macskull

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  1. macskull

    Dead PvP

    Quote:
    Originally Posted by Galactor View Post
    There are 3 reasons pvp is dead:

    1) PvP sucks - it's horrible.
    2) The PvP zones are filled with emo poutraging noobs.
    3) That other game has much better PvP.
    1) You being bad at something doesn't make it horrible. It makes you horrible.
    2) Yes, those are usually the bad players.
    3) If by "that other game" you mean CO, I don't find it surprising at all that no one takes you seriously. CO's PvP was pretty imbalanced during beta and it hasn't gotten much better judging by the constant QQ-fest that is the CO PvP forums.
  2. Quote:
    Originally Posted by __Divine__ View Post
    I'm really surprised there is not more archery..i mean it does hella good dmg, and you don't miss...ever.
    The reason you don't see more is because Fire, Psi, and Sonic are better.
  3. The math behind diminishing returns (DR) is somewhat complicated, but the idea is more simple: every aspect of your character gets lowered in effectiveness as you add more of the same aspect. Your defense, damage resistance, tohit, damage, and more are all DR'd when in a PvP environment. DR is supposed to provide some normalization between powersets, ATs, and SOd versus IOd builds, but in many cases ends up causing various balance issues.
  4. Fire/Kin/Stone was a fairly decent duel toon in I13 (before they nerfed elusivity). Now I'd just not bother.
  5. Way to necro a 2-month-old thread and give PvE advice about a PvP question...
  6. My Nin/Storm/Soul is nice for soloing large mobs - run into a mob and use Thunder Clap, which will combine with Oppressive Gloom to stun even the bosses. The mobs that manage to retaliate during Thunder Clap's animation will trigger your pets to attack - while they're doing so, drop Freezing Rain and Lightning Storm and let 'em do their work, putting down Smoke Bomb when appropriate (I like the Oni for it, because critting Fire Breath on multiple targets is just too much fun) Rinse, repeat.

    In another vein, my Thugs/Dark/Mace also easily handles large spawns, though his method is a bit different. Between Shadow Fall, Scorpion Shield, and Maneuvers, he's sitting at about 35% S/L defense and the minions are softcapped and have solid resistances (Shadow Fall, Maneuvers from me, double-stacked Enforcer buffs, and all four of the unique pet IOs) so no one's getting hit much in the first place. Open with Darkest Night, then hit Fearsome Stare, drop Tar Patch, and then use Web Envelope. Send the Bruiser into the mob in aggressive mode. The mobs firing their opening shots when you toggle on Darkest Night will trigger the rest of your pets to attack, and all the NPCs will either be feared or be slowed and have their acc debuffed.

    The Thugs/Dark is more survivable, so he's what I bring on the RSF and BSF, but the Nin/Storm is a bit less predictable (due to the nature of Storm) and in my opinion more fun.
  7. macskull

    Moar Sonics

    I don't have a Sonic Defender (lol Vigilance and Defender damage) but I do have a Sonic/Sonic Corruptor, one of maybe two or three I've ever seen on Justice. I used to use it a lot on ITFs to complement the Cold or FF shields, but IMO Sonic has the same kind of issue FF does - it does one or two things very well, but there are other sets that do the same thing about as well, and offer more at the same time (plus stacking defense buffs is generally preferable to stacking resistance buffs in PvE). These days I usually bring my Night Widow, who offers not only defense and tohit buffs but solid DPS as well. I'd consider rebuilding the Corruptor for PvP, but thanks to the I13 changes Sonic Resonance is probably the most useless PvP buff set.
  8. Interesting thread. From a powergaming perspective, there's almost no reason to want a Tanker over a Brute, because the team will usually be buffed to the gills (meaning aggro control isn't important) and a Brute will be able to put out much more damage than a Tanker. I won't turn down a Tanker if someone wants to bring one, but if they ask me if I'd rather have their Tanker or their Brute I'll ask for the Brute. The average PuG probably has more use for aggro management, in which case the Tanker might be preferable - but again, once you get higher in level and the squishies are better able to keep themselves alive, the importance of aggro management is diminished.
  9. Amusingly, I discovered this little trick after failing an MoRSF attempt because the RNG decided that even with my Night Widow's defense in the triple digits, the Longbow hitting me with Levitate and Knockout Blow was more important than the badge.
  10. -Tohit and +def are related in that they both make you harder to hit, but +def is more reliable because there are less variables to take into account. For example, you might be counting on that extra 10% -tohit for your survivability, but you might come up against an enemy that resists a tohit debuff, or one of the stronger mobs might run away from the anchor out of the debuff patch. For the most part, you'll be fine, just be aware that there are some considerations you need to think about.
  11. 1. Arch/Dev will be fine. Not great, but decent.
    2. Building for defense is worthless on a squishy in PvP.
    3. If you take Hover/Fly, you will want another travel power to pair with it, likely Teleport or Super Speed. In PvP you will get grounded and if you have no other travel power you'll just be a sitting duck.
    4. Powers from Arch to take would be Snap Shot, Aimed Shot, Aim, Blazing Arrow, Stunning Shot, and Ranged Shot if you feel like it (if you deal with a lot of MMs, Rain of Arrows would be good too).
    5. Powers from Dev to take would be Webnade, Caltrops, Targeting Drone, Cloaking Device, and if you feel like it, Gun Drone and Smoke Grenade.
    6. Power Pools would be Fitness, Leadership, and your choice of two travel powers (if you're dead-set on Flight, I'd recommend Hasten + Super Speed as well). Go Cold Mastery for Hibernate and Hoarfrost (Frozen Armor and Snowstorm as well).

