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Siderous

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  1. Here is my guy tweak or use for ideas. He is very strong and can solo almost anything 4/8 as long as you don't get ahead of aggro management. I wanted to put in the purple confuse set, but just didn't like what I had to give up. Oh and Perma PA and chrono shift. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Sarrith: Level 50 Magic Controller Primary Power Set: Illusion Control Secondary Power Set: Time Manipulation Power Pool: Sorcery Power Pool: Speed Power Pool: Leadership Ancillary Pool: Primal Forces Mastery Hero Profile: Level 1: Blind -- Lck-Acc/Hold(A), Lck-%Hold(42), NrnSht-Dam%(42), GhsWdwEmb-Dam%(42), Apc-Dam%(43), GldJvl-Dam%(43) Level 1: Time Crawl -- ImpSwf-Acc/Slow(A) Level 2: Temporal Mending -- Prv-Heal(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(3), Prv-Heal/Rchg(5), Prv-Heal/Rchg/EndRdx(5), Prv-Absorb%(15) Level 4: Time's Juncture -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(15), DarWtcDsp-ToHitdeb/Rchg/EndRdx(37), DarWtcDsp-Rchg/EndRdx(40) Level 6: Flash -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(7), BslGaz-Rchg/Hold(7), BslGaz-EndRdx/Rchg/Hold(13) Level 8: Deceive -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(9), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(9), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(11), SprWiloft-Rchg/Dmg%(11) Level 10: Superior Invisibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(13) Level 12: Mystic Flight -- Srn-EndRdx(A) Level 14: Group Invisibility -- LucoftheG-Def/Rchg+(A) Level 16: Distortion Field -- ImpSwf-Dam%(A), NrnSht-Dam%(17), GhsWdwEmb-Dam%(17), UnbCns-Dam%(23), GldNet-Dam%(23), Lck-%Hold(36) Level 18: Phantom Army -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(19), CaltoArm-Dmg/EndRdx(19), CaltoArm-Acc/Dmg/Rchg(21), CaltoArm-EndRdx/Dmg/Rchg(21), SlbAll-Acc/Rchg(37) Level 20: Time Stop -- Lck-Acc/Hold(A), Lck-%Hold(43), NrnSht-Dam%(45), GhsWdwEmb-Dam%(45), GldNet-Dam%(45) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(25), RedFrt-Def/Rchg(25), RedFrt-EndRdx/Rchg(27), RedFrt-Def/EndRdx/Rchg(27), RedFrt-Def(29) Level 26: Spectral Terror -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(34), DarWtcDsp-ToHitdeb/Rchg/EndRdx(36), DarWtcDsp-ToHitDeb/EndRdx(36), SprOvrPrs-Rchg/Energy Font(46) Level 28: Farsight -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(29), RedFrt-Def/Rchg(31), RedFrt-EndRdx/Rchg(31), RedFrt-Def/EndRdx/Rchg(31), RedFrt-Def(33) Level 30: Assault -- EndRdx-I(A) Level 32: Phantasm -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(33), CaltoArm-Dmg/EndRdx(33), CaltoArm-Acc/Dmg/Rchg(34), CaltoArm-EndRdx/Dmg/Rchg(34) Level 35: Vengeance -- LucoftheG-Def/Rchg+(A) Level 38: Chrono Shift -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(39), DctWnd-Heal/EndRdx/Rchg(39), NmnCnv-Heal/EndRdx/Rchg(39), PrfShf-EndMod(40), PrfShf-EndMod/Rchg(40) Level 41: Slowed Response -- ShlBrk-Acc/DefDeb(A), ShlBrk-DefDeb(48), ShlBrk-%Dam(48), TchofLadG-%Dam(50), AchHee-ResDeb%(50) Level 44: Conserve Power -- RechRdx-I(A) Level 47: Temp Invulnerability -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(48) Level 49: Power Boost -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Containment 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: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(46), Pnc-Heal/+End(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46) Level 50: Musculature Radial Paragon ------------
  2. Thanks for the reply. On teams I find myself just debuffing, with bonfire and flash fire thrown in and sometimes switching to the two holds to lock a boss. I'm almost thinking on just playing a defender as a TA since my controls aren't being used much anyways. I like your ideas on slotting. Especially with not worrying about perma hasten. I was thinking the same for Hot Feet. I like the idea of it but its just not practical for this set up. If I continue to 50+ I think I will stick to Musculature like you are saying. Thanks for the reply.
