mauk2

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  1. Quote:
    Originally Posted by Smersh View Post
    My Invulnerability tanker will be able to drop tough and, potentially, the entire Fighting pool. Might spec into Leadership instead. Or possibly the new upgraded Presence pool.

    Copied from live, he had 65% resists to fire and cold.

    I'd say that there are benefits to invulnerability tankers in I24, yes.

    You're willing to give up weave? How will you make up that massive loss of defense? iCap is 59 percent, that's non-trivial to reach on an Invuln.
  2. Quote:
    Originally Posted by Cryosteel View Post
    Ok, I've tried everything I can think of and I can't get haste past 81.5% with the powers I selected. I could probably get a little more changing a few powers but not much more than 87%. I know this build doesn't have Frozen Armor, so you probably think I'm nuts, but I just hate looking at it. Is the reason you get to 170% because of enr specific things like being able to slot the force feedback procs? How does this build look? Trying to balance defense and recharge, but I just don't know where to get other slots from.
    Turn on hasten in MID's. Click on the power bar, so the little green dot turns on. Then check your totals, you'll be much more pleased.

    Hasten is 70 percent recharge, and on your build, if you take the proper incarnate powers (Spiritual), you can get close to or even achieve perma-hasten.

    Power pool customization is coming soon, and I believe that you will be able to turn off the blocky ice coating graphic.

    For the record: Purples are way cheaper than they used to be, but they're still not inexpensive. May I recommend you check out Organica's excellent '30 days to awesome' threads in the market forums for ways to make all the influence you'll ever need to easily afford anything you want.

    EDIT: BTW, love that name, and am jealous you have it.
  3. I have an ancient inv/axe toon that I love to pieces. Every new shiny, he gets first.

    However....

    I have been looking at the new I24 IO changes. The bonus +resist is awesome, awesome, awesome, and way overdue. IO's should have been built like this from the beginning.


    However.....

    Invuln tankers seem to gain very little, if anything, from the changes.

    My thinking: Invuln's claim to fame is that it is the second best at everything. The one place where invuln is truly excellent is in smash/lethal resistance. It's pretty darn easy to cap S/L on an invuln.

    And that's a nice perk! It's good to be S/L capped.

    But....

    This means that S/L IO resist bonuses don't mean anything to an Invuln. They're wasted. But on my builds, because of the way the S?L bonuses are allocated compared to the E/N or F/C resists, it is...awkward....to try and shore up an Invuln's weak spots.

    I mean, it's pretty simple to S/L cap a FIRE tanker with these changes. Dark, electric, heck, even WP can get capped S/L. Suddenly, Invuln's only bright spot isn't so bright.


    Has anyone else noticed this?

    More importantly, do we have to completely rebuild our Invuln's from the ground up in order to gain much benefit from these changes?

    If so, how would people go about it?
  4. mauk2

    Tanks vs Brutes

    Quote:
    Originally Posted by TheBruteSquad View Post
    Tankers are not broken. They're superfluous. That's almost worse.
    Indeed, this is accurate.

    The new IO changes, while super-awesome and I LOVE THEM, have the side effect of making this worse.

    Bonus resistance from IO's is a flat bonus to all AT's. This means that the added resistance improves brutes more than any other AT. Reasoning: Brutes have high caps but low power mods. A flat bonus helps them more than any other AT, because they need bonuses to excel, and can accept more bonuses than anyone else.

    I have a claws/inv brute that is...incredible. Love it, devs, love it!

    Tanks need something, scraps need something. Stalkers and blasters have been re-tooled to give them a lot of added viability. But there's no reason to play any aggro-holding melee toon aside from a brute right now.

    Brutes are better.

    Now, there is a huge threadful of tanker improvement ideas stickied in the tanker forum, I'm hoping the Dev's will examine that and give the other two melee archetypes something.
  5. Quote:
    Originally Posted by Nethergoat View Post
    never pull ANYTHING before a 2xp weekend.
    I have been busy with RL and not marketing too much, but I did hop on and craft/list around 50 items in my favorites niches, at stupidly high pricepoints, just to be sure there was stuff available to soak up the demand.



    I'm altruistic!
  6. mauk2

    /Invulnerability

    Quote:
    Originally Posted by fallenz View Post
    Check out the I24 beta. You will be happy with some the changes to /Invulnerability with the IO set changes.
    Happy?

    Oh yes.

    Of course, this makes brutes...better. WAY better.

    For example, the build I posted above? Copied to Beta, it has 90 percent S/L resists on top of everything else.

