TopDoc

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  1. [ QUOTE ]
    I will buy your 10k and flip it at 20K

    [/ QUOTE ]
    I will snipe that, buying for 10,001 and selling for 19,999.
  2. The last post in the City Scoop which is supposed to point people to the discussion thread (this one) doesn't point here. I get "Access Denied" when I try and follow the link.
  3. [ QUOTE ]
    Now my widow is easily my fav pve toon hands down. Never would have figured me enjoying playing claws.

    [/ QUOTE ]
    I suspect you like it for the same reason I do. Purpled Night Widows really are super powered, compared to the other heroes and villains in the game.
  4. Care to post the build? I'd love to see it.

    I should also go and see if there are any Update 13 changes for this build.
  5. [ QUOTE ]
    Like any good SR Scrapper, she's got Aid Self for the damage that gets through.

    [/ QUOTE ]
    Specifically, she needs it for soloing Rikti pylons and probably AVs. They do hit once in a while, and you can't just ignore it. Either you use some of your Inspiration slots for heals or take Aid Self and use the Insp slots for something else.
  6. You're making a classic blunder. Never get involved in a land war in Asia. Never go up against a Sicilian when death is on the line. And never think that your source of damage is the most important thing when farming the damage badges.

    Lots of things do damage. That isn't the issue. In order to farm damage badges, you need to survive the damage that you take. So earning damage badges is REALLY about the fastest method of regaining HP. Once you figure out the fastest way to regain HP (while AFK), only then should you look for a damage source.

    If you rely on natural Regen while flying up for another drop, you'll find it's a WHOLE lot slower than resting. Like 20 times slower.

    If you want to find something better than resting in front of a mob, you need to find something better than resting. Once you've done that, you can look for a damage source.
  7. The Healer needs to avoid being a target. Healing from max range works on single target heals. If you only have a PBAoE heal, then you'll want full Invis through Stealth and Super Speed. But you can probably get by if you carefully position the healer out of Line Of Sight (LOS) of the Rikti (like around a corner), but still close enough to heal the resting char.
  8. Someone pointed out that Corruptors get Power Sink in Mu Mastery which is an END gain power, so that's a second villain AT who can get a little extra END help. Anything else I missed?
  9. Both Regen and Recovery are based on increasing your HP or END by 5% of your total each tic. If your total HP or END increases, that 5% gets bigger, and you Regen or Recover more.
  10. Congrats. Now you get to deal with mowing the lawn, trimming, home improvements, cleaning the gutters, and all the other fun stuff that comes with owning a house. Glad to have you back.
  11. [ QUOTE ]
    Shouldn't you put the 4th Performance Shifter into Stamina instead of the standard IO? I'm getting 3.74/s EndRec from Mids versus 3.72/s from the set bonus. Just a minor quibble.

    Also shouldn't combat training have a LotG defense vs the regular IO for the extra regen bonus?

    [/ QUOTE ]

    I'm TopDoc, and I approve this message.
  12. I finally settled on a build for my Widow, and I thought I'd share it. This is a PvE build designed for max Defense and Damage. It's kind of like a Claws/SR Scrapper, only better. This is a VERY expensive build, designed for doing silly hard things. But if you have the Inf and enjoy doing silly hard things, read on.

    This is a Night Widow build, but it doesn't actually use any powers from the Night Widow primary. It does use Mental Training from the Night Widow secondary in order to get enough Recharge, but you could drop that and just use more LotGs if you really wanted to go Fortunata to take a couple different powers, or perhaps grab Vengeance. Hasten is perma.

    Widows have a slightly lower melee damage base than Scrappers, but the attack chain loaded with high DPSA attacks and double stacked Follow Up makes up for it. The attack chain is: Follow Up, Lunge, Strike, Swipe, Repeat. (I had to use the Database editor in Mid's to get Follow Up to double stack.) That's 962.5 damage (taking into account average proc damage and DoTs) in 4.62 seconds, or just over 208 Damage Per Second (DPS). The only Scrapper that might beat this is a highly purpled Fire/Fire Scrapper, who can get 191 DPS before taking Fiery Embrace into account.

    I wanted to use Slash in my chain, but that 16 second recharge is a killer. I'd have to replace Swipe with alternating Slash and something else, like Poison Dart. Those powers are both longer than Swipe, and I'd lose the double stacking of Follow Up right before using Follow Up. It would increase my DPS by 2.5%, but it would cost 9.6% more END and make the chain more difficult. It wasn't worth the effort.

    For AoEs I've got Spin on a fairly fast recharge, and Dart Burst that's even faster. In fact Dart Burst recharges in the time it takes to use Spin. I can spam Poison Dart and Dart Burst to stack up a nice Regen debuff. Ball Lightning would be nice as it's fast to animate and has a nice area, but that long Recharge is a killer. Psychic Scream isn't really worth it for the nice Recharge debuff. Eviscerate is a decent melee cone, but I couldn't fit it in.

    For Defense, this build has effectively capped (45%+) Melee and Ranged Defense, with AoE Defense at 44.5%. No need for Elude for extra Defense. Mind Link is perma with plenty of overlap. Any team she is on gets 23.5% Defense all the time, so she's VERY team friendly. The only drawback is you have to "Gather for Mind Link" every 80 seconds or so. Even against Psi attacks with no positional typing, she's got 34.4% Defense and 62.6% Resistance.

    She's pretty well off for END. Her toggles excluding Super Speed and Tactical Training: Leadership cost 0.42 EPS, but she recovers 3.72 EPS. Her attack chain costs 3.85 EPS. She can fight non-stop for over 2 minutes before running out of END, or she can slow down a little bit and fight forever.

