StratoNexus

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  1. I have enjoyed my Rad/Pistols defender very much. Using Radiation Infection to herd them together for AoE carnage is great solo and dropping RI on a boss or Lt as the tanker charges and then unleashing the AoEs works just as good.

    My Pistols/Fire blaster is still played quite a bit. It is one of the few I have so far respecced and gotten the Alpha slot on.

    A Rad defender (or corruptor) would be the safer and more team friendly choice.

    Sample lowbie build:

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 23 Magic Defender
    Primary Power Set: Radiation Emission
    Secondary Power Set: Dual Pistols
    Power Pool: Leaping
    Power Pool: Leadership

    Hero Profile:
    Level 1: Radiant Aura -- RechRdx(A), Heal(7)
    Level 1: Pistols -- Acc(A), Dmg(3), Dmg(13), Dmg(17)
    Level 2: Dual Wield -- Acc(A), Dmg(3), Dmg(5), Dmg(15)
    Level 4: Accelerate Metabolism -- RechRdx(A), RechRdx(5), RechRdx(17)
    Level 6: Radiation Infection -- ToHitDeb(A), ToHitDeb(7), ToHitDeb(11), ToHitDeb(21)
    Level 8: Empty Clips -- Acc(A), Dmg(9), Dmg(9), RechRdx(11), Dmg(15)
    Level 10: Swap Ammo
    Level 12: Combat Jumping -- DefBuff(A)
    Level 14: Super Jump -- Jump(A)
    Level 16: Lingering Radiation -- Acc(A), RechRdx(23)
    Level 18: Bullet Rain -- Acc(A), Dmg(19), Dmg(19), RechRdx(21), Dmg(23)
    Level 20: Enervating Field -- EndRdx(A)
    Level 22: Maneuvers -- DefBuff(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 10: Cryo Ammunition
    Level 10: Incendiary Ammunition
    Level 10: Chemical Ammunition
    Level 4: Ninja Run
    Level 2: Swift -- Run(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Health -- Heal(A)
    Level 2: Stamina -- EndMod(A), EndMod(13)
  2. Quote:
    Originally Posted by Lobster View Post
    That build looks nice! Stacking the auras with the DP pbaoe nuke would be pretty sweet. HMM. Maybe I'll build a box duo or trio around that.
    That build is based on my Pistols/Fire blaster, but I did not take Blazing Aura, instead I have Piercing Rounds. Blazing Aura is pretty bad on a blaster. I do have it on a few characters, but I recommend avoiding it.
  3. Running with both auras big drawback is the endurance drain. You will need a build that has gobs of +recovery. Re-toggling is an art form and not for everyone. Having mez protection is awesome, but very high defense is also decent.

    You will want to spend almost all your time in melee, otherwise the auras are a waste of a pick. I'd recommend a primary with more targeted AoEs, as cones are more difficult to use in this playstyle. Elec, Fire, and Rad work best. Psi, Pistols, Archer, Rifle, and Energy work to a lesser extent. Sonic and Ice I would avoid.

    I recommend picking up as much mitigation as possible as well. This will add even more end drain, which is why the build needs so much end help (teaming with Emp, Kin, or Cold buffs can mitigate a lot of this build's concerns).

    Sample builds:

