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Hyperstrike

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Posts posted by Hyperstrike

  1. 1: What resolution?

    2: What level of anti-aliasing?  Note: At higher resolutions, FSAA becomes LESS important.

     

     

    And yes, in many cases, the 970 will equal or exceed the 1060.

    If you look through the specs in this comparison you'll see why.

    http://gpuboss.com/gpus/GeForce-GTX-970-vs-GeForce-GTX-1060

    More memory bandwidth from a wider memory bus.

    More rendering units.

    More texture mapping units.

     

     

    NVIDIA general numbering scheme.


    *30: Entry-level barebones gaming.

    *40: Mid-range barebones gaming.

    *50: High-end barebones gaming.

    *60: Entry-level "enthusiast" gaming.

    *70: Mid-range "enthusiast" gaming.

    *80: High-end "enthusiast" gaming.

  2. i have no idea. this is the first time in years playing again and i am a little bit confused allready. what would be the main difference playing high lvl and low lvl?

     

    Basically, as you exemp, you start losing attacks and armor, as well as the set bonuses slotted in them.

  3. Why?  Gives you a few ranged options as well as an option to lock-down runners.

     

     

    Also, the build I put up should exemp just fine.

    Attack chain is ALWAYS a problem with SS.

    Unfortunately Hand Clap is a complete waste of a power pick, as the ONLY thing it does is breaks up your carefully assembled mobs.

    If it did even Minor damage, it'd be at least worth a look.  But not as it is.

  4. Basically I just find Tankers a more steady platform.

     

    Scrappers dance the razor's edge.  Occasionally doing the splits and...well...

     

    Brutes are tougher and can do a lot more damage.  Sure.  And can be brought to about 95% of the toughness of an almost identical Tank.

    They can still have "razor's edge" problem.

     

    I've gone through content with a Tank, and have noted tougher areas where they're actually able to appreciably damage him/her.

    I've gone through the same content at the same difficulty and have noted these areas, if you're not twitchy, will basically reduce you to nomming the carpet.

     

    I can sum it up thus.

    Tank: I'm okay, ow, ow, ow, ow, okay I'm not okay, ow, DEAD

    Brute: I'm okay, ow, ow ow, okay I'm not.., DEAD.

  5. I am struggling with a SS brute who I want to really enjoy due to the updated rage crash.  The -def is fairly tough, but the - damage is just punishing.  I go on time out for 10s from doing my job about every 90-100s (my recharge so far).  This leads me to several questions:

     

    1.  Does anyone have the comprehensive penalties for rage crash at hand? 

    2.  Will double stacking rage overcome the damage penalty or is it like the def penalty, it just crashes you?

    3.  It says in Pine's planner that "Unrelenting" will negate the rage crash, but that has a base recharge of 600s, so that is not going to be much help. 

    • Do you have to active the power to negate the rage penalty?
    • Does just having Unrelenting negate the crash?
    • Does it actually negate the rage crash or just back fill by adding a bit of damage and end back?

    Do you have any suggestions for managing the Rage crash?

    Thanks,

    Stormmage

     

     

    What I do during a Rage crash.

     

    TAUNT.

     

    If you have Kick acting as a mule for the Force Feedback proc, use it for a possible small burst of +Rech.

    Also, Unrelenting, from the Presence pool will mitigate part of the -Dmg portion of the Rage crash.

     

     

    If you're worried about the -Def?

     

    BUILD TOUGHER.

     

     

    Sorry if that comes across as crass or rude.  But that's the solution.

     

     

    You CAN mitigate the effects.

     

     

     

     

    And double stacking doesn't make the problem go away.

     

    And just using rage at-need isn't the answer either.  As Rage is what takes the set that does crap damage that's the most resisted in the game to a set that, even heavily resisted, is NOTHING to sneeze at.

     

    Double-stacked Rage puts you very near +Damage cap.

     

     

  6. Villain Plan by Mids' Villain Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Brute

    Primary Power Set: Super Strength

    Secondary Power Set: Willpower

    Power Pool: Fighting

    Power Pool: Speed

    Power Pool: Leaping

    Power Pool: Leadership

    Ancillary Pool: Earth Mastery

     

    Villain Profile:

    Level 1: Punch -- SprBrtFur-Acc/Dmg:50(A), SprBrtFur-Dmg/Rchg:50(40), SprBrtFur-Acc/Dmg/Rchg:50(40), SprBrtFur-Dmg/EndRdx/Rchg:50(40), SprBrtFur-Acc/Dmg/EndRdx/Rchg:50(43), SprBrtFur-Rech/Fury:50(46)

    Level 1: High Pain Tolerance -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(3), UnbGrd-Rchg/ResDam:50(3), UnbGrd-Max HP%:50(5), GldArm-3defTpProc:50(5), StdPrt-ResDam/Def+:30(9)