    The term "softcap" is a PvE term. Basically, an even-con minion has a base 50% chance to hit you, and can have no less than a 5% chance, so 45% is considered the softcap. 45% applies all the way up to enemies seven levels above you (when enemies start getting a tohit bonus instead of an acc bonus, but that's not really relevant since you'll never be fighting enemies that high anways). In PvP, the softcap doesn't exist, since it's generally far less controlled and other players can slot acc into their attacks and have access to many +tohit powers.
  12. <QR>

    There's no reason other than concept to take Flight on any character, regardless of powersets, unless you make one of those oddball builds, like the Blaster that's got softcapped ranged defense and hovers above the mob. On its own, Flight is just too damn slow and clunky, and even with stacked Siphon Speed, it doesn't get much better. The run speed cap is higher than the fly speed cap, and you'll hit the run speed cap with two applications of Siphon Speed. Add in the fact that the way to best leverage a Fire/Kin's potential is to be in the middle of the mob and things start to favor SS and SJ a lot more (CJ as well, for the built-in immob protection.

    I'll admit that I have Fly on three characters - one was my first character and first 50 and I have no intention of doing a respec again until I have a real reason to play him; another is my 3rd 50, a Kat/Regen Scrapper that I use exclusively for Hami raids now so having flight of some kind is useful; and the 3rd is my Earth/Storm Controller, mostly because I made his final build back when I thought Fly was a good travel power and don't play him enough to justify re-building. The rest of my characters have either SS, SJ, or a combination of the two (SS and CJ, more often than not), while my Warshade has SS and CJ for in-combat mobility and teleport for out-of-combat travel.

    Quote:
    I agree with you and actually will argue that having leadership, particularly tactics, is by far a much better option if you're teaming. I've seen so many farm builds with tough/weave bite the dust on TFs that it isn't even funny. How do they die? Cascading defense failure + inability to hit their heal.
    Barring something going horribly wrong, a good player using a good build should rarely die. Only enemy type that gives any of my characters issues hitting is the Cimerorans, and that's nothing Aim/BU or a few yellows (or team buffs/debuffs) can't fix.
  13. Story-oriented players won't touch it with a ten-foot pole because of the reasons Joule mentioned, and rewards-oriented players won't touch it with a ten-foot pole because the hero will be taking all their rewards. Both types of players are better served with the final mission of the "A Hero's Hero" arc, where you free Statesman and he'll basically clear the map for you, which gives full rewards since it's a dev-created mission.
  14. Why would you take TP Foe and waste a power pool when you have Wormhole, which is an AoE TP Foe, with a sick stun attached, already in your primary?
  15. My Spines/Regin has Tough, but if I actually played it enough anymore to bother with the time and inf for a respec, I'd drop Kick and Tough and pick up Assault and Tactics. You're dead-on about the fear powers, though - I know very few people who use the Presence pool in a build, mostly because of the way mezzes work in PvP now (I'm sure you've noticed that mezzes last only a few seconds, if that, in a PvP environment, and Break Frees don't protect against mez at all). Main reason to pick up Confront is for the autohit -75% range debuff, which will not only mess with ranged toons trying to attack you, but will also mess with enemy buffers trying to keep up with their own teammates.
  16. Woah, a (completely irrelevant, ignorant, and baseless) commentary on religion from the fiteklub king himself. I thought you were going to stop posting here... promise this time?
  17. Quote:
    Originally Posted by Dispari View Post
    In fact, blueside accolades may be a prime factor in deciding whether I side-switch some toons or not. I have 26 characters and I just can't be bothered to run 182 task forces when I could earn the accolades redside in a couple days.
    If I can earn the other side's accolades (not double-dip, mind you, just earn the ones I don't have) without having to fully switch sides, and there are no game-breaking penalities for going grey, I'll totally be bringing my heroes redside for Demonic and Invader. High Pain Threshold is really a toss-up between sides. A good team can bang out Portal Jockey much faster than someone can do Born in Battle (1 million damage still takes a while to AFK farm and 95% of PJ's requirements, including the exploration badges, can be done via Ouro flashbacks, not to mention BiB requires finding a GM that's not always around). I would likewise bring villains blueside for Geas since Force of Nature's always been grindy and the reduced badge requirements for it in I16 were more or less wiped out by SSK making it so you can't just sweep a lowbie's mish for the badges. Atlas Medallion/Marshal are a toss-up as well, though I'd give the nod to Atlas Medallion since it doesn't require you to run a task force. I haven't bothered with the pistol accolade on more than one toon (my main hero badger) since it's no good for anything but show, and I haven't bothered with Megalomaniac/Vanguard since I13 because of the mez changes in PvP.