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Betty Sizzle: Level 50 Mutation Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Teleportation
    Power Pool: Fighting
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Hold%(7), Dev'n-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(33)
    Level 1: Ring of Fire -- Dev'n-Acc/Dmg(A), Dev'n-Hold%(21), Dev'n-Dmg/Rchg(33), Dev'n-Acc/Dmg/Rchg(33), HO:Centri(34)
    Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(3), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/EndRdx(9), Posi-Dam%(9), RechRdx-I(27)
    Level 4: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Dmg/EndRdx(15), B'ngBlow-Acc/Dmg(17), B'ngBlow-Dmg/Rchg(25)
    Level 6: Fly -- HO:Micro(A)
    Level 8: Combat Jumping -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(43), LkGmblr-Rchg+(46), LkGmblr-Def(50)
    Level 10: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(11), Sciroc-Dam%(13), C'ngBlow-Acc/Dmg(13), C'ngBlow-Dmg/Rchg(25)
    Level 12: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(34)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(34)
    Level 18: Blaze -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(19), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Hold%(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Acc/Dmg/Rchg(27)
    Level 20: Acrobatics -- EndRdx-I(A)
    Level 22: Hover -- Flight-I(A)
    Level 24: Recall Friend -- Range-I(A)
    Level 26: Boxing -- Acc-I(A)
    Level 28: Consume -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Dmg(29), Sciroc-Acc/Dmg/EndRdx(37), RechRdx-I(40)
    Level 30: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam/Rchg(31)
    Level 32: Weave -- LkGmblr-Rchg+(A)
    Level 35: Blazing Aura -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dam%(36), Sciroc-Acc/Dmg(36), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Acc/Dmg(37)
    Level 38: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dam%(39), Sciroc-Acc/Dmg(39), TmpRdns-Dmg/Slow(40), TmpRdns-EndRdx/Rchg/Slow(46)
    Level 41: Char -- G'Wdw-Acc/Hold/Rchg(A), G'Wdw-Acc/Rchg(42), G'Wdw-Hold/Rng(42), G'Wdw-EndRdx/Hold(42)
    Level 44: Fire Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam/Rchg(45)
    Level 47: Rise of the Phoenix -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(48), Mrcl-Heal/Rchg(48), Mrcl-Heal/EndRdx/Rchg(48)
    Level 49: Teleport -- TSM'n-EndRdx(A), TSM'n-Rng(50), TSM'n-Stlth(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(40), Numna-Heal/Rchg(43), Mrcl-Rcvry+(43), RgnTis-Regen+(46)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21)


    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    True Dreams: Level 50 Mutation Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Fire Manipulation
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Teleportation
    Power Pool: Fighting
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
    Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(46)
    Level 2: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(48)
    Level 4: Dual Wield -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(43), Thundr-Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(45)
    Level 6: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel(36), Zephyr-Travel/EndRdx(42)
    Level 8: Swap Ammo
    Level 10: Bullet Rain -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(11), Det'tn-Dmg/Rng(11), Det'tn-Acc/Dmg/EndRdx(15), Det'tn-Dmg/EndRdx/Rng(17), RechRdx-I(48)
    Level 12: Fire Sword Circle -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(13), C'ngBlow-Dmg/EndRdx(13), Erad-Dmg/Rchg(15), Erad-Acc/Dmg/EndRdx/Rchg(17), Erad-Acc/Dmg/Rchg(48)
    Level 14: Stimulant -- EndRdx-I(A)
    Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(25)
    Level 18: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(43)
    Level 20: Aid Self -- HO:Golgi(A)
    Level 22: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36)
    Level 24: Boxing -- Empty(A)
    Level 26: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Acc/Dmg/Rchg(27), Erad-Dmg/Rchg(31), M'Strk-Acc/Dmg/EndRdx(37)
    Level 28: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(37)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(36), S'fstPrt-ResDam/Def+(50)
    Level 32: Hail of Bullets -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(33), C'ngBlow-Acc/Rchg(33), Erad-Dmg(33), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
    Level 38: Hot Feet -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Dmg/Rchg(39), TmpRdns-EndRdx/Rchg/Slow(39), TmpRdns-Dmg/Slow(40), TmpRdns-Acc/EndRdx(40)
    Level 41: Flash Freeze -- LgcRps-Acc/Rchg(A), LgcRps-Acc/Sleep/Rchg(42), LgcRps-Acc/Sleep(42)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 47: Hoarfrost -- RechRdx-I(A)
    Level 49: Hibernate -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 8: Chemical Ammunition
    Level 8: Cryo Ammunition
    Level 8: Incendiary Ammunition
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(25)
  4. Quote:
    Originally Posted by StrykerX View Post
    I've never tried that, but I think I may now since I usually don't use all four pools on a Blaster. Combat Jumping be a LotG mule just as easily as Stealth and it has the added bonus being something I'd actually use often... even when flying it's a bit more defense for essentially zero endurance.
    The immob protection is also very nice.
  5. Quote:
    Originally Posted by Dispari View Post
    I actually dug these up from my site. I thought I lost them when I reinstalled CoH recently. But I got to do an ITF with Castle in the last beta!

