mauk2

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  1. Quote:
    Originally Posted by Gobbledygook View Post
    Honestly, I feel this thread is becoming less and less helpful: it's degenerated into "Regen sucks b/c my Regen keeps dying" vs. "Regen is fine b/c my Regen never dies" posts (note: I'm guilty of this as well ).

    I say, we hit the restart button, and try to be more constructive than "I [don't] die!" posts:

    If you feel regen needs some help, why do you think it's lacking and how can it be made better?

    Maybe putting up some builds (SOs as well as decked out IO) for comparison so those of us that think Regen is invincible can help those that think it's squishy?


    Thank you for this. The original intent is to be a DISCUSSION, not a contest to see who has the biggest E Peen.

    I don't like regen, waaaay too clicky for my tastes.

    That said, I put together a build for a buddy of mine recently, as a framework to work off: Power selections are all jacked up, I was just hanging this together, but as long as you take things in a reasonable order this would level up fine.

    Highlights:

    Perma Dull Pain, over 3k hitpoints with accolades.
    4 performance shifter procs.
    Softcapped S/M with one Defensive Sweep, and can stack as many as ya want.
    90 hp/sec regen base.
    MOG/IH available if ya ever need.
    Yes, if you REALLY need it, you can take Rebirth on top of all this.


    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    : Level 50 Magic Brute
    Primary Power Set: Titan Weapons
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Defensive Sweep -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(39)
    Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(9)
    Level 2: Reconstruction -- Panac-Heal/EndRedux/Rchg(A), Panac-Heal/Rchg(5), Panac-Heal(5), Panac-EndRdx/Rchg(33), Panac-Heal/EndRedux(34)
    Level 4: Titan Sweep -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(40)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 8: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(13)
    Level 10: Follow Through -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(36), GS-Acc/Dmg/End/Rech(36), GS-Acc/End/Rech(40)
    Level 12: Dull Pain -- Panac-Heal(A), Panac-Heal/EndRedux(15), Panac-EndRdx/Rchg(17), Panac-Heal/Rchg(50), Panac-Heal/EndRedux/Rchg(50)
    Level 14: Build Momentum -- GSFC-ToHit/Rchg(A), GSFC-ToHit(15), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(43), GSFC-Build%(48)
    Level 16: Integration -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(19), Mrcl-Heal/EndRdx/Rchg(19)
    Level 18: Rend Armor -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(36), GS-Acc/Dmg/End/Rech(37), GS-Acc/End/Rech(42)
    Level 20: Kick -- Empty(A)
    Level 22: Resilience -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(23), S'fstPrt-ResKB(43)
    Level 24: Tough -- GA-ResDam(A), GA-End/Res(25), GA-3defTpProc(25)
    Level 26: Whirling Smash -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(42)
    Level 28: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Rchg+(31)
    Level 30: Instant Healing -- Numna-Heal(A), Numna-Heal/Rchg(31), Numna-Heal/EndRdx(46)
    Level 32: Arc of Destruction -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
    Level 35: Superior Conditioning -- P'Shift-End%(A)
    Level 38: Moment of Glory -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/Rchg(48), LkGmblr-Rchg+(48)
    Level 41: Physical Perfection -- P'Shift-End%(A)
    Level 44: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(45), Mocking-Taunt/Rchg/Rng(45), Mocking-Acc/Rchg(45), Mocking-Taunt/Rng(46), Mocking-Rchg(46)
    Level 47: Super Jump -- Winter-ResSlow(A)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    Level 50: Preemptive Radial Flawless Interface
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(42), Mrcl-Rcvry+(43)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 1: Momentum



    Code:
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  2. This thread irks me mightily.

    Brute?

    STEALTH?

    feh!!!

    WHERE IS THERE STEALTH WHEN THERE IS SMASH??

    Play a damn stalker if you wanna stealth. Enjoy your pretty pink ballerina tutu while you're at it.