    Like any good SR Scrapper, she's got Aid Self for the damage that gets through. Her Defense should allow her to get it off when needed. She's also got decent HP (at least for a Widow) and Regen as well.

    She's got Super Speed as her main travel power. Hurdle with Combat Jumping will let her get over the bumps, and I've done just fine with those on other villains. But she's got the GvE Jump Pack and temp Mayhem travel powers if needed.

    While it's important to list why I took certain powers, I think it's also good to list why I skipped others. So here's the list...

    Widow Training/Confront: Taunts are for Brutes and Tankers.
    Night Widow Training/Mental Blast: Lower DPSA than Poison Dart.
    Night Widow Training/Build Up: Can't take with Follow Up, and Follow Up gives a 60% bonus all the time.
    Night Widow Training/Smoke Grenade: I already have full PvE Invisibility and capped Defense, so the debuffs aren't needed.
    Night Widow Training/Slash: It just doesn't fit into the chain.
    Night Widow Training/Eviscerate: Just not enough room in the build.
    Night Widow Training/Psychic Scream: Lower DPSA than Dart Burst, at twice the END and Recharge.
    Teamwork/Combat Training Offensive: No need for +10% Accuracy with all the ToHit and Accuracy bonuses I already have.
    Teamwork/Combat Training Assault: Just not enough room in the build.
    Widow Teamwork/Placate: The bonus Hidden damage doesn't make up for the time I lose by using Placate, and I don't need the Placate effect.
    Widow Teamwork/Tactical Training Vengeance: People on her team shouldn't die with the 23.5% Defense she provides.
    Widow Teamwork/Elude: Doesn't need it for Defense or the other buffs it provides.

    With this build, I've solo'd a Rikti pylon using only blue Inspirations (because I don't have the Miracle unique slotted yet). I also took out a level 53 spawn of Rikti which included 3 bosses, without using any Inspirations (the Scrapper RWZ Challenge). A similar level 54 spawn defeated me when 2 Chief Soldiers both hit around the same time. I haven't gone back for a rematch, yet. So yes, it's overpowered and fun. I have yet to try soloing AVs, but I certainly think it's possible.

    Villain Plan by Mids' Villain Designer 1.4006
    http://www.cohplanner.com/

    Little Widow PvE: Level 50 Natural Arachnos Widow
    Primary Power Set: Night Widow Training
    Secondary Power Set: Widow Teamwork
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Medicine
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Swipe -- Hectmb-Dmg:50(A), Hectmb-Acc/Dmg/Rchg:50(29), Hectmb-Acc/Rchg:50(37), Hectmb-Dmg/EndRdx:50(37), Hectmb-Dam%:50(37), Mako-Dam%:50(43)
    Level 1: Combat Training: Defensive -- DefBuff-I:50(A), LkGmblr-Rchg+:50(3)
    Level 2: Strike -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/EndRdx:50(13), C'ngImp-Dmg/EndRdx/Rchg:50(13), Mako-Dam%:50(15)
    Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(5), RedFtn-EndRdx/Rchg:50(5), RedFtn-Def/EndRdx/Rchg:50(9), RedFtn-Def:50(36), RedFtn-EndRdx:50(40)
    Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
    Level 8: Follow Up -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/EndRdx:50(19), C'ngImp-Dmg/EndRdx/Rchg:50(19), Mako-Dam%:50(45)
    Level 10: Indomitable Will -- EndRdx-I:50(A)
    Level 12: Lunge -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/EndRdx:50(17), C'ngImp-Dmg/EndRdx/Rchg:50(40), Mako-Dam%:50(46)
    Level 14: Super Speed -- HO:Micro(A), HO:Micro(43)
    Level 16: Hurdle -- Jump-I:50(A)
    Level 18: Health -- RgnTis-Regen+:30(A), Mrcl-Heal:40(23), Mrcl-Rcvry+:40(27), Numna-Heal:50(45), Numna-Regen/Rcvry+:50(45)
    Level 20: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-End%:50(50)
    Level 22: Foresight -- DefBuff-I:50(A), DefBuff-I:50(23), S'fstPrt-ResDam/Def+:30(27)
    Level 24: Mind Link -- HO:Membr(A), HO:Membr(25), HO:Membr(25)
    Level 26: Poison Dart -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(34), Apoc-Acc/Dmg/Rchg:50(36), Apoc-Acc/Rchg:50(39), Apoc-Dmg/EndRdx:50(39), Apoc-Dam%:50(40)
    Level 28: Spin -- Armgdn-Dmg:50(A), Armgdn-Acc/Dmg/Rchg:50(29), Armgdn-Acc/Rchg:50(31), Armgdn-Dmg/EndRdx:50(31), Armgdn-Dam%:50(31), EndRdx-I:50(46)
    Level 30: Mask Presence -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(33), RedFtn-EndRdx/Rchg:50(33), RedFtn-Def/EndRdx/Rchg:50(33), RedFtn-Def:50(34), RedFtn-EndRdx:50(34)
    Level 32: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 35: Tactical Training: Leadership -- HO:Cyto(A), HO:Cyto(36), ToHit-I:50(39)
    Level 38: Aid Other -- Heal-I:50(A)
    Level 41: Electrifying Fences -- GravAnch-Immob:50(A), GravAnch-Acc/Immob/Rchg:50(42), GravAnch-Acc/Rchg:50(42), GravAnch-Immob/EndRdx:50(42), GravAnch-Hold%:50(43)
    Level 44: Dart Burst -- Ragnrk-Dmg:50(A), Ragnrk-Acc/Dmg/Rchg:50(46), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(48), Ragnrk-Knock%:50(48)
    Level 47: Aid Self -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(50), Numna-Heal/Rchg:50(50)
    Level 49: Mental Training -- Run-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Conditioning
    ------------
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]8% DamageBuff(Smashing)[*]8% DamageBuff(Lethal)[*]8% DamageBuff(Fire)[*]8% DamageBuff(Cold)[*]8% DamageBuff(Energy)[*]8% DamageBuff(Negative)[*]8% DamageBuff(Toxic)[*]8% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]8% Defense(Psionic)[*]3% Defense(Melee)[*]8% Defense(Ranged)[*]3% Defense(AoE)[*]90% Enhancement(RechargeTime)[*]81% Enhancement(Accuracy)[*]5% FlySpeed[*]108.4 HP (10.1%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Immobilize) 11%[*]18.5% (0.32 End/sec) Recovery[*]40% (2.15 HP/sec) Regeneration[*]12.6% Resistance(Fire)[*]12.6% Resistance(Cold)[*]5% RunSpeed[/list]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1431;716;956;|
    |&gt;-JEE&amp;M3$E$8Q\]R$87EHB)X0T%44&amp;`5)\NTRSB&amp;DP:&amp;@=I4T\X&a mp;.[HC@0-KUKL^0*_|
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    |W]P*JWSCP[AGW:-AJAHF7;#3-.P7CY5&lt;$CA$C2DUYM&amp;U;3:AYJ.];AD:U?#4:KIO'RK|
    |-4^UF1&lt;/O9O-8_,MMFTM&lt;L;;[G5:FB5$].LJW2[:=E-L]/AAZ)IG("=GQY*9MVJ64TS|
    |7#BQ:MI^8;VJET[UDM&amp;QS?:;8&lt;AL#OZ_P+[XNG"+68&lt;0&gt;3&amp;&gtDS/,&gt;89&amp;&lt;+\L4!L&gt;`$|
    |*S5+$!(4&lt;0PKBJRI?@)]B\)L7!&amp;^-H-89)B'`?@7P&lt;[*?V^DE(Y&gt;/H1)Z_81D@)`*$J|
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    |D-VC;6?WN20P?)"'.P?CY!!^3Q\I_(&amp;0_TC8@NT,R2H-\;&gt;*,$:CM$@1!D3E@.@JIB?|
    |$\%_\#`48D048R9)O(D=(:H39!&lt;8B(94G_(!98W+6V`HWU RIA8HUQBW&amp;;D.-B;T,^,=|
    |D,,6Z&amp;.#=#G)LASLV0X&amp;9(&lt;#-$H!R3LJ"3W(OWP6B*EW=,+7/=DY*S2[16#&amp;;-\!`Q,|
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    |[*`?X^!CE"&lt;I3C#U#&gt;8ZBHUS\[O[`!%&lt;PH9LHJRAK*.]PD`?/E@]%1?&amp;C!%""*"&amp;409|
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  13. It looks like your numbers are a bit old. Activation times on Widow powers were changed a while ago, and I don't think City of Data has kept up. Mid's does a better job. I believe these are the current numbers.