  3. So the below build I have been working on as I level up my new controller, currently 36. In the build I have hit the soft cap on S/L E/Ne and Ranged. What Im not sure on, is what I should take for incarnates. Agility gives me perma hasten and pushes the defenses up 2%ish, while giving a little bit to help with end issues. However, it does affect my DPS of Char with its procs due to its already fast recharge. It barely affects procc'e Ice Arrow. I have thought about removing the procs and going with Apocalypse set on char for the flat damage and the recharge bonus. I'd push the recharge enhances on hasten to +++ to get perma hasten. Char damage would be lower but more consistant. My range def would drop 1.8% and without agility be below 45%, but most of my defense is late build anyways. With Musculature, I can get of course more damage and the end mod and keep things the way they are in the build but not have perma hasten. Not sure if it is needed, but I usually like having it especially on sets with long recharges. Though again, it is only a few seconds of it being down. Really like the updates to TA and how more versitile it has become. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Hiyumi: Level 50 Science Controller Primary Power Set: Fire Control Secondary Power Set: Trick Arrow Power Pool: Speed Power Pool: Concealment Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Char -- BslGaz-Acc/Hold(A), BslGaz-Slow%(3), GldJvl-Dam%(3), Apc-Dam%(5), GhsWdwEmb-Dam%(5), GldNet-Dam%(50) Level 1: Entangling Arrow -- EnfOpr-Acc/Rchg(A) Level 2: Fire Cages -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(7), Artl-Acc/Dam/Rech(9), Artl-Acc/Rech/Rng(9), Artl-End/Rech/Rng(11) Level 4: Flash Arrow -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(13), CldSns-Acc/Rchg(15), CldSns-ToHitDeb/EndRdx/Rchg(15), CldSns-Acc/EndRdx/Rchg(17), CldSns-%Dam(17) Level 6: Super Speed -- Clr-EndRdx(A) Level 8: Hot Feet -- Arm-Dmg(A), Arm-Dmg/EndRdx(19), Arm-Acc/Dmg/Rchg(19), Arm-Acc/Rchg(21), Arm-Dam%(21) Level 10: Ice Arrow -- BslGaz-Acc/Hold(A), BslGaz-Slow%(23), UnbCns-Dam%(23), NrnSht-Dam%(25), GhsWdwEmb-Dam%(25) Level 12: Flashfire -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(27), SprWiloft-EndRdx/Rchg(27), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(29), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(29), SprWiloft-Rchg/Dmg%(31) Level 14: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def/Rchg(31), LucoftheG-Def(33) Level 16: Poison Gas Arrow -- CaloftheS-Acc/Rchg(A), CaloftheS-EndRdx/Sleep(33), CaloftheS-Acc/EndRdx(33), CaloftheS-Sleep/Rng(34), CaloftheS-Acc/Sleep/Rchg(34) Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(34), BslGaz-Acc/EndRdx/Rchg/Hold(36), BslGaz-EndRdx/Rchg/Hold(36) Level 20: Glue Arrow -- ImpSwf-EndRdx/Rchg/Slow(A) Level 22: Kick -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(36) Level 26: Bonfire -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(37), PstBls-Dmg/Rchg(37), PstBls-Dmg/Rng(37), PstBls-Acc/Dmg/EndRdx(39), SuddAcc--KB/+KD(39) Level 28: Disruption Arrow -- RechRdx-I(A) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39), LucoftheG-Def(40), LucoftheG-Def/Rchg(40) Level 32: Fire Imps -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(40), ExpRnf-Dmg/EndRdx(42), ExpRnf-Acc/Dmg/Rchg(42), ExpRnf-EndRdx/Dmg/Rchg(42), ExpRnf-+Res(Pets)(43) Level 35: Oil Slick Arrow -- Rgn-Dmg(A), Rgn-Dmg/Rchg(43), Rgn-Acc/Dmg/Rchg(43), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(45) Level 38: EMP Arrow -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-Rchg/Hold(46), BslGaz-EndRdx/Rchg/Hold(46) Level 41: Hasten -- RechRdx-I(A), RechRdx-I(46) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def(48), LucoftheG-Def/Rchg(48) Level 47: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def(50) Level 49: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Containment 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: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(11) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(13) Level 50: Musculature Radial Paragon ------------