    Freakin' stealth on a damn BRUTE, I swear to god....
  3. Quote:
    Originally Posted by Its_Me_Matt View Post
    Reward Merits(10) for 1 converter token.
    Astral Merit(3) for 1 Converter Token.
    Empyrean Merit(1) for 5 Converter Tokens.
    Killing enemies pvp/pve as drops.

    So, if i'm readin this right, it takes 10 merits to buy one converter.

    Thus, an apex/tin mage duo earns you 8 of them, or 26 every three days per toon.

    It costs three convertors to roll in-set, right? And one to roll any-any?

    So if ya stock up on junk purps and roll any-any, you can make 8 rolls a day plus two extra's.

    I go here and look up stuffs:

    http://paragonwiki.com/wiki/Very_Rare_IO_Sets

    There's ten VR sets with 6 IO's in each. Of those 60, there's 20 that are most valuable, namely, all the duo's and up on the damage sets. Thus, an any-any roll has about a 33 percent chance of a good payout with VR's, or, a 67 percent chance of converting crap to crap.

    Assuming those numbers are sort of right, and that demand doesn't increase too much, I can see purples 'smoothing out' to right around 300 million apiece, regardless of what it is.

    It's a decent payout even at 300million, but I'm not sure how much demand there is. It's quite possible that oversupply will come into play.

    We'll hafta see.
  4. My last tank to hit 50.....

    Think that was the SD/fire I ran up to see if I could get useful damage out of it.

    The answer: No. Back to my beloved fire/fire's.

    I got so many on the way to 50, we'll see what dings next.
  5. Quote:
    Originally Posted by Johnny_Butane View Post
    "That's a fine golden dog log on your mantle, Mr. Butane."


    .
    ....

    BWAHAHAHAHAHAHAHAHAHHAHAA!!!!


    (whew)

    Ok, dat's funny.
  6. Quote:
    Originally Posted by Slax View Post
    I'm lazy, I only have 300 or so crap purples.
    Slacker....

    or is it...SLAXXER?!
  7. It's not certain, but I will attend if possible.
  8. I stealth via the principal that dead guys can't see me.
  9. Two observations:

    1) I am not doing this because I play mostly melee toons, and purples are dead weight in most of my builds. I consider +Def bonuses to be far more valuable than +Rech. I have..... 50-odd? Purples, in storage, just because I might someday want to use them. I have only slotted a couple of sets, and that in a Stone tanker build where the tradeoff of defense for recharge was worth it. Now that said, the advent of the ATO's is a very rich source of +defense, and may make one-two purples in a melee build 'worth it' to me....but I already have plenty for at least 3-4 pilot builds, and the resources to get as many more as I want. So I have no need for or desire for converting purples, especially since the only ones I want are set to drop soon.


    2) Mass conversion is a volume game. I suspect that many people who are not filthy rich are going to be quickly discouraged when the RNG converts crap, to crap, to crap, to crap, and to crap yet again. Those are are unwilling or unable to 'roll the dice' on billion inf deals are not going to be doing this mass conversion stuff. Instead, they will cheerfully profit from selling crap purples to mass converters, and then rolling/buying things they need with their alignment merits. Both of those are 'sure things'. Why accept the risk?


    Lastly, a prediction: I think the L10 Gladiator Armor Proc is going to hold value very VERY well. We'll see if I am correct.
  10. Quote:
    Originally Posted by FourSpeed View Post

    PvP IO farmers: They get the recipe, and drop it on the market (as is or crafted)
    for big bucks.
    Speaking as a newly minted PVP farmer myself, I have to say, these guys 'generate' very little inf in the big picture. The kill rate and inf rewards are utter crap in this sort of farm.

    All this does is move inf from a source to a sink (my pocket, thank you.) In the process, you destroy rather a lot of inf, likely more than you generate by a WIDE margin.

