    I guess the best part of this build is that I just mow through mobs. Build Up+Throw Spines+ Spine Burst for one mob. Throw Spines+Spine Burst+Throw Spines for second. Rinse. Repeat. But that's if I live ha.


    [/ QUOTE ]

    Well, soloing you can constantly be at the softcap, since you're munching mobs you can always have a purple eaten thanks to the combine three rule.
  10. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Yes but why spend your time taunting and managing aggro when you could be keeping the team alive? If I invite a defender to my team I expect him to DEFEND me, cause I dont need a tank. I will let the tanker tank.

    [/ QUOTE ]...funny, I thought managing aggro *was* keeping the team alive...

    [/ QUOTE ]

    Let the scrappers and tankers do it...defenders only have a gimp versoin of managing aggro because they have to manage aggro and constantly supply their health

    [/ QUOTE ]

    Huh. Funny how my current defender nearly never has to "supply his health" and yet he's nearly always the first into a spawn because most people dawdle too much moving spawn to spawn. Doesn't own any heals, either, unless you count the Entropic Chaos and Call of the Sandman procs. And both those are in defending/light damaging tools.

    You don't seem to understand defender grabbing even some of the aggro, spreading it around, can be quite beneficial to team survival. There are sets that actively defend the team, rather than reactively, and they often have tools to survive lots of aggro. The emp and pain sets in your sig the only buff/debuff sets you play?
  11. Reptlbrain

    More Recharge!

    Opening the build and...shuddering because no softcap. Trying to get over it...

    A few other build refinements. You could steal a slot from Buildup (1 sec difference), the Dmg/Recharge slot from Throw Spines (a .27 sec difference).

    I would also drop the Tempered Readiness Range/Slow for the End/Rech/Slow (as you don't need the range or slow but need the end redux) and sub out the dmg IO in Impale for whichever Thunderstrike triple you think you need most (probably the one without recharge). I'd put the Scirroco's dmg/end in place of the dmg/rech.
  12. Reptlbrain

    More Recharge!

    Two quick observations:

    Taking Petrifying Gaze in the dark epic can garner you another +7.5% (which does not count against the LotGs) in 4 slots. Dunno what you'd drop or unslot, though. Not super cheap, but you could get four of them with patience for under 15M + salvage.

    You could steal a slot from Lunge (dam/rech, probably), since a full CI "wastes" damage enhancement. That slot could go into Torrent where you could put Kinetic Crash for 7.5% instead of Positron's 6.25. A whole 1.25%.
  13. [ QUOTE ]

    On the contrary, Mass Confusion is an excellent way for mobs to self herd.

    [/ QUOTE ]

    Curses, foiled again! (Though MC's recharge is a little issue here.)

    From a different tack, Force Bubble (like confusions) is a lot of fun. The amazing velocity of some of its victims, a successful bunching of enemies, the surprise aggro that you never saw...
  14. [ QUOTE ]
    However, what makes me rank the proc higher than a level 50 End Mod IO is that the chance for +end can't be debuffed.

    [/ QUOTE ]

    Oh yeah, had forgotten that argument. The first toons I slotted the proc on were a Rad/ and a /TA, in hopes that they would sometimes counteract the EMP recovery crashes. (Now it goes on everybody, but I've been putting it second slot...)
  15. So, huh, messing about, and yeah, wrong. Sorry about dispensing bad information. Dammit! My /regen was gradually slotted all wrong when he leveled!

    And the chat window lies!

    Umbral: You are saying, however, that proc in *first* slot in Stamina, second slot in QR, right?
  16. [ QUOTE ]

    How about:

    e.) They are all redundant and you don't need any.

    If Dominate, Confuse, Total Domination, Terrify, and Mass Confusion aren't enough you've done something wrong with your primary.

    [/ QUOTE ]

    None of these can pile a spread out spawn into a corner where a scrapper waits with Fire Sword Circle.
  17. [ QUOTE ]
    Because Quick Recovery is a larger buff than Stamina, it should get preferential slotting compared to Stamina. Before Stamina gets any slots, Quick Recovery should get 3.