    YES, PLEASE.
  7. Quote:
    Originally Posted by Organicide View Post
    This is an all out attack aganist the cottage rule and I personally feel violated as a 6 year vet. For LITERALLY years I've been perfecting my build to minimize debt incurred via defeats. It's not just the time I've sunk into my toons but the hundreds of influence I've burned collecting the needed recipes, salvage etc. to put them together. I will fight these unfair and frankly game ruining changes tooth and nail.
    ....uhm.


    Are you serious?

    Every IO change I've seen so far is a straight-up buff.

    This gives us more choices in builds, but in no way invalidates or weakens any old build.
  8. Quote:
    Originally Posted by Jack_NoMind View Post
    And I was referring to how it isn't. 90% resistance definitely mitigates 90% of incoming damage of the appropriate type regardless of relative level or tohit buff. 45% defense mitigates 90% of damage against most even-level minions, fullstop.

    Or in an obvious literal example, you don't need to add 28% more Resistance to hit the Incarnate Resist Cap.
    Which is handily offset by the fact that a missed attack applies no debuffs.

    If the bad guys hit you with enough mezzes, they will break through even a tanks mitigations, and faceplant follows very quickly.

    Probably the most egregious example of this right now are the Olympian Guards in the UG trial.
  9. Quote:
    Originally Posted by Bloodspeaker View Post
    I think I'll wait and see what happens, rather than waste time with idle speculation.
    Have you logged onto beta yet?

    This IO change is.... Wow.
  10. Quote:
    Originally Posted by Granite Agent View Post
    The big question is: what happens to Impervious Skin 7.5% mez resist?
    I just logged off the beta server.

    Good things happen to it. Very good things indeed.
  11. mauk2

    Scrapper Love

    Quote:
    Originally Posted by Jabbrwock View Post
    On the subject of chainsaws, I still want a Rocket Propelled Chainsaw as an option in at least one blast set or ancillary pool.
    I've always thought a 'Mad Science' epic pool would be super fun.


    Powers:

    Mad Laughter: Sonic version of Dark Obliteration, AOE attack, -Res

    RISE, IGOR: Resurrect/buff fallen friend

    Rocket Chainsaw: Vanilla lethal Ranged attack, but with a cool animation and sound effects. (I was gonna say lightning bolts, but Rocket Chainsaw is sooooo much better.) Hell, maybe make it a snipe, with the snipe changes, they're actually pretty cool.

    Serve Me Even In Death!: Summons pets, which have the appearance of whatever foe you're fighting, requires a defeated bad guy, up to eight if you have enough bodies. If can't use the same skin, then make them the zombies from the halloween zone apocalypse event.

    IT'S ALIVE!: Summons an EB level bad guy, uses a smaller version of the monster model from the Halloween mansion event. You know, the big one with the pegleg.

    Sort of the 'pet summoning' epic pool. I think it'd be fun.
  12. http://boards.cityofheroes.com/showt...61#post4333761


    Well, it seems that the dev's are FINALLY ditching the amazingly useful '2 percent debt protection' and '3 percent mez' bonuses for.....

    Bonus Resistance! (and some status resist)

    We do not have percentages yet, but this is likely to alter heavily the calculus of build tradeoffs. If the resistance percentages are tiny(.1 percent or similar idiocy) then little changes.

    But if they are substantial (2 percent, 5 percent) then this suddenly becomes a BIG DEAL.

    Thoughts? Any information on bonus sizes?

    Bueller?
  13. (golf claps)

    A nice display, good sir, but without the monocle and cup of tea made from tears, it just won't do.
  14. Quote:
    Originally Posted by Warkupo View Post
    I don't see Touch of Death becoming more popular, somewhat regardless of what new thing it gets (unless it's inappropriately awesome, like +10% to global recharge or something like that) simply because six slotting for Touch of Death puts the power in a weaker position than four slotting for Kinetic Combat and then filling up Kinetic Combats' weaknesses with more level-appropriate IO's or HO's.
    Unless you +5 the ones that matter.
  15. Excellent.

    I can remember, waaaaaaaay back when the game first came out, that if you had 640,000 influence you were, like, RICH.

    Things have certainly changed.
  16. mauk2

    Scrapper Love

    Quote:
    Originally Posted by Mad Grim View Post
    Nunchucks would have to have a high self-damage rate.

    After all, they're almost as dangerous to the enemy as to you.
    NC/Inv.

    Self-damage? I'M INVULNERABLE.