    Level 2: Mind Over Body -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(7), UnbGrd-Rchg/ResDam:50(7), UnbGrd-ResDam/EndRdx/Rchg:50(9)

    Level 4: Haymaker -- SprUnrFur-Acc/Dmg:50(A), SprUnrFur-Dmg/Rchg:50(36), SprUnrFur-Acc/Dmg/Rchg:50(36), SprUnrFur-Dmg/EndRdx/Rchg:50(37), SprUnrFur-Acc/Dmg/EndRdx/Rchg:50(37), SprUnrFur-Rchg/+Regen/+End:50(37)

    Level 6: Fast Healing -- Heal-I:50(A), Heal-I:50(29)

    Level 8: Knockout Blow -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(13), SprBlsCol-Acc/Dmg/EndRdx:50(15), SprBlsCol-Acc/Dmg/Rchg:50(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(17), SprBlsCol-Rchg/HoldProc:50(17)

    Level 10: Indomitable Will -- Rct-Def:50(A), Rct-Def/EndRdx:50(11), Rct-Def/Rchg:50(11), Rct-Def/EndRdx/Rchg:50(13)

    Level 12: Taunt -- PrfZng-Dam%:50(A)

    Level 14: Kick -- FrcFdb-Rechg%:50(A)

    Level 16: Rise to the Challenge -- Pnc-Heal/EndRedux:50(A), Pnc-EndRdx/Rchg:50(29), Pnc-Heal/Rchg:50(31), Pnc-Heal/EndRedux/Rchg:50(34), Pnc-Heal:50(50)

    Level 18: Rage -- RechRdx-I:50(A), RechRdx-I:50(19)

    Level 20: Quick Recovery -- PrfShf-End%:50(A)

    Level 22: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(23), UnbGrd-Rchg/ResDam:50(23), UnbGrd-ResDam/EndRdx/Rchg:50(25)

    Level 24: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(25), ShlWal-ResDam/Re TP:50(27), LucoftheG-Def/EndRdx:50(46)

    Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27)

    Level 28: Heightened Senses -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(43), LucoftheG-Def:50(50)

    Level 30: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(31), Rct-ResDam%:50(31)

    Level 32: Foot Stomp -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(33), SprAvl-Acc/Dmg/EndRdx:50(33), SprAvl-Acc/Dmg/Rchg:50(33), SprAvl-Acc/Dmg/EndRdx/Rchg:50(34), SprAvl-Rchg/KDProc:50(34)

    Level 35: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(36)

    Level 38: Strength of Will -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(39), UnbGrd-Rchg/ResDam:50(39), UnbGrd-ResDam/EndRdx/Rchg:50(39)

    Level 41: Stone Prison -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(42), SprWntBit-Acc/Dmg/EndRdx:50(42), SprWntBit-Acc/Dmg/Rchg:50(42), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(43)

    Level 44: Fossilize -- SprEnt-Acc/Hold:50(A), SprEnt-Hold/Rchg:50(45), SprEnt-End/Rchg:50(45), SprEnt-Acc/Hold/End:50(45), SprEnt-Acc/Hold/End/Rchg:50(46)

    Level 47: Stalagmites -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(48), SprFrzBls-Acc/Dmg/EndRdx:50(48), SprFrzBls-Acc/Dmg/Rchg:50(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(50)

    Level 49: Super Jump -- Empty(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 -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Empty(A)

    Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(19), Mrc-Rcvry+:40(21)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(21)

    Level 50: Agility Core Paragon

    ------------

     

     

     

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  7. As Jaynen says, Fire/Elec/Rad (Fire's debuff cousin) make it relatively easy to cap almost all your Resists.  So slather some S/L defense on top can call it good.

     

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Tanker

    Primary Power Set: Fiery Aura

    Secondary Power Set: Fiery Melee

    Power Pool: Fighting

    Power Pool: Leaping

    Ancillary Pool: Pyre Mastery

     

    Hero Profile:

    Level 1: Blazing Aura -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(7), SprMghoft-Acc/Dmg/Rchg:50(9), SprMghoft-Dmg/EndRdx/Rchg:50(9), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(15), SprMghoft-Rchg/Res%:50(37)

    Level 1: Scorch -- Mk'Bit-Acc/EndRdx/Rchg:50(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(7)

    Level 2: Fire Shield -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(37), UnbGrd-EndRdx/Rchg:50(39), UnbGrd-Rchg/ResDam:50(39), UnbGrd-ResDam/EndRdx/Rchg:50(40), UnbGrd-Max HP%:50(42)

    Level 4: Healing Flames -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(37), Prv-EndRdx/Rchg:50(39), Prv-Heal/Rchg:50(40), Prv-Heal/Rchg/EndRdx:50(40), Prv-Absorb%:50(42)