    Quote:
    iTrialers: On many servers there are several folks that run those each day, all day
    That's a pretty nice chunk of cash in itself, not to mention what they can do with
    Astrals as well. TF's (minus the astrals) are also pretty lucrative this way.

    Trials make a little inf, yes. Astrals/Empy's are a completely separate currency, which (as far as I know) has no arbitrage mechanism with inf. All these guys are doing is lowering demand/increasing supply of the shiny goodies via a different mechanism.

    Quote:
    AE'ers: During CEBR, I dabbled with it and simply traded my tix for rare salvage,
    to the tune of 600M (on *one* toon). While we know the Devs were unhappy
    about CEBR, AE ticket farming still remains a pretty lucrative approach.
    NOW you're talking some serious inf. These guys roll in inf at rates of several millions per minute, and there are a lot, I mean A LOT, of people that run AE farms, or run 'farm style' normal content looking for purple drops. It's simple, it's fun, it's profitable. Tickets are, again, a separate currency with no exchange to inf, and so, just serves to increase supplies of shiny's.

    Quote:
    Gold Farmers: We've conjectured about these guys here before. Maybe they're
    avid marketers, but the consensus seems to be that they're folks running a handful
    of missions over and over all day, and (presumably) selling their drops.
    And here we have the crux of the problem.

    The MARTy code is a valuable insight into exactly the massive scale of the RMT issue. Those limits are so sky high, nobody could possibly hit them, right? Well, then, why put them in at all?

    I have personally seen an RMT farm a few times. The one I saw was eight controllers, 4 identical builds and four different identical builds. (4 fire/kins, 4 fire/force, all with the fire mastery epic.) I tinkered up some numbers on what that sort of team could do.... And it was sobering. For example, that team could aggro and attack 500+ mobs simultaneously. And the damage output would destroy that sort of mob in seconds. Every defense is capped and every attack is made at the capped limits of the game engine.

    Work the math on that, inf-wise.

    I'm a firm believer than the RMT'rs are the source of most of the inf in the game.


    Just my thoughts, make of it what you will.
  11. Quote:
    Originally Posted by Blue_Centurion View Post
    This. Wrong. On so many levels. And with the bonus of showing a fundamental misunderstanding of what people with cash on hand will do to circumvent the whole argument anyways. Just so wrong.

    Lets start with some softballs. I'm just gonna lob them over and you dont even have to connect, just see if you understand the whole thing.
    If you are using I/Os you are probably either A) an experienced CoH player. B) an experienced MMORPG player playing many games
    If you are using I/O sets to build top notch characters you are either C) a very experiened CoH player D) a moderately experienced CoH player who is smart enough to get good help E) A very experienced gamer who picks up new systems fast F) a freaking genius

    Now, if you are A, C, or D you have enough funds on hand to kit out at least one character fully just from what you have accumulated. If you are B or E you are probably gonna find a quick way to come up with the necessary in-game resources to kit out a character. I got nothing on F, they exist, and they do things different than me. I am sure the Fs will figure something out and be able to have a character I/O'd how they want pretty quick.

    So, your basic premise is gone. But I aint done. What you are really saying is "You can only have one or two characters fully I/o'd perfectly. If you want to have a top notch character thats all you get. If its your main and you do not want to shatter it for the shineys suck it up and play a SO build.

    And lets play hardball now. Cause you obviously have not been playing the game I have. Have you ever noticed, say, somebody offering to sell in game currency by the billions? What do you think, they been spamming that crap in game forever and have made no money? Lets just pretend some people who play our game have used their services. I know it unthinkable, but I suspect based on the fact they will not stop spamming that they have had some small success. What do you think players do with the billions they buy? That's right. They buy I/Os. Wow, youre coming right along. Okay here's where we start to run now. The Devs could be getting all the money that is going to chinese prison guards (a lot of the farmers are actually prisoners, read a little once in awhile) and the players who want to throw buckets of money at the game could actually be giving it to NCSoft.

    Jeez, people irritate me when they have no clue about economics and logic.
    (golfclaps)

    That, sir, is an EPIC RANT.