    http://meru.xfury.net/images/19beta/castle_itf2.jpg (as you can see, he cheats)
    Now I know why he never fixed Blazing Aura on blasters! It doesn't work well with Force Bubble.
  6. I want to chime in about Acrobatics. I strongly encourage you not to drop it. I have high defense Pistols/File blaster that plays at very close range, but does not have Acro. I have an almost nil defense Fire/Fire blaster that lives in melee and does have Acro. I have an Emp/Elec defender with Acro and an Emp/Ice defender without it.

    The hold protection is very noticeable and useful. I just wish I could pick up Acro by only taking one other leaping power.
  7. Quote:
    Originally Posted by Call Me Awesome View Post
    I'm sure Elec/Dark could handle it with insps or buffs, but until the yellow tower dies you're not going to hit LR with Siphon Life with any reliability. I don't remember off the top of my head just what it boosts his +def to but it's certainly enough to floor my tohit on any tanker I've tried.
    You don't heal off of Recluse, you use a tower to heal yourself. You can perform a similar thing with Divine Avalanche or Parry to help boost your defense high enough if you use a sword. But even with the healing, the damage may just come in too fast without higher levels of resistance.
  8. I like /Fire Manipulation.
    I have 5 Fire/Fire blasters, one at 50 and two in their mid 40s, one in the 20s, and one infant. I have a Pistols/Fire and Psy/Fire at 50. Arch/Fire at 40 and Rifle/Fire in the low 30s. Elec/Fire in the low 20s. Ice/Fire, Sonic/Fire, and Nrg/Fire in the teens. I played a Rad/Fire up to 22 on test and loved it, but never made one on live (my wife has a Rad/Fire at 50, so I enjoyed it vicariously).

    I like Katana.
    I have 3 lvl 50 Kat/Invulns. A Kat/Regen and Kat/Fire at 50. A Kat/WP in their 30s. Kat/SR and Kat/DA in their 20s. I almost made a Kat/Elec but switched it to claws at the last moment, figuring I ought to play something other than Katana. I want a Kat/Shield brute, but, sadly, that is currently not possible.

    If only I could play Katana/Fire Manipulation...
  9. Your build looks fine. Your end use should be very manageable. Acrobatics is almost always enough KB protection and I would not bother slotting anything past Acro. The nuke is very optional and since you did not really want it anyway, I'd drop it altogether and probably pick up Hibernate. Ring of Fire is an excellent ranged attack when slotted.

    Here is your build with my modest tweaks.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Speed
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Flares -- Decim-Dmg/EndRdx(A), Decim-Acc/Dmg(34), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(46)
    Level 1: Ring of Fire -- HO:Nucle(A), HO:Centri(21), HO:Centri(50)
    Level 2: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(39), Decim-Acc/Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39)
    Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(31), RechRdx-I(33)
    Level 6: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(31)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(45)
    Level 10: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(15)
    Level 12: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(15), RechRdx-I(17)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21)
    Level 16: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(17), RechRdx-I(19)
    Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(40), Decim-Acc/Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43)
    Level 20: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/EndRdx/Rchg(23), KntkC'bat-Dmg/Rchg(25)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(25)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def(33)
    Level 26: Stealth -- LkGmblr-Rchg+(A)
    Level 28: Consume -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(46), P'Shift-EndMod/Rchg(50)
    Level 30: Acrobatics -- EndRdx-I(A)
    Level 32: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
    Level 41: Flash Freeze -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(42), FtnHyp-Acc/Sleep/Rchg(42), FtnHyp-Acc/Rchg(42), FtnHyp-Plct%(43)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 47: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Dam%(50)
    Level 49: Hibernate -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(27)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(3), RgnTis-Regen+(3), Mrcl-Rcvry+(5)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), P'Shift-EndMod/Acc(46)