    Swipe, 0.83
    Strike, 1.18
    Follow Up, 1
    Slash, 1.33

    P.S. A purpled Night Widow is very nice. I solo'd a Rikti Pylon and took out a level 53 spawn in the RWZ containing 3 bosses (without Inspiration). But it's not TOO overpowered, as a similar level 54 spawn beat me.
  14. Red Tomax has been mysteriously absent for months. Anyone know him RL and know what's going on? I hope nothing has happened to him.
  15. [ QUOTE ]
    Are we still getting new people joining this game?

    [/ QUOTE ]

    Yes. And old people returning who don't have the hang of all the new stuff. wb.
  16. I thought my PvP SuperTeam article was going to miss this edition of the Scoop, so I didn't bother to post the thread about it in the PvP forum yesterday. But it did make it, so the PvP SuperTeam thread can now be found HERE.
  17. Here's my new planned build for my Energy/Energy Blapper. My old one was fairly similar (with 3 purple sets and other expensive stuff), so the basics are time tested. But I haven't played this char much at all with Defiance 2.0, so I haven't made the plunge and switched. This post is slightly reworked from one I made in the Badge Hunter forums based on my old build, but hopefully I've fixed everything.

    ---------------------------------

    What is a Blapper? A Blaster who emphasized melee combat. Why would anyone play one? Uber damage. If you can find a higher single target damage build (other than a Fire/Eng Blapper), I'd love to see it.

    The big problem with Blappers is that their melee attacks have a LONG recharge. We're talking 10 to 20 seconds. This build is all about Recharge Reduction. Now we don't need a whole lot of Recharge Reduction for your average solo spawn of 3 Minions or 1 Minion and 1 Lt. We should go through them in one attack chain or less. This is mainly for teams, though it'll help with bosses or other hard targets when soloing.

    This build is rather expensive, but it doesn't have to be. It has 5 purple sets mainly for the Recharge Reduction, though I admit the Accuracy is handy when running Invincible missions. You can replace most of them with cheaper sets that have a smaller Recharge Reduction bonus if you don't have the 150M or so you'll need per set. Replace the Membranes in Aim and Build Up with Recharge Reduction IOs, as you will very rarely really need massive ToHit bonuses. Replace the Microfilament IOs with END, Movement, or combo IOs. Replace the Ribo HOs with Damage Resistance IOs and maybe one DamRes/End IO.

    This build works fine with Defiance 2.0. The single target focus means I'll get decent stacked damage bonuses from the new Defiance. Power Bolt used to be an underperformer when it had a 2 second animation. It's actually worthwhile now that it's 1 second. It has a higher Damage Per Second of Activation (DPSA) than any other ranged attack in the set given the large contribution from the purple Apocalypse proc. You do less overkill when you use smaller faster attacks. Spamming it with the Decimation Chance for Build Up means a free Build Up now and then. Finally, it's fast Recharge means I can fit it in my attack chain wherever I want.

