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Even with high HP it does less than what it is worth. Hence the reason I only buy the IO to sell it at a higher price. It just doesn't seem worth it to me.
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Also, Capital Letters Everywhere, News At Eleven!
So, basically I returned to the game about a week or so ago and I am just now beginning to get used to playing my Fire/Psi Dominator again. After seeing that we now have access to Frozen Armor, I decided to rebuild my S/L Soft-capped perma-dom again. I had the Professor built this way around Issue 13 or Issue 14, but I just didn't like the build. Too many power choices that I didn't want to concede. However, I tweaked his build for Issue 19, and I am wanting some feedback. Basically, see what you can do to increase his general effectiveness while keeping the powers I have now. I really would like to only have to use one set of Purples as I already have that set in my possession and I don't feel like marketeering for them. The rest of the IO pieces are easily picked up over the next week or so before 2XP weekend.
Thoughts?
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Professor Pyromaniac: Level 50 Technology Dominator
Primary Power Set: Fire Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5)
Level 1: Psionic Dart -- Acc-I(A)
Level 2: Mind Probe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9)
Level 4: Telekinetic Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 6: Fire Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(17)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(21), Stpfy-Stun/Rng(21), Stpfy-Acc/Stun/Rchg(23)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Dam%(27)
Level 18: Cinders -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-Acc/Hold(29), BasGaze-Rchg/Hold(31)
Level 20: Drain Psyche -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(33), Dct'dW-Rchg(33)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(23), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
Level 26: Maneuvers -- LkGmblr-Rchg+(A)
Level 28: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(39)
Level 30: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(34), EndRdx-I(39)
Level 32: Fire Imps -- HO:Nucle(A), HO:Nucle(39), HO:Nucle(40)
Level 35: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(40), Mantic-Acc/ActRdx/Rng(40), Mantic-Dmg/ActRdx/Rchg(42), Mantic-Dmg/EndRdx/Rchg(42)
Level 38: Psychic Shockwave -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(42), Oblit-Dmg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43)
Level 41: Sleet -- Achilles-ResDeb%(A), LdyGrey-Rchg/EndRdx(45), LdyGrey-DefDeb/Rchg/EndRdx(45), LdyGrey-DefDeb/Rchg(46)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(46), LkGmblr-Def/EndRdx/Rchg(46)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(33)
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Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 13.63% Defense(Smashing)
- 13.63% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 10.19% Defense(Energy)
- 10.19% Defense(Negative)
- 3% Defense(Psionic)
- 8.313% Defense(Melee)
- 8% Defense(Ranged)
- 3% Defense(AoE)
- 2.25% Max End
- 4% Enhancement(Heal)
- 3% Enhancement(Stun)
- 98.75% Enhancement(RechargeTime)
- 52% Enhancement(Accuracy)
- 110.64 HP (10.88%) HitPoints
- MezResist(Immobilize) 11.55%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 16.5% (0.276 End/sec) Recovery
- 32% (1.359 HP/sec) Regeneration
- 5.985% Resistance(Fire)
- 5.985% Resistance(Cold)
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If I purchase 2,000,000,000 infamy from an outside source, do I still get to be in the Cool Kid's Club?
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Quote:Level 20: Drain Psyche
(A) Performance Shifter - Chance for +End
(34) Theft of Essence - Chance for +Endurance
(43) Performance Shifter - Accuracy/Recharge
(43) Efficacy Adaptor - Accuracy/Recharge
You seriously need to rethink the slotting on this power. Your slotting right now without global bonuses and Hasten will have the power recharging in 78.43 seconds with a base 100% Regen and 100% Recovery boost. With 5 Doctored Wounds (ignoring the Heal/End IO) and 1 Acc/Recharge from either Performance Shifter or Efficacy Adaptor, you are sitting at a recharge of 58.12 seconds and a 188.07% Regen boost (and the 100% recovery boost stays the same. Basically, this power needs the slots as much as possible, because it is one of the clear set defining powers of Psychic Assault. Hitting only two enemies with this power will make it so that you are recovering around 5 endurance per second (a shade over), so you don't need the additional endurance slotting, or the endurance procs. However, adding to the regen will always help increase your survivability.