    Well played.

    And yes, I am heartily sick of the RMT'rs, and it irritates me mightily that my beloved game is being suborned by Real Life Monsters.

    Just sell the stuff directly, Dev's, let the Slavers ply their wares elsewhere.
  12. mauk2

    TPN massive fail

    Hmmm.

    I have done a LOT of trials, and here's my Distilled Thoughts.

    I've run the TPN maybe...20 times? Never had an issue with it.

    HD is basically Max Headroom for Praetoria. He's important because he's willing to defy Tyrant's iron grip and show people the truth. (if you have layed Praetoria and know the Canon, this is a Big Freakin' Deal.) So you have to keep him alive when his station gets jacked, and not wreck his stuff, so he likes you, and more importantly, he shows you to the public in a good light. The Primals aren't really baby-eating monsters? Who knew!

    All the 'pointless running around' is keeping HD alive and then getting the story out. Very heroic 'new-age' storytelling. The Media Is Important! (feh)

    I'm not a fan of the mechanics, but I totally understand the story that drives those mechanics. I think they could have made it more linear, a running battle all the way across the Praetorian zone, with Maelstrom harrying your group the whole way, and it would work much better. But that's just me. (OMG, put the whole thing on the rooftops, how freakin'epic would that have been?)

    Mythology drives story. Story drives content. Content makes money.

    Of all the trials, and I've done all the live ones many times, my absolute favorite, by a WIDE margin, is the Underground. I love the 'dungeon crawl' aspect, I love the palpable way the scenery changes as you drive deeper in the Hamidon's SERIOUSLY alien realm, I love the mechanism of escorting and protecting Desdemona because it makes sense, I love the creepy bad guys and how they change as you get deeper and deeper, it's just a fantastically well written story wrapped up in a tremendous set of interesting and challenging mechanics.

    After the stupendous, knockout, good UG trial, I like the BAF next. Yes, it's been done to pieces, but the mechanics are neat, it's simple, the story flows smoothly...and the camel-toe jokes never get old for me.

    The Lambda is my next favorite, close on the heels of the BAF, due to the awesome and well-supported by story mechanics of that last fight with Marauder. Love it, Love it, Love it, love how he leaps around, preventing it from being a tank-n-spank. Also, the last line he mutters is simply the cherry on top.

    The MoM is very interesting, but I can't enjoy it too much because I have a personal bugaboo about cheater mechanics and that's got just a little too much of that crap for me. (Unresistable and psionic my rosy-red backside....) But it's all story supported, and the story progression is freakin' awesome. The best single part of that whole trial is Metronome. What a FANTASTIC character. I sincerely hope the 'Two Penelope's' and the their incorporeal boy-toys get a lot of attention, because that is some seriously mythic stuff right there.

    Remember, Myth->Story->content->money.

    I like the TPN less than MoM, see my thoughts above about it.

    Dragging along at the back of the pack is the Keyes, and it's a shame. I love Dr. Keye's rant and the story behind it all, omg that boy has some ISSUES, but mechanically, the trial itself is just a freakin' trainwreck. Lowering the utterly brutal zone-wide punishment helps a lot, but it's still just way too chaotic for me to enjoy it at all. The extensive use of cheaters also gripes me silly, but ehn, so it goes.

    So, to sum up:

    Run BAF/Lam/UG for your main trialing enjoyment, toss in a MoM if you can handle all the psionic and unresistable crap you get spammed with.

    Do the TPN if farming is your thing and story bores you, and avoid the damn Keyes like the plague.

    Simple!
  13. Quote:
    Originally Posted by Aggelakis View Post
    Correct. You only have access to the Invention system while you have an active license. The Invention system includes getting drops, crafting (including costume pieces and temporary powers), slotting invention enhancements, and utilizing invention enhancements (enhancement portion AND set bonuses).