    Even with the increase in base ranged damage that comes with Defiance 2.0, the Melee attacks are still far better for dealing damage. I believe Power Bolt is 140 DPSA and Power Burst is 122 DPSA, but Energy Punch is 342 DPSA (!!!) and Bone Smasher is 176 DPSA. (Now you see why I want to use the melee attacks as often as possible.)

    Defiance 2.0 also lets you use your first couple powers while mezzed, which is why I took Power Blast over Power Burst. They both do comparable DPSA, but the "while mezzed" aspect of Blast wins out. Still, I expect to dish out more than I receive. Total Focus lasts 23 seconds and recharges in 6.3. I can keep 2 bosses perma-stunned as long as I'm on my toes. Stun has the same duration and recharge, though it only affects Lts. Power Thrust is massively slotted for Knockback (I only did it for the set bonuses). And as a single target attacker in a team, I'm unlikely to draw significant agro. Sure I'll get hit by an AoE control now and then, but I know enough to carry Break Frees.

    This build should be able to go non-stop. I usually run 3 toggles in combat, Super Speed, Combat Jumping, and Temp Invulnerability. I've got the +END Accolades. I recover over 3 END/second even when running the toggles, and that's close to what many of my attacks cost. I didn't bother taking Conserve Power as I don't expect I'll need it. I've got enough Control to stop most incoming damage, and nearly +200% Regen thanks to Health, set bonuses, and unique IOs. (I don't think Mids takes into account the fact that the Regen unique Healing IOs is enhanced by Healing Enhancements slotted into the same power, like I have in Health.) If that's not enough, Aid Self with a 5.8 second Recharge will heal nearly 40% of my HP.

    I took Nova for teaming, and I use it often as it has a 103 second recharge. The other AoEs are available for sweeping mobs into corners and such. Masses of minions are easy to kill. Aim, Build Up, Torrent, Explosive Blast, pause, Torrent. That'll kill +3 minions if all attacks hit.

    Super Speed is her main travel power, with Combat Jumping and Hurdle for bumps (or small buildings) in the road. Adding Celerity: Stealth gives complete Invisibility, allowing me to stealth missions. I've got the Jump Pack and temp travel powers if I really need them.

    This char may be unbeatable at Hellion Golf. Power Thrust is 16.617 Knockback, the highest I've ever seen. I've got it slotted with a full set of Kinetic Crash (for the set bonuses), and that gives it a 46.7 Knockback. I can drive a Hellion over 350 feet.

    How could this build be better? I'm willing to hear suggestions. I'm starting to think it may be a good idea to not add slots to Force of Nature, or even take it at all. PFF is a better emergency power, and the Eye of the Magus Accolade is better still. I doubt I'd need any of them very often. And even though I could have FoN up 120 seconds and down 162, I don't like playing with a crash every 5 minutes. I could slot FoN with an Aegis Psi &amp; Status Resistance (counts as a set bonus) and use the other 3 slots elsewhere, or just add the Aegis to Temp Invulnerability and drop FoN. Maybe I'd put Gaussian Build Up procs in Aim and Build Up. Hurdle could use another Jump slot. Another Miracle or Numina in Health to ED Cap it's Regen plus give me an HP set bonus?