    Of course, this is all hinging around me being able to just go grey without too much of a penalty and grab the accolades I don't have. If I have to fully switch sides, I'm a lot less likely to do that and I'll probably continue to have toons without some of the accolades.
  18. Only character I have it on is my DM/SR - as others have said, I already have Shadow Maul, and I want something to use when I bump up against enemies that are resistant to negative damage. I use Sands on my SS characters, and I've got quite a few toons that just never bothered to claim a vet power.
  19. One or more reward merits were not awarded because you have reached your inventory cap.

    >.>
  20. See, I have an Arch/EM Blaster on Justice that I occasionally use for zone (I also have a Son/EM there gathering dust because I've already got a Fire/EM on Freedom and I can't think of any other server it would be worth transferring to). I'd use the Son/EM more for zones on Justice, but most of the time Justice RV is full of really bad Stalkers, almost all of whom are Ninjitsu. Archery's inherent accuracy bonus and fast attack chain (oh, and the DoT from Blazing Arrow) means I make them cry.
  21. If that build is serious, you're sacrificing way too much just for the sake of slotting those procs (so I'm assuming it's more a proof-of-concept deal).
  22. Only things that are going to KB you with 41 points (assuming DR is on) are Force Bolt and occasionally Gale. This build has 49 points including Acro, which means even Force Bolt shouldn't be KBing you.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), Mako-Dam%(45)
    Level 1: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(7), TtmC'tng-ResDam/EndRdx/Rchg(7), S'fstPrt-ResKB(9)
    Level 2: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(46)
    Level 4: Healing Flames -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(13), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), S'fstPrt-ResKB(46)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
    Level 8: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(23), Hectmb-Dam%(23)
    Level 10: Temperature Protection -- S'fstPrt-ResKB(A), Aegis-Psi/Status(46), ImpSkn-Status(50)
    Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(25), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(27), Mocking-Taunt/Rng(43), Mocking-Rchg(43)
    Level 14: Super Speed -- Clrty-EndRdx(A), Clrty-RunSpd(40), Clrty-Stlth(45), Zephyr-ResKB(45)
    Level 16: Plasma Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(39), TtmC'tng-ResDam/EndRdx/Rchg(39), S'fstPrt-ResKB(39)
    Level 18: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-Rchg(37), AdjTgt-ToHit/EndRdx(37), Rec'dRet-Pcptn(37)
    Level 20: Hurdle -- Jump-I(A)
    Level 22: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34), Mrcl-Heal(34), Mrcl-Heal/EndRdx(36)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(33), P'Shift-End%(34)
    Level 26: Hurl -- Apoc-Dam%(A), Apoc-Dmg/Rchg(27), Apoc-Acc/Dmg/Rchg(31), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(31), Zinger-Dam%(33)
    Level 28: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(29), Zephyr-ResKB(29)
    Level 30: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(40), Winter-ResSlow(43)
    Level 32: Acrobatics -- EndRdx-I(A)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
    Level 38: Stealth -- Krma-ResKB(A), LkGmblr-Rchg+(42)
    Level 41: Grant Invisibility -- Krma-ResKB(A), LkGmblr-Rchg+(42)
    Level 44: Phase Shift -- RechRdx-I(A)
    Level 47: Web Envelope -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(48), GravAnch-Acc/Immob/Rchg(48), GravAnch-Acc/Rchg(48), GravAnch-Immob/EndRdx(50)
    Level 49: Focused Accuracy -- HO:Cyto(A), HO:Cyto(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 12% DamageBuff(Smashing)
    • 12% DamageBuff(Lethal)
    • 12% DamageBuff(Fire)
    • 12% DamageBuff(Cold)
    • 12% DamageBuff(Energy)
    • 12% DamageBuff(Negative)
    • 12% DamageBuff(Toxic)
    • 12% DamageBuff(Psionic)
    • 2.5% Defense(Smashing)
    • 2.5% Defense(Lethal)
    • 3.13% Defense(Fire)
    • 3.13% Defense(Cold)
    • 3.44% Defense(Energy)
    • 3.44% Defense(Negative)
    • 1.25% Defense(Melee)
    • 6.88% Defense(Ranged)
    • 1.56% Defense(AoE)
    • 1.8% Max End
    • 6% Enhancement(Heal)
    • 60% Enhancement(RechargeTime)
    • 31% Enhancement(Accuracy)
    • 5% FlySpeed
    • 258.6 HP (17.3%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -40)
    • Knockup (Mag -40)
    • MezResist(Confused) 7.5%
    • MezResist(Held) 16.9%
    • MezResist(Immobilize) 18.5%
    • MezResist(Sleep) 11.9%
    • MezResist(Stun) 7.5%
    • MezResist(Terrorized) 7.5%
    • 20% Perception
    • 9% (0.15 End/sec) Recovery
    • 28% (1.75 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 3% Resistance(Psionic)
    • 5% RunSpeed