    Active licenses are available from: 30 days from Paragon Market; completing Tier 7 of Paragon Rewards; and while subscribed regardless of Paragon Rewards level.

    http://paragonwiki.com/wiki/Invention_License
    huh!

    Well, now I know.

    (hugs VIP status)



    Just subscribe already, the game is awesome.
  14. Hmmm....

    Tanks, in general, have a heavy penalty on their attacks, in the form of globally lower DPE.

    Tankers should have their damage per endurance raised closer to parity, by lowering the End costs globally by roughly 20 percent.

    To illustrate:

    Pick an attack at semi-random. I choose fire sword, because it's used by three very different AT's off the top of my head, blasters, scrappers, and tankers.

    Here's the numbers, via Mid's, with Arcanatime:

    fire sword blaster

    dam 131.2
    end 10.19
    DPE= 12.875
    act 1.584
    DPA= 82.83
    rech 10s
    DPM= 787.2


    fire sword scrapper

    dam 110.9
    end 6.86
    DPE=16.16
    act 1.584
    DPA=70.01
    rech 6
    DPM= 1109


    fire sword tanker

    dam 72.96
    end 6.86
    DPE= 10.635
    act 1.584
    DPA= 46.06
    rech 6
    DPM = 729.6


    DPE is Damage done per End expended.
    DPA is Damage Done per activation time.
    DPM is Damage Done per Minute if you spam this power as fast as it recharges.

    Notice the blaster and scrapper have tradeoffs: Because of the long recharge the DPM is much lower for the blaster, even though the DPA is sky-high. On the Scrapper, the DPM is much higher due to lower recharge, but DPA is much lower.

    On the Tanker, it is firmly in last place.

    I would propose a global twenty percent reduction in Tanker End Costs.

    Thus, the Tanker Fire Sword becomes:

    dam 72.96
    end 5.49
    DPE= 13.289
    act 1.584
    DPA= 46.06
    rech 6
    DPM = 729.6

    Notice how this differentiates the Tanker's numbers. The DPE is now better than the blaster, as befits a dedicated melee toon, while the DPA remains much lower, as a nod to the blasters status as the Damage Archetype. The Scrapper is still the king of melee damage in this comparison, which is as it should be.

    (NOTE: I skipped brutes on purpose, because applying a standard 70 percent fury to their attacks yields numbers that are embarrassing to relate. Sorry.)
  15. Here, take a look at this, see what ya think.


    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Rebuild: Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Smite -- 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(31)
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(33), S'fstPrt-ResDam/Def+(43)
    Level 2: Shadow Maul -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Rchg(9), Sciroc-Acc/Dmg/EndRdx(11), Sciroc-Acc/Rchg(21), Sciroc-Acc/Dmg(45)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15)
    Level 6: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(7), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(25)
    Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19), Nictus-Acc/Heal(37), Nictus-Acc/EndRdx/Heal/HP/Regen(45)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(21)
    Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37)
    Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam/Rchg(23)
    Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam/Rchg(27)
    Level 18: Dark Consumption -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Rchg(29), Efficacy-EndMod/Rchg(37)
    Level 20: Consume -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Rchg(31), Efficacy-EndMod/Rchg(36)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40)
    Level 24: Blazing Aura -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(33), Oblit-%Dam(33), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48)
    Level 26: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(43), Mocking-Taunt/Rchg/Rng(43), Mocking-Taunt/Rng(46)
    Level 28: Burn -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(48)
    Level 30: Temperature Protection -- GA-3defTpProc(A)
    Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), GS-Acc/Dmg/End/Rech(34), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), GS-Acc/End/Rech(45)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(42)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(40)
    Level 41: Soul Drain -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(42), Erad-Acc/Dmg/Rchg(42)
    Level 44: Superior Conditioning -- P'Shift-End%(A), P'Shift-EndMod(46)
    Level 47: Physical Perfection -- Panac-Heal(A), Panac-Heal/EndRedux(50)
    Level 49: Super Jump -- Winter-ResSlow(A)
    Level 50: Reactive Radial Flawless Interface
    Level 0: Marshal
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    Level 0: Invader
    Level 50: Ion Core Final Judgement -- Empty(A)
    Level 50: Cimeroran Core Superior Ally -- Empty(A)
    Level 0: Kinetic Shield
    Level 50: Spiritual Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  16. Not a bad build at all!