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  10. Nerve all the way. This thing is hard to resist on any tanker, but Willpower especially will benefit from the taunt enhancing that the Radial Rare and Very Rare provide. The extra Defense enhancing should be big enough to matter. You will also get some hold enhancing in Knockout Blow and Fly Speed enhancing.
  11. Quote:
    Originally Posted by Syntax42 View Post
    Don't worry about Dispersion Bubble not covering the team. Your main bubbles give so much defense that any decent melee should be beyond the soft cap from those alone. Stand near the other squishies to keep them soft capped. If the melees are dying too quickly, then you probably don't have a very good team.
    ...
    If the melees are dying too quickly, moving Dispersion Bubble over them will stop that. If the melees are dying too quickly and the bubbler is not trying to cover them with Dispersion, then you probably don't have a very good FF defender.
  12. I have this proc slotted in my Frozen Aura. I just tested it by herding up a bunch of Hydra men in an Unai mission. I activated Frozen Aura 30 times. I hit 7 on average (6.933 actually). 11 times I had 0 procs, 15 times I had 1 proc, 3 times I had two procs, and 1 time I had 3 procs.

    My lowest number of enemies hit was 4, which happened 3 times. The greatest number was 10 which happened twice. It heals for 93.7 points of damage. It does not seem worth slotting this proc, although I will likely keep mine (when I slotted FA it was just a sleep, I have never bothered replacing the Call of the Sandman set I have it in once it was turned into a good damage power).
  13. Quote:
    Originally Posted by Hazygreys View Post
    Just you. Buff ID to be longer than a minute, that's all the changing kin needs.
    Agreed. Now that everyone gets Swift, the reason given for keeping the buff duration short is moot.
  14. Quote:
    Originally Posted by Dechs Kaison View Post
    Reichsman's 100 magnitude Huge PBAoE stun (TM), and Ghost Widow's 100 magnitude hold that shuts down your resistance and inflicts Huge DoT, however, are pretty much one shot make you die powers. Aside from stacking stupid amounts of clear mind/clarity/thaw/increase density, there is nothing the players can do to avoid this. That is what makes it a cheat.
    Beyond high defense, heavy stacking of mez protection, and taunting from range, these attacks can be healed through. Resist buffing and/or damage debuffing also work very well.
  15. Take luck.

    Thank you for all the awesome.
  16. Quote:
    Originally Posted by Dechs Kaison View Post
    I believe all the enemy AI calculations would be taking place on the servers. Any improvements to AI scripting would not affect our computer's ability to run the game. The only thing your computer does is learn where the NPCs are and what they're doing.
    While it is true our home computers would likely not see any need for extra calculations, we already have seen what happens to the game servers when they get overloaded (Mission 2 of the Kahn TF and Mission 3 of the ITF for some egregious examples).

    However, I too would like some enemies to be smarter. Here is hoping with I20 we get some and that the server tech and/or power can be improved sometime in 2011.
  17. StratoNexus

    Willpower / Mace

    Thank you for the comments. Some great advice

    Quote:
    Originally Posted by Finduilas View Post
    On the whole, a not a bad build, though I would certainly not recommend putting off Jawbreaker until 18 and Clobber until level 30, even in a respec. You are going to want them--especially Clobber, the most damaging attack in the set--if you ever exemp. Maneuvers can definitely be delayed until later (much later, IMO) in order to take Clobber when it becomes available.
    Great point. While I will take Maneuvers earlier than your build, I started from a build that skipped Clobber altogether because I currently do not have it. I originally leveled and played this character pre-Clobber-buff and had no compelling reason to bother respeccing until now. I just plopped it into the the first open spot from dropping fitness, but moving it so it comes earlier in the build will help on Posi runs.

    Quote:
    Originally Posted by Finduilas View Post
    I also think that Build Up would be a better pick than Tactics, since it has +damage as well as +tohit. But whether you change to BU or stick with Tactics, IMO the Gaussian's set is a poor use of slots. The bonus for 6 slots is relatively small, and you need S/L defense more than E/NE or F/C. So I'd recommend switching to two Rectified Reticle plus a slot or two for recharge. (If you get build up--for Tactics you'll want end reduction since it's a high cost toggle.) The +percep IO is available if you want more +percep than is available in Heightened Senses.
    Very interesting. I never even looked at Rectified Reticle. Not sure if I'd ever need more perception, but I like the way that set has such a great bonus early. Definitely will work that concept into the build. Tactics is certainly a better option for me, although I did almost take Build Up instead of Clobber or Combat Jumping. I will not likely need the burst type damage in my normal play, however.