    Hero Plan by Mids' Hero Designer 1.40
    http://www.cohplanner.com/

    Miss Ion: Level 50 Natural Blaster
    Primary Power Set: Energy Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Medicine
    Power Pool: Leaping
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Power Bolt -- Decim-Build%:40(A), Apoc-Dmg:50(3), Apoc-Acc/Dmg/Rchg:50(5), Apoc-Acc/Rchg:50(11), Apoc-Dmg/EndRdx:50(15), Apoc-Dam%:50(19)
    Level 1: Power Thrust -- KinCrsh-Dmg/KB:50(A), KinCrsh-Acc/KB:50(31), KinCrsh-Rchg/KB:50(31), KinCrsh-EndRdx/KB:50(40), KinCrsh-Dmg/EndRdx/KB:50(42), KinCrsh-Acc/EndRdx/KB:50(43)
    Level 2: Energy Punch -- Hectmb-Dmg:50(A), Hectmb-Acc/Dmg/Rchg:50(3), Hectmb-Acc/Rchg:50(5), Hectmb-Dmg/EndRdx:50(13), Hectmb-Dam%:50(19)
    Level 4: Build Up -- HO:Membr(A), HO:Membr(25), HO:Membr(37)
    Level 6: Power Blast -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(7), Thundr-Dmg/EndRdx/Rchg:50(7), Dev'n-Acc/Dmg/Rchg:50(11), Dev'n-Acc/Dmg/EndRdx/Rchg:50(13)
    Level 8: Energy Torrent -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(9), Ragnrk-Acc/Dmg/Rchg:50(9), Ragnrk-Acc/Rchg:50(17), Ragnrk-Dmg/EndRdx:50(25)
    Level 10: Bone Smasher -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/EndRdx:50(27), C'ngImp-Dmg/EndRdx/Rchg:50(27)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(17)Level 14: Super Speed -- HO:Micro(A), HO:Micro(29), Clrty-Stlth:50(34)
    Level 16: Hurdle -- Jump-I:50(A)
    Level 18: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(34), RgnTis-Regen+:30(43), Mrcl-Rcvry+:40(43), Mrcl-Heal:40(45)
    Level 20: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(21), P'Shift-End%:50(21)
    Level 22: Aim -- HO:Membr(A), HO:Membr(46), HO:Membr(50)
    Level 24: Stun -- Amaze-Stun:50(A), Amaze-Acc/Stun/Rchg:50(29), Amaze-Acc/Rchg:50(31), Amaze-EndRdx/Stun:50(42), Amaze-ToHitDeb%:50(46)
    Level 26: Aid Other -- Heal-I:50(A)
    Level 28: Aid Self -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(36), Dct'dW-Heal/EndRdx/Rchg:50(36), Dct'dW-Heal:40(37), Dct'dW-Rchg:40(37)
    Level 30: Combat Jumping -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(50)
    Level 32: Nova -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(33), Armgdn-Acc/Dmg/Rchg:50(33), Armgdn-Acc/Rchg:50(33), Armgdn-Dmg/EndRdx:50(34)
    Level 35: Explosive Blast -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(36), Posi-Dmg/Rchg:50(42), Posi-Acc/Dmg/EndRdx:50(46), Posi-Dam%:50(50)
    Level 38: Total Focus -- HO:Endo(A), HO:Perox(39), HO:Perox(39), Mako-Acc/EndRdx/Rchg:50(39), Mako-Acc/Dmg/EndRdx/Rchg:50(40), C'ngImp-Dmg/EndRdx/Rchg:50(40)
    Level 41: Personal Force Field -- LkGmblr-Rchg+:50(A)
    Level 44: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(45), S'fstPrt-ResDam/Def+:30(45)
    Level 47: Force of Nature -- Aegis-ResDam/Rchg:50(A), TtmC'tng-ResDam/Rchg:50(48), ImpArm-ResDam/Rchg:40(48), RctvArm-ResDam/Rchg:40(48)
    Level 49: Power Boost -- RechRdx-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]+4% DamageBuff(Smashing) for 10.8 seconds (Non-resistible)
    Effect does not stack from same caster[*]+4% DamageBuff(Lethal) for 10.8 seconds (Non-resistible)
    Effect does not stack from same caster[*]+4% DamageBuff(Fire) for 10.8 seconds (Non-resistible)
    Effect does not stack from same caster[*]+4% DamageBuff(Cold) for 10.8 seconds (Non-resistible)
    Effect does not stack from same caster[*]+4% DamageBuff(Energy) for 10.8 seconds (Non-resistible)
    Effect does not stack from same caster[*]+4% DamageBuff(Negative) for 10.8 seconds (Non-resistible)
    Effect does not stack from same caster[*]+4% DamageBuff(Toxic) for 10.8 seconds (Non-resistible)
    Effect does not stack from same caster[*]+4% DamageBuff(Psionic) for 10.8 seconds (Non-resistible)
    Effect does not stack from same caster[*]+3% Defense(Smashing) to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs] Effect does not stack from same caster[*]+3% Defense(Lethal) to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+3% Defense(Fire) to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+3% Defense(Cold) to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+5.5% Defense(Energy) to Self for 10.8 seconds [Ignores Enhancements &amp; Buffs] Effect does not stack from same caster[*]+3% Defense(Negative) to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs] Effect does not stack from same caster[*]+3% Defense(Psionic) to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+3% Defense(Melee) to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+3% Defense(Ranged) to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+3% Defense(AoE) to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+5% Enhancement(RunSpeed) to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+5% Enhancement(FlySpeed) to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+4% Enhancement(Heal) to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs] Effect does not stack from same caster[*]+88.8% Enhancement(RechargeTime) to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+5% Enhancement(JumpHeight) to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+76% Enhancement(Accuracy) to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+5% Enhancement(JumpSpeed) to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+49.7 HP (4.12%) HitPoints to Self for 10.8 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+10.3 second Knockback (Mag -7) to Self [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+10.3 second Knockup (Mag -7) to Self [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+MezResist(Immobilize) 5.5% to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+MezResist(Terrorized) 2.2% to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+23% (0.38 End/sec) Recovery to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+46% (2.31 HP/sec) Regeneration to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+2.5% Resistance(Smashing) to Self for 10.8 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+12.9% Resistance(Fire) to Self for 10.8 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+12.9% Resistance(Cold) to Self for 10.8 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+3% RunSpeed to Self for 10.3 seconds [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[/list]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|</pre><hr />
  18. [ QUOTE ]
    You lady, are nuts.

    [/ QUOTE ]
    Fixed.
  19. This build is solely for farming. It's missing a lot of key powers that you'd use for PvP, and it's AoE focused.

    As to getting started, just start small. Put together the best build you can with whatever Inf you have. Frankenslot the powers you really need. Take the Presence pool because it has some powers you can slot to get nice Recharge Reduction set bonuses that you can pick up cheap at the Black Market.

    Permadom is important, and it's not too hard to get with help. Use the Increase Recharge Empowerment buff from an SG base, that lasts for an hour. Find a 20+ Kin Corr who's willing to work for a PL, that's 50% Recharge Reduction right there. Add a few set bonuses (plus well slotted Hasten of course), and you've got Permadom.

    Then start farming. Sell your common IO recipes. For the uncommon and rare recipes, see how much they go for crafted in the Black Market, and compare that to the crafting cost (including salvage). If it's worth your while, craft them and put them up for sale. Otherwise just sell them to a contact. Once you really start farming, the recipes come in pretty fast. If you farm a lot then you need to price your crafted Enhancements to sell fast, or you need to pass them off to alts to sell if you want a better price.

    After a while, you'll realize you have a lot of Inf. Start buying the better set IOs and replacing what you have. Or maybe use a respec to take out the more expensive IOs rather than slotting over them, and pick more appropriate powers. Keep at it long enough and you won't need the Kin or the Empowerment buff. At that point you can keep buying more or just decide that you have enough, and use the Inf for something else.
  20. Krytical, yes I just jump into the middle of Nems and start attacking. Tough and Weave really make a difference. PM me your email address and I can send you the demorecord I made. If that's not enough, see me in game @TopDoc. I'm pretty busy with my new VEAT SuperTeam, but I'll see what I can do.