    However...you slotted Unstoppable. (SHUDDER)

    I tinkered your sets and slotting a bit, your powers were just fine. See what ya think!


    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Apocalyptic Fury: Level 50 Mutation Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping

    Hero Profile:
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Resist Physical Damage -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(5), Aegis-ResDam(7), S'fstPrt-ResDam/Def+(7)
    Level 2: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(9), Aegis-ResDam/EndRdx/Rchg(11), GA-3defTpProc(13)
    Level 4: Hasten -- RechRdx-I(A), RechRdx-I(9)
    Level 6: Super Speed -- Winter-ResSlow(A)
    Level 8: Smite -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg(15), C'ngImp-Dmg/EndRdx(15), Zinger-Dam%(17), C'ngImp-Acc/Dmg/Rchg(17)
    Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(19), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Rchg(23)
    Level 12: Shadow Maul -- Erad-Acc/Dmg/EndRdx/Rchg(A), C'ngBlow-Dmg/EndRdx(13), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Rchg(25), C'ngBlow-Acc/Rchg(25), C'ngBlow-Acc/Dmg(27)
    Level 14: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam(29), RctvArm-ResDam/EndRdx/Rchg(29)
    Level 16: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), Nictus-Acc/Heal(33), Nictus-Acc/EndRdx/Heal/HP/Regen(33)
    Level 18: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(34)
    Level 20: Taunt -- Mocking-Taunt/Rng(A), Mocking-Acc/Rchg(34), Mocking-Rchg(40), Mocking-Taunt(42), Mocking-Taunt/Rchg(43), Mocking-Taunt/Rchg/Rng(43)
    Level 22: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
    Level 24: Dark Consumption -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Rchg(37)
    Level 26: Soul Drain -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), HO:Cyto(39), HO:Cyto(40), HO:Cyto(40)
    Level 30: Boxing -- Empty(A)
    Level 32: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(42)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(46), SW-ResDam/Re TP(46)
    Level 38: Unstoppable -- TtmC'tng-ResDam/Rchg(A)
    Level 41: Midnight Grasp -- Hectmb-Dmg/EndRdx(A), Hectmb-Dam%(42), Hectmb-Dmg/Rchg(43), Hectmb-Acc/Rchg(45), TotHntr-Acc/EndRdx(45), Hectmb-Acc/Dmg/Rchg(48)
    Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 50: Agility Core Paragon
    Level 50: Spectral Radial Flawless Interface
    Level 50: Cimeroran Core Superior Ally
    Level 0: Freedom Phalanx Reserve
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(37)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run



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  17. If you buy the Invention license for a month, craft/equip said inventions, and let the license lapse, do the IO's in your active toons cease working?

    I've seen this behavior reported and this seems odd to me.
  18. If all you care about are the numbers, brutes are better. Brutes have the largest melee performance envelope by a considerable margin. But I find brutes to have very little grace, or style. Simple SMASH is not very satisfying after a while.

    But scrappers? Scrappers have style, baby. It's not called 'brutelock' after all. Going all wild-eyed, dodging defeat with every second of the fight, chugging your whole inspiration tray, WINNING....then diving straight into the next spawn without pausing? That's scrapperlock, and it's awesome.

    And Tankers.... Well-played, tanks are the strategic masters of the battlefield. Tankers at the top end run fast but smoooth, baby. You're always on the go, but never in a rush, you're never frantic. It's all about calm maneuver, assessment of the situation, and driving the pace of conflict. Nirvana in combat, man.
  19. Quote:
    Originally Posted by MikeRobe View Post
    Doesn't matter, the IO license is a monthly renewable one... without maintaining that they deactivate.
    So, IO's you've crafted, slotted, and are using in your toon...magically stop working?