    Quote:
    Originally Posted by Finduilas View Post
    That would free up some slots--Crowd Control in particular needs one, though a fifth slot in Bash would be good too.
    I originally had both of those 5 slotted (same way you did) and poached the extra slots for the 6 slotting of Tactics. By changing some things around I was able to recover one of the slots. With the Nerve alpha slotted, Crowd Control is still capped vs. +4s even with just the 4 slots, so I put the 5th slot back in Bash (which I should likely spam in an AV fight for bruising). I wanted to keep the 3% HPs your build lost, which is why the changes were made as follows:

    New Build:
    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    BashFill: Level 50 Natural Tanker
    Primary Power Set: Willpower
    Secondary Power Set: War Mace
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(5), Numna-Heal(7), TtmC'tng-ResDam(11), TtmC'tng-ResDam/Rchg(34), TtmC'tng-ResDam/EndRdx(37)
    Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(48)
    Level 2: Pulverize -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(31)
    Level 4: Fast Healing -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/EndRdx(5), Mrcl-Heal(13)
    Level 6: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(33), LkGmblr-Rchg+(45), Ksmt-ToHit+(48)
    Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(9), Taunt-I(13)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(17), Mocking-Taunt/Rchg/Rng(34), Mocking-Taunt/Rng(45)
    Level 12: Quick Recovery -- P'Shift-End%(A), Efficacy-EndMod/Acc(23), Efficacy-EndMod(43)
    Level 14: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-EndRdx(25), S'fstPrt-ResDam/Def+(40)
    Level 16: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25)
    Level 18: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(21), LkGmblr-Rchg+(21)
    Level 20: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40)
    Level 22: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(42), LkGmblr-Rchg+(42)
    Level 24: Kick -- Empty(A)
    Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(29)
    Level 28: Whirling Mace -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(36), M'Strk-Acc/Dmg/EndRdx(43)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(33), RctvArm-ResDam/Rchg(46)
    Level 35: Shatter -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Dmg/Rchg(37), M'Strk-Acc/Dmg/EndRdx(45)
    Level 38: Crowd Control -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Stone Prison -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Hold%(43)
    Level 44: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(46), GSFC-ToHit/EndRdx(46), GSFC-ToHit/Rchg/EndRdx(48), GSFC-ToHit(50)
    Level 47: Quick Sand -- Slow-I(A)
    Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Stamina -- P'Shift-End%(A)



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  18. Quote:
    Originally Posted by Garent View Post
    All three of these can potentially reduce an entire spawn to 0 end and keep it there, but electric blast will take the longest to do it, and needs to throw out short circuit every 10 seconds in order to keep things from recovering endurance. This is a tall order considering that the base recharge is 20 seconds and the animation time is over 3 seconds.
    In my experience, even electric control takes a bit over 10 seconds to drain an entire spawn (teaming electric control with an electric blast set is great fun). Kinetics has +recharge built in, so dropping the recharge of SC is trivial, although the long animation time is problematic as you say. OTOH, when playing my kin/elec on a team, getting to use SC a 2nd time on a spawn is a rarity not because of cycle time issues, but because stuff doesn't live long enough usually. I am interested to see if I get more use out of end draining in the new TF where +4s are the norm (the few TFs I have done already at +4 with my Kin, the enemies lasted long enough, but the end drain amount was reduced enough that I still had a hard time draining them). I just got my Nerve slotted, so I'll have to see how it goes.
  19. I am glad you had fun. Buff/debuff heavy teams are very potent, even without any kind of fancy inventions (or enhancements at all, really).