  4. My first Live toon was Siderous Claws/SR day one of CoH. Played until I left right before free to play. Came back the last month before server shut down on free to play and found him not able to use the purple sets that I had. (Same with my Dark Dark Defender, the only other toon I played, Dark Convoker) Loved Sid. I have made a few of Siderous toons on HC but not as Claws/SR. Just wanted to try something else. I even planned on trying Claws/Bio for the next patch, but decided to just go back to SR. So I made my Orginal Siderous again. Though this time I will be teleporting around instead of super jumping. I had a good idea after reading a bunch of Bill's posts on what I wanted to do, but after looking at this last build I used some of its ideas to refine what I wanted, leaving some room adjustments for the teleport changes coming. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Siderous: Level 50 Mutation Scrapper Primary Power Set: Claws Secondary Power Set: Super Reflexes Power Pool: Teleportation Power Pool: Fighting Power Pool: Speed Power Pool: Concealment Ancillary Pool: Body Mastery Hero Profile: Level 1: Strike -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(3), SprCrtStr-Acc/Dmg/Rchg(3), SprCrtStr-Dmg/EndRdx/Rchg(5), SprCrtStr-Acc/Dmg/EndRdx/Rchg(5), SprCrtStr-Rchg/+50% Crit(7) Level 1: Focused Fighting -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(7), RedFrt-EndRdx/Rchg(9), RedFrt-Def/EndRdx/Rchg(9), RedFrt-Def(11), RedFrt-EndRdx(11) Level 2: Slash -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(13), Hct-Acc/Rchg(13), Hct-Dmg/EndRdx(15), Hct-Dam%(15), AchHee-ResDeb%(17) Level 4: Focused Senses -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(19), RedFrt-EndRdx/Rchg(21), RedFrt-Def/EndRdx/Rchg(21), RedFrt-Def(23), RedFrt-EndRdx(23) Level 6: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25), LucoftheG-Def(25), LucoftheG-Def/Rchg(27) Level 8: Follow Up -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(27), SprBlsCol-Acc/Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/Rchg(29), SprBlsCol-Dmg/EndRdx/Acc/Rchg(31), GssSynFr--Build%(31) Level 10: Spin -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(33), FuroftheG-ResDeb%(34) Level 12: Practiced Brawler -- RechRdx-I(A) Level 14: Teleport Foe -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(48), BlsoftheZ-Travel/EndRdx(50) Level 16: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34), LucoftheG-Def(34), LucoftheG-Def/Rchg(36) Level 18: Focus -- SprScrStr-Acc/Dmg(A), SprScrStr-Acc/Dmg/Rchg(36), SprScrStr-Dmg/EndRdx/Rchg(36), SprScrStr-Acc/Dmg/EndRdx/Rchg(37), SprScrStr-Rchg/+Crit(37) Level 20: Kick -- Empty(A) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(37) Level 24: Quickness -- Run-I(A) Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39), LucoftheG-Def(39) Level 28: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39), LucoftheG-Def(40), LucoftheG-Def/Rchg(40), Ksm-ToHit+(40) Level 30: Teleport -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(42), BlsoftheZ-ResKB(42) Level 32: Shockwave -- Rgn-Dmg(A), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(43), Rgn-Acc/Rchg(43), Rgn-Dmg/EndRdx(43), SuddAcc--KB/+KD(45) Level 35: Evasion -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(45), RedFrt-EndRdx/Rchg(45), RedFrt-Def/EndRdx/Rchg(46), RedFrt-Def(46), RedFrt-EndRdx(46) Level 38: Conserve Power -- RechRdx-I(A) Level 41: Physical Perfection -- RgnTss-Regen+(A), PrfShf-End%(48) Level 44: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 47: Long Range Teleport -- Empty(A) Level 49: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def(50) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Quick Form 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: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(19) Level 50: Musculature Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Assault Core Embodiment ------------
  5. Yeah, you are correct NR detoggles CJ. I was thinking CJ and Shinobi which both stay toggled but CJ suppresses Shinobi even though Shinobi has higher jump values.
  6. hmm weird, I'm pretty sure that NR and CJ both stayed toggled but the jump height and jump speed significantly lowered. I'll take another look at it later.