    Are you certain of this behavior?

    Or is it simply that you can no longer activate the crafting benches?
  20. Quote:
    Originally Posted by BrandX View Post
    Except those lower tier freemies!
    How much is a market license for a month?
  21. Hmmm.

    The 'heavy weapon' sets, Broadsword and Battleaxe. They are saddled with Lethal Damage and weapon redraw, as well as long animations, and are frankly eclipsed by Mace, Katana, and most of the non-weapon melee sets.

    Broadsword should get a set of unique animations, hopefully based upon Lichtenaur School maneuvers.

    http://www.myarmoury.com/feature_arms_gls.html

    In addition, add Bleeding damage to all the single target attacks in BS. The number of ticks can be adjusted as required for balance. Alternately, change Buildup to a Mordstreich power, that boosts damage similarly to Fiery Embrace, except with the more heavily resisted Lethal damage.

    Battleaxe animations are actually quite good for that weapon, so leave those alone. Raise the number of targets for Pendulum to 10, and add Bleeding to the single target attacks, the number of ticks, again, adjusted as you like.


    In more general terms, to make damage dealers more attractive versus buff/debuffers, raise the damage caps of damage classes by some amount, dependent upon the AT. For example, tanks/scrappers/stalkers 100 percent, blasters 150 percent, etc, etc.
  22. All good advice! Allow me to explain my reasoning.


    Quote:
    Originally Posted by DSorrow View Post
    In general it is a good build, there are only a few things I'd change and most of them are just matters of preference.

    1: Hecatomb in Parry? I'd put that in Hack unless you use Parry more often than Hack. This only to give the Hecatomb proc more chances to deal the extra damage.
    I consider bs/inv a superb 'strong/strong' defense build. It is literally ridiculous how tough this is, and that's kind of the point. That said, I want to make it 'worth it' to spam parry like a wild man, and thus the hecatomb proc there. After all, it animates as fast as any BS attack and recharges way faster. So if you hit it every time it's up, you get more chances for the proc, AND get melee/lethal waaay over the iCap.

    It's naked damage bribery to keep your defenses up.

    Quote:
    2: No Build Up? While it isn't a must have, I consider it something more than "nice to have" because it does help your spike damage and DPS. Lose either Hover or Afterburner for this and move the LotG into Parry.
    I have no arguments with this. I put in Afterburner because it might be nice to be THAT FAST, but Build Up/Headsplitter/Disembowel/Whirling Sword is glorious indeed. It mildly lowers the damage bribery in Parry, but not so much.

    Flip a coin as to which you prefer.

    Quote:
    3: I'd swap the Aegis for something else, F/C damage isn't very common and most of the time F/C attacks have a S/L component in them.
    True, but F/C is a mild weakness for this build, and three Aegis also have very competitive enhancement percentages.

    Quote:
    4: 3 slotting LotGs is a waste, you're at capped HP anyway with accolades and perma Dull Pain. I would also swap the fourth LotG from Weave into a Kismet +ToHit. 9% Acc <<<<< 6% ToHit.
    Yes, this build is hitpoint rich, but I consider that a good thing. While many people run DP perma, which is easy with this build, many others save DP for an oops button, in which case having the extra hits 'just walking around' is useful. Plus, again, 3 or 4 LoTG's have very attractive enhancement percentages.

    As for the Kismet, with three Cyto's in Invincibility, it's above or close to the to-hit cap vs +4's with only one foe in range, and the chances to hit skyrocket in a crowd. I don't see much use for a Kismet except in the most extreme debuff situations, in which case the extra six percent is unlikely to make much difference.

    Still, all good advice, and worth taking note of.
  23. Tossing this up, see what folks think.