    As to the pattern, I don't think it matters now. Update 12 adjusted the Family XP, and I and my my usual partner in crime decided to farm the final mission instead. As to that pattern, no idea. I haven't even done it yet solo.

    Vilephyre, Battery had it right. An LotG increases the recharge of every power I have by 7.5%.
  21. If you can clear all but the hostage spawn in 12 minutes spawned for 7 on Relentless without any external buffs, then you're faster than I used to be. The 12.5 minute time without bosses was early in my career, before I finished slotting my char or learned a decent pattern. I'm a bit faster now, though I haven't timed myself just clearing recently. I can do a full cycle of clear everything but the hostage, log out, log in, enter mission in 14.5 minutes. I zone a bit slowly, so the clearing is probably somewhere around 12 minutes. I'll have to time the clearing again, just to be sure. But it looks like we're pretty close in time.

    No need to run Herostats to compare things if you don't want to, the time is enough. I did some demorecord testing and found there were always the same number of spawns (38 I think). The spawns always have the same 6 minions 4 Lts at level 52 when spawned for 7 on Relentless. The only variable is what type of extra boss you get in the first boss spawn (always one Warhulk, the other is random), and that doesn't make a big difference.

    BTW, my char's name is just "PL meh". The "Farmer" was added because that's the farming build for him. I had a different one leveling up.
  22. Addressing all the various comments so far...

    I stripped LotGs out of 2 other chars to make this, so I didn't need to spend nearly as much. If you're patient I expect you could do this for considerably under 1 billion, though I admit 500M is a bit unreasonable. But it's a question of how long you want to wait, and whether anyone is flipping the purples you're looking for. Start small (Entropic Chaos, Positron's Blast, etc.) and upgrade when you get the Inf. After I've earned enough Inf, I'll look into buying replacement LotGs.

    I cap the Slow in Hot Feet to make sure none of the mobs get away. As soon as I show up, they're running in slow motion. I can hit a PSW and Drain Psyche before I need to use Fire Cages. Now I've never tried running with less, so I suppose it may not be necessary. But I've seen lots of mobs head for the hills when hit by Recharge Debuffs, like the one in PSW. A capped Slow is nearly as good as an Immob. Hot Feet is 70% Slow base, or 56% against +2 mobs. That'll cut their run speed down to about 9 feet/second. When they want to leave, it'll take them 2 seconds at most to get out of the 20 foot radius Hot Foot area. Against a capped Slow, they're moving at 1 foot per second, so they're not gonna get far.

    As to pools, this build doesn't really need Health or Stamina. Yes I lose END when running all my toggles without Drain Psyche. Yes I have to be careful to make sure Drain Psyche always hits a few mobs. But it's not that hard to hit Drain Psyche when it's recharged when you start a spawn. Just like Fire/Kins need to use Transference. Every once in a while my toggles drop, so I use a couple blue Inspirations, retoggle, and continue. And Health and Stamina provide so little compared to Drain Psyche that they seem almost useless. Drain Psyche is pretty much required for high speed farming, since you're running lots of toggles and spamming AoEs. And it's required to survive, especially when you get 2 or 3 spawns next to each other.

    For Movement, Swift + Hurdle + CJ + Sprint may well be better for getting to the next mob faster. I'd like to use it because I like the movement control. But Super Speed is nice because you've already got the Speed Pool, and it's easy to cap Run Speed. I'd have to give up two of the pools I have to get Fitness and Leaping, which means losing one or two LotGs. That would slow down PSW, meaning every spawn would take a little longer.

    For Tough and Weave, they significantly reduce incoming damage. I can farm level 52 mobs spawned for 7 with no outside help or buffs, and I only die when I'm not paying attention to what I'm doing. Do I really need them? I don't know. I do know that Lucks don't drop nearly fast enough to keep one always on, and that's with only my Dom and badger in the mission. I know that I do take enough damage to need Green Inspirations once in a while. Without Tough and Weave, I might need a wakie instead.

    I'd love to get demos of different chars farming the same sorts of spawns that I do, but faster. (I'll even help fill with my multiple accounts.) My only goal is speed, so I can earn Inf for my badger.

    In my experience, sure some mobs get stunned. But only some. I don't use Flashfires every spawn because that would be slower. I average a spawn every 20 seconds, but Flashfires even in this build cycles in about 25 seconds. PSW has two separate 25% chances to stun with Mag 2. That means you'll regularly get a few of the 6 minions, but only once in a while will you get a Lieutenant. PSW comes with a hefty Recharge debuff, so there's not a whole lot after the alpha. But you do have to take the alpha, and it can hurt.

    Psi is the king of farming because of PSW and Drain Psyche, just like BB said.
  23. Here's an updated build for my Fire/Psi Dominator.

    Every build needs a focus, and his focus is farming a Battle for Television mission with level 52 mobs. This is because I'll be teaming with my badger to rack up huge amounts of Infamy. I want to earn the final epic Infamy badge, which requires 2 Billion Infamy. I'll be farming the mission spawned for 7, which means LOTS of mobs but no bosses. That's just the way that mission works. I'm currently farming the second mission in the arc which contains Family and Nemesis mobs, but I'll go to the last mission which is only Nemesis when Update 12 goes live and Inf from Family is reduced. I'm doing this in a Flashback, using retired chars from a coalition as fillers. That means I never need to spam for bridges, anchors, fillers, or anything else. EVERYTHING about this build is focused on farming spawn after spawn, mission after mission, and as quickly as possible. ABSOLUTELY EVERYTHING!!!