    Quote:
    Originally Posted by Doom_Diva View Post
    Frankly, I've been on full teams, with tankers, that couldn't finish Rommie off so the fact that our defender team did it (even with 5 empaths) is a good thing.
    Actually, it is not a surprise to most forum goers that all defender teams perform well. Running a TF with all defenders is making the game easier, not harder.
  20. StratoNexus

    Willpower / Mace

    With the introduction of inherent fitness as well as the Alpha slot, I have an impetus to respec and slot this tanker build. I plan on slotting the Nerve Radial in the Alpha slot.

    Any advice or suggestions are welcome.


    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    BashFill: Level 50 Natural Tanker
    Primary Power Set: Willpower
    Secondary Power Set: War Mace
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(5), Numna-Heal(7), TtmC'tng-ResDam(11), TtmC'tng-ResDam/Rchg(34), TtmC'tng-ResDam/EndRdx(37)
    Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 2: Pulverize -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(31)
    Level 4: Fast Healing -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/EndRdx(5), Mrcl-Heal(13)
    Level 6: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(33), LkGmblr-Rchg+(45), Ksmt-ToHit+(50)
    Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(9), Taunt-I(13)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(17), Mocking-Taunt/Rchg/Rng(34), Mocking-Taunt/Rng(45)
    Level 12: Quick Recovery -- P'Shift-End%(A), Efficacy-EndMod/Acc(23), Efficacy-EndMod(43)
    Level 14: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-EndRdx(25), S'fstPrt-ResDam/Def+(40)
    Level 16: Combat Jumping -- RedFtn-Def(A)
    Level 18: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25)
    Level 20: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(21), LkGmblr-Rchg+(21)
    Level 22: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(42), LkGmblr-Rchg+(42)
    Level 24: Kick -- Empty(A)
    Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(29)
    Level 28: Whirling Mace -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(36), M'Strk-Acc/Dmg/EndRdx(43)
    Level 30: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/EndRdx/Rchg(37), KntkC'bat-Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40)
    Level 32: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(33), RctvArm-ResDam/Rchg(46)
    Level 35: Shatter -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Dmg/Rchg(37), M'Strk-Acc/Dmg/EndRdx(45)
    Level 38: Crowd Control -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Stone Prison -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Hold%(43)
    Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
    Level 47: Quick Sand -- Slow-I(A)
    Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Stamina -- P'Shift-End%(A)



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  21. StratoNexus

    Fireworks!!

    Elec / Fire Dominator could be good with the proper customization.
  22. While I think it would be nice to be able to jump 4 feet or so, it certainly is not needed. A part of me actually has enjoyed learning how to overcome the weakness and cope with it. Teleport, while handy, is certainly not needed and I have not taken it on my stone tanker.

    I don't have Granite, instead choosing to cap to all types and run all the other toggles. I carry break frees like I would on a defender and just turn off Rooted occasionally in order to have movement on demand. That strategy seems like it would be more difficult on a Granite tanker, but a Granite should be harder to kill than my build.

    In the end, I probably think the trade-off of movement for survivability is probably fine as is, although I would not bemoan 4 feet of jump height.
  23. The big problem is his foot stompy Frozen Aura does not get affected by Pet damage sets. It really should since it is a damage power (at least it was that way 2 months ago; been awhile since I checked and I haven't been keeping up on the patch notes).
  24. Replace the Range in Blaze with a Centriole.

    Replace the common recharges in Aim and Concentration with Adj Targeting: Recharge and To-hit/Recharge.

    With Drain Psyche recharging so quickly, I'd drop the common IO out of Stamina and put it into Hover as a Fly speed. If you are happy with Hover's current speed, then maybe drop it into Rain of Fire or Hasten as a common recharge. Perhaps drop it into Fireball as the Posi Blast proc or into Psy Shockwave as a proc or an Acc/Dam enhancer of some sort.

    I would drop TK Thrust and take Mind Probe instead, but I prefer the attack power to the control power. You could also keep TK Thrust, drop Fly and pick up Mind Probe and put the Kinetic Combats in Mind Probe instead of Brawl.
  25. Carry 2 to 4 Break Frees for those rare (but real) times you get mezzed. That is what I do on my Fire tanker if I know I am facing mez heavy mobs. Maybe on a MS raid carry 6 to 8.