    (Cue Mad Laughter....)
  17. I have often camped a door solo on my fire/fire tankers, and with a bit of confuse support and my pets out, can handily hold a door.

    If a tanker can do it, as long as you avoid the confuse, a blaster should do it easily.
  18. The classic 'make any team a success' toon is the cold/sonic defender. The ice shields are easy for people to see and potent enough that they will come back to you for a recast, all on their lonesome.

    The sonic blasts ALL have resistance debuffs, so you can get yer blast on without guilt. I find screech, siren's song, and shockwave not too useful on teams: AOE debuffs are best left to the almighty sleet, and cones are hard to use in fluid situations.

    Dreadful wail.... once the crash is gone, I may hafta revisit a toon or two.

    You have wonderful utility in Heat Loss, which keeps the whole team full on endurance. Many pugs fail due to blue starvation, and heat loss fixes that wonderfully.

    Frost Works turns brutes into Tanks, and toughens up Scrappers wonderfully. If only it was AOE....

    And last, you have the nice 'crowbar' debuffs, infrigidate, sleet, and the mighty Benumb.

    Sleet is beastly, debuff and mitigation up every spawn. Infrigidate does not get enough love, the slow really helps on hard targets, and it can stop runners. Benumb.... Ahh, benumb. Just throw it on every toughy you see, it'll all work out.
  19. Quote:
    Originally Posted by Hejtmane View Post
    Yes you had 5 slotted damage and perma unstoppable
    No, actually, I never went for the perma-unstoppable trick. Way too nerve-wracking. I just had Invincibility six slotted, 4 defense, 2 end reduction.

    That was literally all you needed for anything less than +8's.


    Ahhhh, glorious.....
  20. Quote:
    Originally Posted by Hopeling View Post
    Some comfort that is to my BS/Inv, especially since he was created long before Shield even existed
    One of my first three toons was a bs/inv. OMG, that toon was a MONSTER back in those days. Players now have no idea.

    I deleted it after the third round of invuln and scrapper nerfs, and have never regretted it.
  21. I actually have one of these, and can attest: It's a LOT of fun.

    However, they are not the best farm builds out there: DM is REALLY biased toward single target, and burn, while awesome, can only do so much.

    That said, your build is not bad, it will play 'okay'. I saw some tweaks I'd do if I were you.

    I did not mess heavily with your power selections, although the stealth pool is a bit less exciting on a melee toon. That said, I got you to within softcap striking distance for S/L. With the debuffs from dark melee, you will have lots of defense.

    Notes:

    ALWAYS keep soul drain up and as saturated as possible. Without it, your two end drain powers WILL MISS and you will be a sad puppy.

    You will need to use your end drains a lot: This build burns endurance like kerosene. Luckily, you have two of them and they're both awesome. The big issue is missing things with them, so keep Soul Drain up and loaded.

    Damage: This build does stupid amounts of single target. Dark Obliteration is your opener, because it debuffs them to stack with your defenses. Ignore minions: They evaporate in your damage aura and the occasional burn patch.

    I find I have to hit soul drain as the very first thing I do when I hit a fresh spawn: Waiting even a few seconds means the minions drop and your soul drain is gimp for the next thirty seconds.

    Siphon Life is used ALL the time. Healing Flames is up every ten seconds, and in a hard spawn, that will feel like a geological age.

    You have no kb protection. You will rapidly come to hate this. I put 4 points on it, i find this is usually 'enough' to make playing fun, YMMV.


    Here's the build I tinkered:


    Villain Plan by Mids' Villain Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Dark Melee Fiery Aura: Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(37), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(3), Aegis-ResDam(3)
    Level 2: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-%Dam(9)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(15), Dct'dW-Rchg(19)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(21)
    Level 8: Siphon Life -- SBrutesF-Rech/Fury(A), SBrutesF-Acc/Dmg/EndRdx/Rchg(23), SBrutesF-Acc/Dmg/Rchg(23), SBrutesF-Acc/EndRdx/Rchg(37), SBrutesF-Dmg/Rchg(37)
    Level 10: Temperature Protection -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(13)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(17), Aegis-ResDam/EndRdx/Rchg(17)
    Level 18: Dark Consumption -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(19)
    Level 20: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(21)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(36)
    Level 26: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(36)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(50)
    Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(33), Mocking-Acc/Rchg(33), Mocking-Taunt/Rng(33), Mocking-Rchg(34)
    Level 32: Midnight Grasp -- Hectmb-Dmg/EndRdx(A), Hectmb-Dam%(40), Hectmb-Dmg/Rchg(43), Hectmb-Acc/Dmg/Rchg(43), Hectmb-Acc/Rchg(46)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
    Level 41: Gloom -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(42), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(43)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Stealth -- LkGmblr-Rchg+(A)
    Level 49: Invisibility -- LkGmblr-Rchg+(A)
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(11)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(9), P'Shift-End%(11)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Agility Core Paragon
    Level 50: Reactive Radial Flawless Interface
    ------------



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  22. Heh, BY dummies, hilarious.