You should consider dropping Melt Armor and picking up Tactics. The increased +To Hit will help Drain Psyche hit and Melt Armor is pretty much garbage anyway with it's base 200 second recharge.
Also, don't worry so much about picking up all those defensive powers to just put in LoTG +Recharges. You can find other means of +Recharge, and having a bunch of powers you won't hardly ever use seems like a complete waste. Your mileage may vary, but just something to think about. -
Quote:You played the set for a day after having it powerleveled to 37. You played the set for a day with one primary, an incomplete build, not enough time to get used to the powers, and you say that the set fails?Of course, what do I know. But just after spending a full day on it, I'm forced to agree that while I have not been in every possible situation with EA, and no, I haven't combined it with all possible powersets, I AM forced to agree that it fails utterly to perform as advertised and is NOT a valid brute armor set.
No, the set doesn't fail. The players that powerleveled you fail. You fail for not learning a set through actual gameplay and complaining that things don't work the way you think they should. If you would have rolled a character and learned the ins and outs before chiming in to complain that a set "fails" after one day of play in highly limited scenarios you would have been much more accepted.
Post your current build that you have for your character now. Let us look at it. Let us assist you in making it not "fail." You will more than likely not be dissapointed. -
Cinders is completely skippable. With high amounts of recharge, Cinders becomes a decent power. However, you honestly just don't need it. It's nice to have in a pinch, and it can come in handy on SFs when you run into multiple groups. In all honesty, it's up to you.
TK Thrust is no longer skippable. It is a staple single target attack. TK Thrust, Mind Probe, and Subdue (along with Char) should be your ST attack string.
Mental Blast and Subdue are pretty much the same attack now. I absolutely hated that design decision, but I wasn't around to complain about it in Beta. Subdue is still a better attack in my mind, but you probably can't go wrong with either. (I personally like Subdue for the Immobilize secondary effect.)
Drain Psyche + Stamina should be more than enough. For a first time player/first time Fire/Psi player I would think about picking up Powersink to fill gaps until you get the hang of using Drain Psyche at the right times. -
Quote:One accuracy is more than enough. As long as you slot Tactics more than what you have. A minimum of one end redux (two is preferred) and two To Hit buffs is what you should aim for.Here are some of the questions I have:
- How much +Acc do I need to slot if I'm taking the Tactics talent? Obviously this will depend on the power, but what % should I be shooting for?
- Should I slot my attacks for +End Reduction, +Recharge, or both/none?
- Do I have enough attacks/damage and End Recovery to make this build viable?
- Did I miss any key talents or choose any worthless ones?
- Mu Mastery vs Soul Mastery, which is the better Ancillary Power Pool for this build?
I would really appreciate any and all feedback from the community, thanks for your time!
Also, drop Maneuvers. It's a waste of a power pick unless you plan on picking up more defense powers, or you want to use it as a set mule. Since this is your first Dominator, I'm going to assume that you don't have any plans on IOing out the character anytime soon. So pick up Assault instead. +Damage buffs help Dominators much more than they used to. You'll like it much better.
Your attacks will need Acc,Dam, End Redux, and Recharge. Using set IO pieces (while ignoring set bonuses) will allow you to have more of all four in a power. You should look into it. I'm going to assume you don't know much about this, but it is a practice called Frankenslotting. If you want more information, I would go to the Market/Invention forum and ask there.
Telekinetic Thrust is a staple single target power now. Skipping this power is a big no-no. It hits like a Mack truck and knocks your foes on their ***. You can't ask for much better.
For a beginner Dominator, I would go with Mu Mastery. Powersink and the Mu Guardian make life much easier. Endless endurance with Powersink and Drain Psyche along with +Regen and Heals with the Guardian and Drain Psyche. You should have little to no trouble surviving large groups, which is where your Fire/Psi Dominator will shine.