    Level 6: Temperature Protection -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(43), UnbGrd-ResDam/EndRdx/Rchg:50(43)

    Level 8: Consume -- PrfShf-EndMod/Acc/Rchg:50(A), PrfShf-EndMod/Acc:50(43), EffAdp-EndMod/Acc/Rchg:50(46), EffAdp-EndMod/Acc:50(50)

    Level 10: Combustion -- FuroftheG-Dam/End/Rech:50(A), FuroftheG-Acc/Dmg/End/Rech:50(11), Arm-Acc/Dmg/Rchg:50(11), FuroftheG-Acc/Dmg:50(15)

    Level 12: Plasma Shield -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(13), UnbGrd-ResDam/EndRdx/Rchg:50(13)

    Level 14: Taunt -- PrfZng-Dam%:50(A)

    Level 16: Breath of Fire -- Ann-Acc/Dmg/EndRdx/Rchg:50(A), Ann-Acc/Dmg/EndRdx:50(17), Ann-ResDeb%:50(17), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(19), SprFrzBls-Acc/Dmg/Rchg:50(34), SprFrzBls-Acc/Dmg/EndRdx:50(34)

    Level 18: Burn -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(19), SprGntFis-Acc/Dmg/Rchg:50(27), SprGntFis-Dmg/EndRdx/Rchg:50(33), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(33), SprGntFis-Rchg/+Absorb:50(34)

    Level 20: Build Up -- AdjTrg-ToHit:50(A), AdjTrg-ToHit/Rchg:50(21), AdjTrg-ToHit/EndRdx/Rchg:50(21), AdjTrg-EndRdx/Rchg:50(23), AdjTrg-Rchg:50(23)

    Level 22: Kick -- FrcFdb-Rechg%:50(A)

    Level 24: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(25), UnbGrd-ResDam/EndRdx/Rchg:50(25)

    Level 26: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(27)

    Level 28: Fire Sword Circle -- SprAvl-Acc/Dmg/EndRdx/Rchg:50(A), SprAvl-Acc/Dmg/Rchg:50(29), SprAvl-Acc/Dmg/EndRdx:50(29), FuroftheG-Acc/Dmg/End/Rech:50(31), FuroftheG-Acc/End/Rech:50(31), FuroftheG-ResDeb%:50(31)

    Level 30: Weave -- LucoftheG-Rchg+:50(A)

    Level 32: Rise of the Phoenix -- RechRdx-I:50(A), RechRdx-I:50(33)

    Level 35: Incinerate -- GldStr-Acc/Dmg/End/Rech:50(A), GldStr-Dam/End/Rech:50(36), Hct-Acc/Dmg/Rchg:50(36), CrsImp-Acc/Dmg/Rchg:50(36)

    Level 38: Char -- SprEnt-Rchg/AbsorbProc:50(A)

    Level 41: Melt Armor -- AchHee-ResDeb%:20(A), HO:Lyso(42)

    Level 44: Fire Ball -- Rgn-Acc/Dmg/Rchg:50(A), Rgn-Dmg/Rchg:50(45), Rgn-Dmg/EndRdx:50(45), Ann-Acc/Dmg/EndRdx/Rchg:50(45), Ann-Acc/Dmg/EndRdx:50(46), Ann-ResDeb%:50(46)

    Level 47: Greater Fire Sword -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Acc/Dmg/EndRdx:50(48), SprBlsCol-Acc/Dmg/Rchg:50(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(48)

    Level 49: Combat Jumping -- Krm-ResKB:30(A), ShlWal-ResDam/Re TP:50(50), Rct-ResDam%:50(50)

    Level 1: Brawl -- Empty(A)

    Level 1: Gauntlet

    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:50(A), NmnCnv-Regen/Rcvry+:50(3), Mrc-Rcvry+:40(3)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(5), EndMod-I:50(5)

    Level 50: Cardiac Core Paragon

    Level 50: Pyronic Core Final Judgement

    Level 50: Reactive Core Flawless Interface

    Level 50: Longbow Core Superior Ally

    Level 50: Barrier Core Epiphany

    Level 50: Melee Radial Embodiment

    ------------

     

     

     

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  8. For secondaries?

    There are powers out there that require ground contact to execute.

    To running solely from Hover can interfere with your attack chains.

    Just be aware of this.

     

    For primaries?

    NO STONE.

    Some of your DEFENSES require ground contact (Rooted, Granite), and enforce this by auto-disabling any powers that interfere.

  9. I remember enjoying the Rikti MSRs back in the day.

     

    I hadn't yet had the opportunity to try them out in Homecoming.  And based on what I've read here, I don't think I'll bother - it seems like there are plenty of other options for fun / xp / whatever that would be a more efficient use of my time.