    This build can farm FAST! I cleared the Battle for Television excluding hostage and boss spawns in 12.5 minutes when spawned for 7 on Relentless (level 52 mobs). According to the Dominator Infamy Challenge thread in the Dominator forum, only 2 people redside have beaten my Inf rate. I usually clear both boss spawns after I've located the hostage. I run through 3 or 4 times in an hour (logging out and back in to reset), then sell common IO recipes and hit the Black Market to see about selling the uncommon and rare drops.

    This build is EXPENSIVE!!!! It'll probably cost 500 million Inf at least.

    In order to farm quickly, I need perma-Domination for status protection and extra damage. That means I need a lot of Recharge Reduction. In fact, the more Recharge Reduction I get, the faster I can spam AoEs, and the faster I can farm.

    The Battle for Television mission has Family and Nemesis mobs. The Family mobs are easy enough, and the Nemesis don't seem to be a problem either. It looks like their Vengeance only protects against Melee and Ranged positional attacks, and pretty much everything I do is AoE. I don't expect to have any problems when I go to the final mission which is all Nemesis.

    ESSENTIAL POWERS

    Here's a list of the essential powers: Fire Cages, Hot Feet, Cinders, Fire Imps, Drain Psyche, Psychic Shock Wave (PSW), Hasten, Super Speed, Ball Lightning, and Summon Mu Guardian. All of these powers are VERY carefully slotted. EVERY other power exists to provide some protection or a set bonus.

    First a general word about slotting. I'm going to be slotting 5 purple sets with 5 slots due to the Recharge Reduction they provide. Most other well slotted powers get 5 slots for a Recharge Reduction set bonus. The purples come with a large Accuracy bonus, more than enough to hit +1 mobs.

    Fire Cages keeps mobs inside Hot Feet and PSW range. With an Immob duration of just over 20 seconds against +1 mobs, it does not need to be increased. It only does about 12 points of damage when unslotted, so it's not worth slotting for damage. But I slot it with a Positron's Blast set for the Recharge Reduction set bonus and the Chance for Energy Damage proc, with another damage proc on the side. Due to the procs and Immob, I'll be spamming this a lot.

    Hot Feet slows and damages mobs. It also makes them want to run away, meaning they spend less time shooting at me. It needs to be slotted to cap the Slow effect (VERY IMPORTANT), and then do as much damage as possible. With a base of 70%, it needs about 70% Slow Enhancement to slow cap level+2 mobs. It does minor damage (base 9 damage every 2 seconds), but better to slot that than use procs which only go off once every 10 seconds.

    Cinders is for accidental agro, starting the mission when Domination is down, or just as a general OHNOES power. It animates in 1.07 seconds, significantly faster than Flashfire with its 2.37 seconds. With a recharge of about 68 seconds, Cinders is up enough to use fairly often. It gets a purple set for the set bonuses.

    Fire Imps are smart damage. You can leave a spawn with 1 mob standing and the Imps will finish him off, as long as it's Family. Granted they can also be stupid and draw unwanted agro. That's what Cinders is for. They get three Nuc HOs because they're level 49 and fighting +3 mobs, and they DO have to worry about Vengeance from the Nemesis Lts. Unfortunately they have a hard time hitting through stacked Vengeance. They also get the Build Up proc because it helps them do more damage. When I move to the all Nemesis map, I may not bother casting Imps.

    Drain Psyche provides a massive Regen and Recovery boost. Hitting a single mob with Drain Psyche as I have it slotted is twice as good as fully slotted Stamina and Health. I'll usually be hitting 5-10 mobs, and Drain Psyche is almost perma, so there's no need for Fitness. The Accuracy bonus from IO sets alone will let it hit +1 mobs 95% of the time, so no need to slot it for Accuracy.

    Psychic Shock Wave (PSW) is the big stick you use to defeat most mobs. It's a 25 foot radius PBAoE, hits 10 targets max, and does base 71 damage. Spawned for 7, you face 10 mobs per spawn (6 minions, 4 Lts). Well slotted and with Domination, it takes 2 shots to defeat Minions. It usually takes 3 PSWs to defeat an entire spawn, but sometimes I can do Family in 2 with fillers, Inspirations, and good pets. It also has a 25% chance for a Mag 2 Stun, and you get another chance to stun if you're in Domination (which is perma on this char). It has a base Recharge of 10 seconds, and this build gets it down to about 2.6 seconds. It gets a purple set with a nice proc, plus more Recharge Reduction on the side.

    Hasten is needed for perma-Domination and to get your other powers to recharge quickly. Nuff said.

    Super Speed is for racing between mobs at capped Run Speed.

    Ball Lightning is more AoE damage. It gets a Positron set rather than a purple because the purple proc does Knockdown (wasted), while the Posi proc does damage.

    Summon Mu Guardian gives you a guardian angel. Sure he attacks, but he also heals you and your imps fairly often. Soulbound Allegiance doesn't give a Recharge Reduction set bonus like most other purple sets, so I've just slotted it for Acc, Dam, and Recharge. None of the other Pet IO sets include Recharge Reduction at all, so this was the most slot efficient way to make the Guardian perma. Nemesis Jaegers blow up and the humans have AoEs, so your Imps can take a beating. This will help keep them alive, but only help. If you're fighting 2 Warhulks in the initial boss spawn, there's a good change you'll lose some or all of your Imps.

    OTHER POWERS

    My other powers are mainly for set bonuses or protection.

    To hold Luck of the Gambler: Increase Recharge IOs, I've got Stealth, Invisibility, Weave, Maneuvers, and Vengeance. I've slotted up Weave and Maneuvers with Red Fortunes for more Recharge Reduction, but they'll help with Defense too. I don't have enough slots to load Stealth up with Red Fortunes, and I don't run it due to the Slow debuff it applies.