Also, look into slotting three heals, two recharge, and one accuracy in Drain Psyche. You honestly don't need the end mod, and without +Acc from set bonuses you will need the extra "pop." You will also want to slot your Mu Guardian with Heals and Recharge only. Don't worry about damage. You have your pet Imps to take care of any damage you will need. Speaking of Imps, slot them with three Accuracy and three Damage. You won't need the Recharge unless you jump into something you probably don't need to be jumping in to. The Imps need the extra accuracy to keep up with your killing speed.
Good luck, and have fun. -
[ QUOTE ]
They are heavily edited, no one needs to watch me Blazing for an hour and a half.
[/ QUOTE ]
I always wondered what that plant in your avatar was.
Good job Lil. Well played. -
[ QUOTE ]
Right now, I can't take point on an 8 man team to save my life.
[/ QUOTE ]
Get better teammates.
Or, if that is out of the question:
1. Slot for +HP, +Recharge, (and possibly) +Defense. Layered mitigation is better than just straight Resistance.
2. Use Power Surge often as soon as you get it. You'll learn when you need it over when you don't very quickly.
3. Use Power Sink and Lightning Field offensively. Drain the mobs of endurance before they can kill you. Pick up Ball Lightning and Electric Fences and slot for End Mod as well. Or pick up Darkest Night and slot for to hit debuff. That'll work as well.
4. Use Footstomp when you are losing health rapidly. That little break you get when you knock them on their [censored] may just save your life.
5. The Fighting Pool is your friend. Tough is your friend. Your Smash/Lethal resistance is anemic at best without it.
But honestly, most Brutes should need a little help from time to time running against 8 man team spawns. Just be sure to either ask for help or have a second Brute split aggro with you. -
Well, Castle would come back to post D_B, but he's worried that you'll find out where he lives and poop in his underwear drawer.
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Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Corruptor
Primary Power Set: Radiation Blast
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Neutrino Bolt -- Acc(A), Dmg(17), Dmg(40), Dmg(40)
Level 1: Transfusion -- Acc(A), Acc(5), Heal(11), Heal(13), RechRdx(15), Heal(34)
Level 2: Irradiate -- Acc(A), Dmg(3), Dmg(3), Dmg(5), RechRdx(9), EndRdx(17)
Level 4: Siphon Power -- Acc(A), Acc(37), RechRdx(40), RechRdx(45), EndRdx(46)
Level 6: Electron Haze -- Acc(A), Dmg(7), Dmg(7), Dmg(9), RechRdx(15), EndRdx(25)
Level 8: Swift -- Run(A)
Level 10: Siphon Speed -- Acc(A), Acc(11), RechRdx(43), RechRdx(46)
Level 12: Aim -- RechRdx(A), RechRdx(13), RechRdx(43)
Level 14: Hurdle -- Jump(A), Jump(50)
Level 16: Combat Jumping -- ULeap-Stlth(A), Jump(45), Jump(50)
Level 18: Cosmic Burst -- Acc(A), Dmg(19), Dmg(19), Dmg(21), RechRdx(23), EndRdx(31)
Level 20: Speed Boost -- EndMod(A), EndMod(21), EndMod(46)
Level 22: Stamina -- EndMod(A), EndMod(23), EndMod(25)
Level 24: Super Jump -- Jump(A)
Level 26: Neutron Bomb -- Acc(A), Dmg(27), Dmg(27), Dmg(29), RechRdx(31), EndRdx(31)
Level 28: Assault -- EndRdx(A), EndRdx(29)
Level 30: Acrobatics -- EndRdx(A)
Level 32: Atomic Blast -- Dmg(A), RechRdx(33), RechRdx(33), RechRdx(33), Dmg(34), Dmg(34)
Level 35: Transference -- Acc(A), Acc(36), RechRdx(36), RechRdx(36), EndMod(37), EndMod(37)
Level 38: Fulcrum Shift -- Acc(A), Acc(39), RechRdx(39), RechRdx(39)
Level 41: Charged Armor -- EndRdx(A), ResDam(42), ResDam(42), ResDam(42), EndRdx(43)
Level 44: Stealth -- EndRdx(A), EndRdx(45)
Level 47: Tactics -- EndRdx(A), ToHit(48), ToHit(48), ToHit(48), EndRdx(50)
Level 49: Increase Density -- ResDam(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
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This is what I would do. Go with the Leaping pool for Combat Jumping to make it easier to get into melee range for Fulcrum, Transference, Transfusion, and Irradiate. Don't worry about picking up Health because you won't need the piddly regeneration, and you won't be picking up the healing uniques for it either. Don't worry about Accuracy in Atomic Blast, just pop Aim before you use it. Then use a blue inspiration, pop Transference and be at full endurance in no time. You don't need Power Sink or any other powers in the epics. Just go with the shield for some added survivability. Also, don't worry about Hasten, just use Siphon Speed for added +Recharge. Go with Neutrino over X-Ray due to the higher DPA.