  7. add combat teleport after next patch release, use a target macro and zip around finishing off runners. I can't wait. Have a claw/bio parked at level 1 in atlas to do this very thing. With Focus and combat teleport, runners won't be a problem ;o)
  8. I have a WM/shield and he is a beast. Once slotted with sets end isn't an issue. His build: Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! arcane warden: Level 50 Magic Scrapper Primary Power Set: War Mace Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Sorcery Ancillary Pool: Body Mastery Hero Profile: Level 1: Pulverize -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(5), Mk'Bit-Dmg/Rchg(5), Mk'Bit-Acc/EndRdx/Rchg(25), Mk'Bit-Acc/Dmg/EndRdx/Rchg(31), Mk'Bit-Dam%(45) Level 1: Deflection -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(7), RedFrt-Def/Rchg(7), RedFrt-Def/EndRdx/Rchg(33), RedFrt-Def(34), RedFrt-EndRdx(43) Level 2: Jawbreaker -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(9), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(34), Mk'Bit-Acc/Dmg/EndRdx/Rchg(34), Mk'Bit-Dam%(45) Level 4: Battle Agility -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(11), RedFrt-Def/Rchg(11), RedFrt-Def/EndRdx/Rchg(36), RedFrt-Def(37), RedFrt-EndRdx(43) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(13), Rct-ResDam%(13), ShlWal-ResDam/Re TP(15), Rct-Def(15) Level 8: Clobber -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(17), SprCrtStr-Acc/Dmg/Rchg(17), SprCrtStr-Dmg/EndRdx/Rchg(37), SprCrtStr-Acc/Dmg/EndRdx/Rchg(37), SprCrtStr-Rchg/+50% Crit(43) Level 10: Active Defense -- RechRdx-I(A) Level 12: True Grit -- Mrc-Heal(A), Mrc-Rcvry+(19), UnbGrd-ResDam/EndRdx(19), UnbGrd-ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(39), UnbGrd-Max HP%(39) Level 14: Super Jump -- EndRdx-I(A) Level 16: Against All Odds -- EndRdx-I(A) Level 18: Whirling Mace -- Erd-Dmg(A), Erd-Acc/Rchg(21), Erd-Dmg/Rchg(21), Erd-Acc/Dmg/Rchg(39), Erd-Acc/Dmg/EndRdx/Rchg(40), Erd-%Dam(46) Level 20: Phalanx Fighting -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(23), Rct-Def(23) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 24: Boxing -- Empty(A) Level 26: Shatter -- Obl-Dmg(A), Obl-Acc/Rchg(27), Obl-Dmg/Rchg(27), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(40), FrcFdb-Rechg%(50) Level 28: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(29) Level 30: Weave -- LucoftheG-Def/Rchg+(A), Ksm-Def/EndRdx(31), Ksm-ToHit+(31) Level 32: Crowd Control -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-%Dam(46) Level 35: Shield Charge -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(36), SprScrStr-Acc/Dmg/Rchg(36), SprScrStr-Dmg/EndRdx/Rchg(42), SprScrStr-Acc/Dmg/EndRdx/Rchg(42), SprScrStr-Rchg/+Crit(42) Level 38: Grant Cover -- Empty(A) Level 41: Conserve Power -- RechRdx-I(A) Level 44: Physical Perfection -- PrfShf-End%(A) Level 47: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(48), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50) Level 49: Mystic Flight -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) Level 50: Agility Partial Core Revamp Level 1: Quick Form ------------
  9. I was testing out the stacking of things and made a ninjutsu scrapper took super speed, combat jump and shinobi. then picked up Ninja Run. So, I still feel that if we take a power ( which uses a power slot) we should see that power stack. I don't think it should stack within itself, meaning combat jumping not with super jump, but with all other +jump powers. Same with +run powers and +fly powers... there is a reason for travel speed caps. Also, feel if you are going to suppress it should be the one with the higher value suppressing the other. Combat jumping always suppresses ninja run even though NR has higher values.. Could it be possible to leave NR run and jump buffs, but allow the combat jumping +defense when you have both selected? Now, what I did find out I really don't like is that Ninja Run straight from the P2W vendor is better than a three slotted zephyr Shinobi. That doesn't make any sense. Shinobi (all forms on all ATs) should be better than Ninja Run. Shinobi unslotted should = Ninja Run then allow me to choose to slot it better or not. Armor versions you have to decide to increase the defense or the travel portion and use important slots that define a build. Have to say really like the stance change.
  10. So you're saying there is a chance............. to change it back ;oP
  11. On the movement powers. Secondary powers movement bonuses should stack with all travel powers period... This change is a very poor decision, especially since the DEVs haven't explained the reasoning. Show us how this broke or caused exploitation in the game or revert it back. Changing something that everyone finds fun, just because you feel like it, is bad game management. Like everyone else, adding some umphf to NR by stacking, quickness, gymnastics, swift, lightning reflexes, or Shinobi is what made that power so fun. If you refuse to revert, then make NR and beast run a new auxiliary power pool that we can select and slot with jump and run enhancements.
  12. oooohhhh... that could be quite nice too
  13. Was just thinking this myself. Working on a concept to start one.
  14. Tsuko eluded to everything not criting, I got on test and checked it out thanks for the feed back Bill.
  15. Did I miss something? Was thinking a EA Teleporting scrapper but with no crits I might have to rethink that. Is the damage adjusted if this is true?
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