    [/ QUOTE ]

    Not exactly. The way the math works (like recharge reduction) is that the first generic endmod slotted in Stamina is worth more than the second slotted in QR. (Of course, that's the base slot.) So--if using plain endmods of the same level--your second slot in QR should definitely precede your second slot in Stamina, which should precede your third slot in QR which should precede your third slot in Stamina.

    All of this is complicated by the proc and trying to get set bonuses, though.

    Nitpick, also. At least as it registers in your chat window, the proc is 10 end, not 10%. (Barring the chat window lying.) A toon of mine with 119 max end always bestows herself 10 end when it procs.
  18. [ QUOTE ]
    A haircut would be in order as well.

    [/ QUOTE ]

    You resemble Farah Faucett at the moment, too?
  19. [ QUOTE ]

    While I don't have access to Mids right now, that posted build looks like one that emphasizes Defense? Seems like it could be an interesting though, though I'd likely substitute Hover/Fly if I did it, purely for conceptual reasons. And Ice Mastery fits better in general for my character. Hmm.

    [/ QUOTE ]

    Yep. ~44% Ranged, 40% S/L, 34% AoE. The build could be tinkered with a bit to make it a little stronger.

    You could do the same S/L thing with Ice Armor, but the slot-hungry needs of defense would leave at least one of the Ice AoEs underslotted, and you couldn't use a Basilisk's (for the def/recov/recharge) set. Maybe drop Chillblain for Ice Blast?

    How is Hover with Glacier?
  20. Siphon Speed is a must for any kinetic.

    Frostbite is very handy once you get Fulcrum Shift.

    Here's a saucy little number that will keep you mashing buttons non-stop.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]


    Hero Profile:
    Level 1: Block of Ice -- Lock-Acc/Hold:40(A), Lock-Acc/Rchg:40(3), Lock-Rchg/Hold:40(3), Lock-EndRdx/Rchg/Hold:40(5), Lock-Acc/EndRdx/Rchg/Hold:40(5), Lock-%Hold:40(7)
    Level 1: Transfusion -- Nictus-Heal:35(A), Nictus-Heal/HP/Regen/Rchg:35(7), Nictus-Acc/Heal:35(9), Nictus-Acc/EndRdx/Heal/HP/Regen:35(9), Nictus-Acc/EndRdx/Rchg:35(25), Theft-+End%:30(34)
    Level 2: Frostbite -- TotHntr-Acc/Rchg:35(A), TotHntr-EndRdx/Immob:35(11), TotHntr-Acc/EndRdx:35(11), TotHntr-Immob/Acc:35(31), TotHntr-Acc/Immob/Rchg:35(42), TotHntr-Dam%:35(45)
    Level 4: Chilblain -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/EndRdx:40(17), Thundr-Acc/Dmg/EndRdx:40(21), Thundr-Dmg/EndRdx/Rchg:40(21), Thundr-Dmg/Rchg:40(40), Thundr-Acc/Dmg/Rchg:40(40)
    Level 6: Arctic Air -- C'phny-Acc/Rchg:30(A), C'phny-EndRdx/Conf:30(13), C'phny-Acc/EndRdx:30(13), C'phny-Conf/Rng:30(15), C'phny-Acc/Conf/Rchg:30(15), C'phny-Dam%:30(23)
    Level 8: Combat Jumping -- Zephyr-Travel:35(A), Zephyr-Travel/EndRdx:40(31), Zephyr-ResKB:30(40)
    Level 10: Siphon Speed -- Acc-I:45(A), RechRdx-I:35(17), RechRdx-I:40(19), RechRdx-I:40(19)
    Level 12: Ice Slick -- RechRdx-I:40(A)
    Level 14: Super Jump -- Zephyr-Travel:40(A), Zephyr-Travel/EndRdx:40(23)
    Level 16: Boxing -- Acc-I:50(A)
    Level 18: Tough -- S'fstPrt-ResDam/Def+:30(A)
    Level 20: Speed Boost -- EndMod-I:40(A)
    Level 22: Maneuvers -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(25)
    Level 24: Hasten -- RechRdx-I:40(A), RechRdx-I:50(34), RechRdx-I:40(42)
    Level 26: Glacier -- Lock-Acc/Hold:40(A), Lock-Acc/Rchg:40(27), Lock-Rchg/Hold:40(27), Lock-EndRdx/Rchg/Hold:40(29), Lock-Acc/EndRdx/Rchg/Hold:40(29), Lock-%Hold:40(31)
    Level 28: Tactics -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(37), EndRdx-I:50(42)
    Level 30: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(43), GftotA-Def:40(43), GftotA-Def/EndRdx/Rchg:40(50)
    Level 32: Jack Frost -- BldM'dt-Acc/Dmg:40(A), BldM'dt-Dmg/EndRdx:40(33), BldM'dt-Acc/EndRdx:40(33), BldM'dt-Acc/Dmg/EndRdx:40(33), BldM'dt-Acc:40(34), BldM'dt-Dmg:40(46)
    Level 35: Transference -- P'Shift-EndMod:35(A), P'Shift-EndMod/Rchg:35(36), P'Shift-EndMod/Acc/Rchg:35(36), P'Shift-Acc/Rchg:35(36), P'Shift-EndMod/Acc:35(37), P'Shift-End%:35(37)
    Level 38: Fulcrum Shift -- Acc-I:35(A), RechRdx-I:35(39), RechRdx-I:35(39), RechRdx-I:35(39)
    Level 41: Fissure -- Posi-Acc/Dmg:42(A), Posi-Dam%:42(43), Posi-Acc/Dmg/EndRdx:42(46), Posi-Dmg/EndRdx:35(46), Posi-Dmg/Rchg:42(48)
    Level 44: Rock Armor -- RedFtn-Def:45(A), RedFtn-Def/EndRdx:45(45), DefBuff-I:50(45)
    Level 47: Seismic Smash -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(48), BasGaze-Rchg/Hold:30(48), Dmg-I:40(50), BasGaze-EndRdx/Rchg/Hold:30(50)
    Level 49: Earth's Embrace -- RechRdx-I:45(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth:40(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment



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  21. Build below, though this was hashed together rather quickly (pay no attention to lvl slotted)...

    (And I realize that Zephyr -kbs would be much more effective, but I don't have the capital or market slots on that server to sow a lot of bids to grab them, and I've grown a little tired of marketeering to make mad loot.)

    Not wedded to any of the powers selected in the 40s.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    [b]Jungle Eskimaux take 2:

    Hero Profile:
    Level 1: Gambler's Cut -- Mako-Acc/Dmg:40(A), Mako-Dmg/EndRdx:40(3), Mako-Dmg/Rchg:40(5), Mako-Acc/EndRdx/Rchg:40(9), Mako-Acc/Dmg/EndRdx/Rchg:40(15), Mako-Dam%:40(40)
    Level 1: Fire Shield -- Aegis-ResDam/EndRdx:25(A), Aegis-ResDam/Rchg:25(7), S'fstPrt-ResDam/Def+:15(13), Aegis-EndRdx/Rchg:25(19), Aegis-ResDam/EndRdx/Rchg:25(40), Aegis-ResDam:25(45)
    Level 2: Flashing Steel -- AnWeak-Acc/Rchg/EndRdx:30(A), Erad-Acc/Rchg:30(3), Erad-Dmg:30(5), Erad-Acc/Dmg/Rchg:30(11), M'Strk-Dmg/EndRdx:40(15), M'Strk-Dmg/Rchg:40(37)
    Level 4: Healing Flames -- H'zdH-Heal/EndRdx:40(A), H'zdH-EndRdx/Rchg:40(7), H'zdH-Heal/Rchg:40(9), H'zdH-Heal/EndRdx/Rchg:40(13), H'zdH-Heal:40(19), Dct'dW-EndRdx/Rchg:40(40)
    Level 6: Combat Jumping -- Krma-ResKB:15(A), Zephyr-Travel:40(50), Zephyr-Travel/EndRdx:40(50)
    Level 8: Divine Avalanche -- GftotA-Def/EndRdx/Rchg:40(A), GftotA-Def/EndRdx:40(36), C'ngImp-Dmg/Rchg:30(36), C'ngImp-Acc/Dmg:30(39), C'ngImp-Acc/Dmg/EndRdx:35(39), C'ngImp-Acc/Dmg/Rchg:40(39)
    Level 10: Build Up -- GSFC-ToHit:40(A), GSFC-ToHit/Rchg:40(11), GSFC-ToHit/Rchg/EndRdx:40(45), GSFC-Rchg/EndRdx:40(45), GSFC-ToHit/EndRdx:40(46), GSFC-Build%:40(46)
    Level 12: Maneuvers -- S'dpty-Def/EndRdx:40(A), RedFtn-Def/EndRdx:40(31)
    Level 14: Swift -- Empty(A)
    Level 16: Plasma Shield -- Aegis-ResDam/EndRdx:40(A), Aegis-ResDam/Rchg:40(17), Aegis-EndRdx/Rchg:40(17), Aegis-ResDam/EndRdx/Rchg:40(21), Aegis-ResDam:40(42), S'fstPrt-ResKB:30(48)
    Level 18: Hurdle -- Empty(A)
    Level 20: Stamina -- P'Shift-End%:40(A), P'Shift-EndMod:40(21), P'Shift-EndMod/Rchg:40(42)
    Level 22: The Lotus Drops -- Sciroc-Acc/Dmg:40(A), Sciroc-Dmg/EndRdx:40(23), Sciroc-Dmg/Rchg:40(23), Sciroc-Acc/Rchg:40(25), Sciroc-Acc/Dmg/EndRdx:40(25), M'Strk-Dmg/EndRdx/Rchg:30(37)