    Psionic Dart, Mind Probe, Flashfire, and Psionic Lance are all slotted for Recharge Reduction set bonuses. I may use Flashfire, but that's rare. I never plan to use Psionic Dart or Psionic Lance at all. You could use Entropic Chaos in Psionic Dart and get a slightly lower Recharge Reduction bonus.

    Charged Armor provides some Smashing and Lethal Damage Resistance, along with a place to slot the Steadfast Protection Res/Def IO for a little more Defense. Tough stacks some additional Smashing &amp; Lethal resistance, making it relatively safe to farm level 52 mobs spawned for 7.

    Assault will let me and my pets do more damage, always a good thing.

    LOGISTICS

    Domination has a 68 second Recharge, and I leave it on auto. The 75% Damage bonus stacks, so I can have that doubled for about 20 seconds. Even without Hasten, it recharges in 89.4 seconds, and should just barely be perma.

    Hasten has a Recharge of 114.6 seconds, so it's perma as long as I remember to click it. It doesn't double stack though.

    I run every toggle I have except for Stealth. That includes Sprint, so I can maneuver a little more quickly while in combat and right afterwards.

    I keep one stack of green Inspirations and one stack of blues for emergencies, and I try to use everything else I get by spamming F2-F4 every once in a while. Accuracy Inspirations are handy against the boss spawns, as it lets me hit the bosses with Char despite stacked Vengeance. Mainly that prevents the Fake Nemesis from phasing (Unaffected) when he gets low on HP.

    Villain Plan by Mids' Villain Designer 1.30
    http://www.honourableunited.org.uk/mhd.php

    PL meh Farmer: Level 50 Science Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Psionic Assault
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Char -- Hold-I:50(A)
    Level 1: Psionic Dart -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(3), Apoc-Acc/Dmg/Rchg:50(3), Apoc-Dmg/EndRdx:50(5), Apoc-Dam%:50(5)
    Level 2: Fire Cages -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(27), Posi-Dmg/Rchg:50(27), Posi-Acc/Dmg/EndRdx:50(29), Posi-Dam%:50(29), TotHntr-Dam%:50(37)
    Level 4: Mind Probe -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(7), Hectmb-Acc/Dmg/Rchg:50(7), Hectmb-Dmg/EndRdx:50(9), Hectmb-Dam%:50(19)
    Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17)
    Level 8: Hot Feet -- Sciroc-Dam%:50(A), Sciroc-Dmg/EndRdx:50(9), EndRdx-I:50(11), TmpRdns-Dmg/Slow:50(11), Slow-I:50(19)
    Level 10: Stealth -- LkGmblr-Rchg+:50(A)
    Level 12: Flashfire -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(13), Amaze-Acc/Stun/Rchg:50(13), Amaze-Acc/Rchg:50(15), Amaze-EndRdx/Stun:50(15)
    Level 14: Super Speed -- HO:Micro(A), HO:Micro(23)
    Level 16: Invisibility -- LkGmblr-Rchg+:50(A)
    Level 18: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(25), RedFtn-Def/EndRdx/Rchg:50(34), RedFtn-Def:50(43), RedFtn-EndRdx:50(43), LkGmblr-Rchg+:50(46)
    Level 20: Drain Psyche -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:40(21), Dct'dW-Heal/EndRdx/Rchg:50(21), Dct'dW-Heal:50(25), Dct'dW-Rchg:50(50)
    Level 22: Cinders -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(23), UbrkCons-Acc/Hold/Rchg:50(31), UbrkCons-EndRdx/Hold:50(31), UbrkCons-Dam%:50(31)
    Level 24: Assault -- EndRdx-I:50(A)
    Level 26: Boxing -- Empty(A)
    Level 28: Tough -- HO:Ribo(A), HO:Ribo(43)
    Level 30: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(33), RedFtn-Def/EndRdx/Rchg:50(34), RedFtn-Def:50(37), RedFtn-EndRdx:50(37), LkGmblr-Rchg+:50(40)
    Level 32: Fire Imps -- HO:Nucle(A), HO:Nucle(33), HO:Nucle(33), S'bndAl-Build%:50(34)
    Level 35: Psionic Lance -- Mantic-Acc/Dmg:50(A), Mantic-Dmg/EndRdx:50(36), Mantic-Acc/ActRdx/Rng:50(36), Mantic-Dmg/ActRdx/Rchg:50(36), Mantic-Dmg/EndRdx/Rchg:50(46)
    Level 38: Psychic Shockwave -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(39), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Dmg/EndRdx:50(39), Armgdn-Dam%:50(40), RechRdx-I:50(40)
    Level 41: Charged Armor -- HO:Ribo(A), HO:Ribo(42), HO:Ribo(42), S'fstPrt-ResDam/Def+:30(42)
    Level 44: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dam%:50(46)
    Level 47: Summon Mu Guardian -- S'bndAl-Dmg:50(A), S'bndAl-Dmg/Rchg:50(48), S'bndAl-Acc/Dmg/Rchg:50(48), S'bndAl-Acc/Rchg:50(48), Heal-I:50(50), Heal-I:50(50)
    Level 49: Vengeance -- LkGmblr-Rchg+:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]+15% DamageBuff[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+3.95% Defense(Energy)[*]+3.95% Defense(Negative)[*]+3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+3% Defense(AoE)[*]+78% Enhancement(Accuracy)[*]+4% Enhancement(Heal)[*]+122.5% Enhancement(RechargeTime)[*]+72.3 (6%) HitPoints[*]+MezResist(Immobilize) (Mag 4.4%)[*]+MezResist(Terrorized) (Mag 2.2%)[*]+21% Recovery[*]+54% Regeneration[*]+17% Resistance(Fire)[*]+17% Resistance(Cold)[/list]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
    |-----------------------------------------------------------------------------|
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    |-----------------------------------------------------------------------------|
    </pre><hr />