    Anyway, good luck! Stalkers are a ton of fun these days, so have a blast with it!
  23. Organica = Awesome


    I got the bulk of my cash doing bullet-headed PVP farms, mass AE tickets, and low-end mass crafting.

    Your skill humbles me. Well played.
  24. If you want a real 'all-rounder' then may I recommend fire/wp/soul. It is...astonishing.

    (Looks for build)


    Here's very close to what I run on live:

    Villain Plan by Mids' Villain Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Doctor Caustic_I22_1: Level 50 Science Brute
    Primary Power Set: Fiery Melee
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(7), GS-Acc/Dmg/End/Rech(13), KntkC'bat-Dmg/EndRdx(15), GS-Acc/End/Rech(39)
    Level 1: High Pain Tolerance -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(5), Numna-Heal(34), Numna-Heal/EndRdx(40), Numna-Heal/Rchg(45)
    Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(34), GS-Acc/End/Rech(37), GS-Acc/Dmg/End/Rech(43)
    Level 4: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(19)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50)
    Level 8: Incinerate -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx(11), GS-Acc/Dmg/End/Rech(40), KntkC'bat-Acc/Dmg(21), GS-Acc/End/Rech(46)
    Level 10: Indomitable Will -- LkGmblr-Def/EndRdx(A), Ksmt-ToHit+(11), SW-ResDam/Re TP(19), LkGmblr-Rchg+(43)
    Level 12: Boxing -- Empty(A)
    Level 14: Tough -- GA-3defTpProc(A), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx(17), S'fstPrt-ResDam/Def+(23), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 16: Rise to the Challenge -- Mrcl-Rcvry+(A), Mrcl-Heal/EndRdx(17), Mrcl-Heal(27), Mrcl-Heal/Rchg(29)
    Level 18: Super Jump -- Winter-ResSlow(A)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(21)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(25), LkGmblr-Def/EndRdx/Rchg(36)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(43)
    Level 26: Fire Sword Circle -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Dmg(34), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(50)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33)
    Level 32: Greater Fire Sword -- SBrutesF-Rech/Fury(A), SBrutesF-Acc/Dmg/EndRdx/Rchg(33), SBrutesF-Acc/Dmg(33), SBrutesF-Dmg/Rchg(39), SBrutesF-Acc/Dmg/Rchg(40), SBrutesF-Acc/EndRdx/Rchg(42)
    Level 35: Gloom -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(36), Apoc-Dmg/Rchg(36), Apoc-Acc/Dmg/Rchg(37), Apoc-Acc/Rchg(37), GJ-Acc/End/Rech(39)
    Level 38: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(48), Numna-Heal/Rchg(50)
    Level 41: Dark Obliteration -- SipInsght-Acc/ToHitDeb(A), Ragnrk-Dmg/EndRdx(42), Ragnrk-Dmg(42), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(46), Ragnrk-Acc/Rchg(48)
    Level 44: Strength of Will -- ResDam-I(A)
    Level 47: Build Up -- AdjTgt-ToHit/Rchg(A)
    Level 49: Taunt -- Mocking-Taunt/Rchg/Rng(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTis-Regen+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27)
    Level 4: Ninja Run
    Level 50: Spiritual Core Paragon
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Reactive Total Radial Conversion
    ------------



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  25. Just as a point of order:

    Electric/Shield is about to get a GIANT boost from PPM procs.

    Gaussian's proc is going from appallingly bad to godlike, when slotted in Buildup.

    This is a BIG BOOST to all melee nuke builds built for pulse damage, of which the most extreme is, of course, electric/shield.


    Elec/sd was FOTM for a loooong time because it was just that awesome. The fix to shield charge took a bit of the shine off that lily, but this PPM change? SO buts it back.

    Double Build Up on Lightning Rod, stacked on top of AAO?

    YES PLEASE.


    Can scappers and blasters pretty please have higher damage caps, oh mighty Dev's?