    Level 24: Super Jump -- Zephyr-Travel:40(A), Zephyr-Travel/EndRdx:40(42)
    Level 26: Soaring Dragon -- Mako-Acc/Dmg:40(A), Mako-Dmg/Rchg:40(27), Mako-Dmg/EndRdx:40(27), Mako-Acc/EndRdx/Rchg:40(29), Mako-Acc/Dmg/EndRdx/Rchg:40(29), Mako-Dam%:40(37)
    Level 28: Tactics -- EndRdx-I:40(A), EndRdx-I:40(43)
    Level 30: Blazing Aura -- M'Strk-Acc/Dmg/EndRdx:40(A), M'Strk-Dmg/EndRdx:40(31), Sciroc-Acc/Dmg/EndRdx:40(31), C'ngBlow-Dmg/EndRdx:40(34)
    Level 32: Golden Dragonfly -- Sciroc-Acc/Dmg:40(A), Sciroc-Dmg/EndRdx:40(33), Sciroc-Dmg/Rchg:40(33), Sciroc-Acc/Rchg:40(33), Sciroc-Acc/Dmg/EndRdx:40(34), M'Strk-Dmg/EndRdx/Rchg:40(34)
    Level 35: Consume -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(36), Erad-Dmg/Rchg:30(43), Erad-Acc/Dmg/Rchg:30(43), Erad-Acc/Dmg/EndRdx/Rchg:30(46), Erad-%Dam:30(48)
    Level 38: Rise of the Phoenix -- RechRdx-I:40(A)
    Level 41: Burn -- Dmg-I:40(A), Dmg-I:40(48)
    Level 44: Kick -- Empty(A)
    Level 47: Tough -- EndRdx-I:40(A)
    Level 49: Weave -- S'dpty-Def/EndRdx:40(A), RedFtn-Def/EndRdx:30(50)
    ------------



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  22. For entertainment purposes, indeed.
  23. I can't believe anyone is even attempting to engage in conversation with someone who wrote this:

    [ QUOTE ]
    I am often on teams that die alot and i am alone tp'ing and rezzing my teammates. My top 4 characters are all Healers

    [/ QUOTE ]

    HA! Either totally clueless--tops at running away? certainly not tops at keeping a team alive--or an almost undetectable trolling. Well played?
  24. [ QUOTE ]
    More build up is always good idea. What are the build requirements?

    [/ QUOTE ]

    Basically, in my toon's case, Maneuvers and Tactics. And a strong recommendation for Rise of the Phoenix.
  25. What are board opinions on picking up Fiery Embrace on a Kat/Fire?

    Sure, another buildup, but with double the recharge, and the longer bonus would only affect Blazing Aura, Consume (on the same recharge), and Burn (and Burn's a maybe).

    The scrapper in question is being built for an all-scrap SG with a couple build requirements, so there's not a whole lot of wiggle-room in power selection. (Thank you, Temp Protection.)