    Code:
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  23. EDIT: Whoops, that Karma -KB in Combat Jumping should be another LotG.

    A good PvE build is very different than a good PvP build, so in many cases you're either going to have to completely respec the PvE build, or you're going to have to make a dedicated PvP build with your second build slot (I have that on a few characters - it's expensive but worth it). Here's what I threw together:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(23)
    Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46), Mrcl-Heal(46)
    Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13)
    Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc(5), P'Shift-End%(11)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(9), GSFC-ToHit/EndRdx(9), Rec'dRet-Pcptn(11)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(42), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Heal(43)
    Level 12: Confront -- Mocking-Taunt(A), Mocking-Taunt/Rchg(29), Mocking-Taunt/Rchg/Rng(29), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(31), Mocking-Rchg(31)
    Level 14: Super Speed -- EndRdx-I(A), Run-I(15)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/EndRdx/Rchg(17)
    Level 18: Combat Jumping -- Ksmt-ToHit+(A), Krma-ResKB(19)
    Level 20: Super Jump -- EndRdx-I(A), Jump-I(21)
    Level 22: Assault -- EndRdx-I(A)
    Level 24: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-EndRdx/Rchg(27), AdjTgt-ToHit/EndRdx(27)
    Level 26: Disembowel -- Hectmb-Dam%(A), Hectmb-Dmg/Rchg(37), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(40), Mako-Dam%(40)
    Level 28: Instant Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(34), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(36)
    Level 30: Stealth -- LkGmblr-Rchg+(A)
    Level 32: Head Splitter -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), ExStrk-Dam%(34)
    Level 35: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 38: Moment of Glory -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(40)
    Level 41: Phase Shift -- RechRdx-I(A)
    Level 44: Web Grenade -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(45), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(45), GravAnch-Immob/EndRdx(46)
    Level 47: Shuriken -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(48), Dev'n-Dmg/Rchg(48), Dev'n-Acc/Dmg/Rchg(48), Apoc-Dam%(50), GJ-Dam/End/Rech(50)
    Level 49: Targeting Drone -- HO:Cyto(A), HO:Cyto(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 12.5% DamageBuff(Smashing)
    • 12.5% DamageBuff(Lethal)
    • 12.5% DamageBuff(Fire)
    • 12.5% DamageBuff(Cold)
    • 12.5% DamageBuff(Energy)
    • 12.5% DamageBuff(Negative)
    • 12.5% DamageBuff(Toxic)
    • 12.5% DamageBuff(Psionic)
    • 2.5% Defense(Smashing)
    • 2.5% Defense(Lethal)
    • 3.13% Defense(Fire)
    • 3.13% Defense(Cold)
    • 1.88% Defense(Energy)
    • 1.88% Defense(Negative)
    • 1.25% Defense(Melee)
    • 3.75% Defense(Ranged)
    • 1.56% Defense(AoE)
    • 1.8% Max End
    • 77.5% Enhancement(RechargeTime)
    • 12% Enhancement(Heal)
    • 54% Enhancement(Accuracy)
    • 10% FlySpeed
    • 125.5 HP (9.37%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 6.05%
    • MezResist(Immobilize) 5.5%
    • MezResist(Terrorized) 6.6%
    • 20% Perception
    • 19.5% (0.33 End/sec) Recovery
    • 24% (1.34 HP/sec) Regeneration
    • 12.6% Resistance(Fire)
    • 12.6% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 10% RunSpeed




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    |-------------------------------------------------------------------|
  24. Tossing in a vote for Storm. Your damage isn't spectacular in the lower levels but it improves as you go, and Lightning Storm makes it a ton of fun (plus Fireball or another APP AoE power).
  25. I think it's working as intended, actually, which is odd. It apparently applies two separate knockbacks within the same server tick (usually, anyways), which means it'll punch through just about any KB protection slotting on a squishy or melee toon without KB protection.