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    babe's toon: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(9), GS-Acc/Dmg/End/Rech(15), GS-Acc/End/Rech(43)
    Level 1: Resist Physical Damage -- GA-3defTpProc(A), Aegis-ResDam(31), Aegis-ResDam/Rchg(36), Aegis-ResDam/EndRdx(37)
    Level 2: Slice -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(3), Erad-Dmg/Rchg(5), Erad-Acc/Rchg(9), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Dmg/EndRdx/Rchg(43)
    Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(50)
    Level 6: Dull Pain -- Panac-Heal(A), Panac-Heal/EndRedux(7), Panac-EndRdx/Rchg(31), Panac-Heal/Rchg(34), Panac-Heal/EndRedux/Rchg(48)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(46)
    Level 10: Parry -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(11), Hectmb-Dmg/Rchg(11), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Acc/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(42)
    Level 12: Fly -- Winter-ResSlow(A)
    Level 14: Boxing -- Empty(A)
    Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 18: Whirling Sword -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Dmg(19), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(43)
    Level 20: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(40)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(40)
    Level 26: Disembowel -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29), GS-Acc/Dmg/End/Rech(29), GS-Acc/End/Rech(42)
    Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(39), HO:Cyto(40)
    Level 30: Resist Elements -- Aegis-Psi/Status(A), Aegis-ResDam(39), Aegis-ResDam/EndRdx(45)
    Level 32: Head Splitter -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(33), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), FotG-Acc/Dmg/End/Rech(34)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(45)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), RgnTis-Regen+(48), P'Shift-EndMod(48)
    Level 47: Hover -- LkGmblr-Rchg+(A)
    Level 49: Afterburner -- LkGmblr-Rchg+(A)
    Level 50: Spiritual Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Reactive Radial Flawless Interface
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46), Numna-Heal(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  24. Quote:
    Originally Posted by Santorican View Post
    There are still reasons to slot HOs over IOs, Cytos are better than all Def/End IOs.
    Indeed. Every Invuln toon I roll gets three Cyto's in Invincibility.


    Perfection!
  25. Quote:
    Originally Posted by Blue_Centurion View Post
    Okay, I actually rarely plan these. But I got a theme and I'm on a roll. For me new Elec/Elec/Mu Madness I am trying to stay on theme. Please give feedback on choices.

    Alpha. Leaning towards Spiritual Core. More Recharge is always good, maybe even better on this build than most, since there are heal and end mgt tools in the armors. Could also go for Musculature Core.
    Spiritual, max recharge + healing makes Energize ever-so-much better.



    Quote:
    Judgement. Ion of course, theme. Radial Final gives -Recovery to enemies. Cruel yet fun with all the rest of the drains. Core Final hits moah targets. Heavily leaning to Radial.
    Nah, go Core, max targets. Keep the AOE carnage alive. As a thought, given the pulse-damage nature of the build, Musculature boosts the already stunning damage of the maxed Ion to ridiculous levels. And incredibly, Built-Up Lightning Rod STILL hits harder.

    Ah, lightning rod, how I adore thee....


    Quote:
    Interface: Preemptive Core Flawless. Wow, was that an easy decision.
    No, I'd go with one of the +damage procs, choose the one you like best. (I usually go with the reactive 75 percent fire.)


    Quote:
    Lore. Really on the fence here. Not really Arachnos theme, and there are no Mu there anyways. I saw a chart about top damage dealers. phantom seem innocuos (I hope, I couldnt see pictures of any) and among the top damage dealers. So I picked Phantom Core Superior. I think it's obvious I could be talked into another choice.
    If you are mechanically based the War Walkers are very good. Otherwise, polar lights, they do decent damage, decent AOE, decent buffs, and are practically invisible, so I can just ignore them.


    Quote:
    Destiny: Barrier Core. I am coming off Brutes and Tanks, and there will be many times I act like one I am sure. This gives me a little more ability to pull that off. I could be talked into say, Ageless, with a decent argument.
    Barrier all the way.