Also going to reiterate what Supernumiphone said: Set IO pieces will help greatly in getting your attacks at a reasonable level of Acc, Dam, Rech, and End. You may look into some frankenslotting options in the long run.
Rad/Kin is a decent combo due to several factors. The -Defense in Rad Blast allows your Kinetic powers to hit more often, the +Damage in Kinetics allows your Rad Blasts to do absurd amounts of damage, and Irradiate keeps you in melee range for your buffs and heals. It's a win/win combination. -
[ QUOTE ]
Er, my experience with dom thusfar has been "why does it take me 8 attacks to kill what my scrapper can in 2 hits?"
[/ QUOTE ]
That's more of a perception issue than a performance issue. -
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(43)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(37)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/EndRdx/Rchg(40)
Level 4: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal(11), Dct'dW-Rchg(15), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25)
Level 6: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(15)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/EndRdx/Rchg(40)
Level 10: Swift -- Run-I(A)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Health -- Mrcl-Rcvry+(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(19)
Level 18: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(19), RechRdx-I(46), RechRdx-I(46)
Level 20: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(37)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), P'Shift-End%(23)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(29), S'fstPrt-ResDam/Def+(50)
Level 28: Invincibility -- GftotA-Def/EndRdx(A), GftotA-Def(39), DefBuff-I(40)
Level 30: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(31), S'dpty-Def/EndRdx(31), S'dpty-Def(31)
Level 32: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-%Dam(33), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
Level 35: Tough Hide -- GftotA-Def/EndRdx(A), GftotA-Def(36), DefBuff-I(50)
Level 38: Unstoppable -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Acc/Immob/Rchg(42), Enf'dOp-EndRdx/Immob(42), Det'tn-Dmg/Rchg(43), Posi-Dmg/Rchg(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Taunt -- Mocking-Acc/Rchg(A), Mocking-Taunt(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Taunt/Rng(48)
Level 49: Resist Elements -- ResDam-I(A), ResDam-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
This is what I came up with spending a couple minutes in Mids. I didn't know how much you were willing to spend, so you could easily get more +Recharge and +HP with the build. You're well over the soft cap to Smash/Lethal, and in all honesty that's all you really need. -
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I'm waiting for them to hit rpers next.
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Everytime someone makes a crude sexual remark in character, the global of that person is given a three day ban. Ha ha.
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Ummm, I didn't mean it sexually. So basically your global is the one getting the ban right?
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No, we both are. You talked with me, therefore you are now a known accomplice. -
Since when does Kinetic Crash have a proc?
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I'm waiting for them to hit rpers next.
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Everytime someone makes a crude sexual remark in character, the global of that person is given a three day ban. Ha ha. -
Base builders are hobos and we're the ones who step over them to get to our well paying jobs.
/em turnintorumble -
Curses! Foiled again! I must retreat back to my laboratory for further study!
/em invent -
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There are cases where people in community A complain, a lot, about problems that are known and solved in community B. (one common complaint is "things are too expensive.")
So I was, in fact, a guy with a solution looking to see if there was a problem that I could apply it to. Apparently there isn't.
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Fulmens just got my vote for Royal High Chancellor of the Market Forum. -
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What would be useful for people to know? How to get from 20 million to 200? How to get from 0 to 20 million? Or do I have no real audience here?
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Ha ha ha ha ha. I didn't think it was possible to have a one man circle jerk, but you just proved me wrong.