     

    Actually, done right, with a nearly full league, and ship raids are one of the more lucrative passtimes in the game.

    45 minutes (roughly)

    1-2 levels worth of XP.

    800-1600 Vanguard Merits

     

    As for "control freaks".

     

    Normally my main thing isn't really people who leapfrog pylons.

    Just, if someone is going to clear pylons BEFORE the actual event?  NOTIFY the raid leader so they can just SKIP them.  It's annoying to run out to a pylon site and find it empty.

     

    Also, people hopping into the bowl to drag U'kon.

    I normally ask people NOT to do this.

    I prefer just zerging the bowl as, post-Incarnates, we have people who are MORE than tough enough jump into that and take no damage, and they can grab aggro in the initial seconds.

    And it gives EVERYONE a chance to get into the bowl and take their whack at U'kon to get the Reward Merits.

    It also gives people killed during the bomb phase a chance to hosp or rezz and get buffed super-shiny by the pre-zerg crowd.

     

    My preference is to have the tanks/brutes/scrappers drag enemies all the way down into the "green monster" heal-cloud in the bowl.

     

    1: If tanks are too far from their teammates, they do not get credit for team kills of Rikti and their teammates don't get credit for their kills.

    2: Dragging them down into the bowl gets them killed off faster, rather than dueling with one group of 10 for the entire 45 minutes.

     

    This way the raid is more lucrative for EVERYONE.

     

     

     

    And the final thing is pets.  Purely for practical reason.

    The game has a maximum number of entities that it'll render into a secene.

    Beyond that, other enemies simply aren't shown.

    Mastermind and other pets (including Incarnates) count against this.

    Too many MM players or everyone sporting pets simultaneously means we can't see EACH OTHER, let alone all the pets!

    If you can't target, you have to hope tabbing through to acquire an enemy will work.

    And not being able to see anything is kinda a buzzkill.

     

    On a full league, I generally ask that pets be limited to MM standard powers pets.

     

    On a non-full league, I try to condense into as few teams as possible.  And then I'll let people know they can start popping pets if they want.

  10. How are you supposed to assign people a grate? There's no way of identifying them...?

     

    I run MSRs.

     

    I normally refer to the area with the grates as a "lane".

     

    So, working inward.

     

    Left and Right Rim Grates.

    Left and Right Center Grates

    Left and Right Bowl Grates

     

     

    Hell, here's my .MNU file I use.

     

    // POPMENU File for Universal Travel Powers
    //
    Menu "RTR"
    {
        Menu &Admin
        {
        Title Admin
        Divider
        Title "Announcement"
        Option "Captain LFG-Broadcast" "lfg Rush the Rikti (Rikti MSR) at Point du Hoc!  Captains and alt slots.  Bringing an L50?  Get to the RWZ and send a tell to @Hyperstrike.  Once Captain and alt berths are full, we'll begin general recruiting.$$broadcast Rush the Rikti (Rikti MSR) at Point du Hoc!  Captains and alt slots.  Bringing an L50?  Get to the RWZ and send a tell to @Hyperstrike.  Once Captain and alt berths are full, we'll begin general recruiting."
        Option "Captain PC-Request" <& send "Paragon Chat" Rush the Rikti (Rikti MSR) at Point du Hoc!  Captains and alt slots.  Bringing an L50?  Get to the RWZ and send a tell to @Hyperstrike.  Once Captain and alt berths are full, we'll begin general recruiting.$$request Rush the Rikti (Rikti MSR) at Point du Hoc!  Captains and alt slots.  Bringing an L50?  Get to the RWZ and send a tell to @Hyperstrike.  Once Captain and alt berths are full, we'll begin general recruiting.  &>
        Option "General LFG-Broadcast" "lfg Rush the Rikti (Rikti MSR) at Point du Hoc!  Interested? Send tells to @Hyperstrike once you've hit the Rikti War Zone!$$broadcast Rush the Rikti (Rikti MSR) at Point du Hoc!  Interested? Send tells to @Hyperstrike once you've hit the Rikti War Zone!"
        Option "General PC-Request" <& send "Paragon Chat" Rush the Rikti (Rikti MSR) at Point du Hoc!  Interested? Send tells to @Hyperstrike once you've hit the Rikti War Zone!$$request Rush the Rikti (Rikti MSR) at Point du Hoc!  Interested? Send tells to @Hyperstrike once you've hit the Rikti War Zone!  &>
        Option "Final Call LFG-Broadcast" "lfg Last call for Rush the Rikti (Rikti MSR!) $$broadcast Last call for Rush the Rikti (Rikti MSR!)"
        Option "Final Call PC-Request" <& send "Paragon Chat" Last call for Rush the Rikti (Rikti MSR!)$$request Last call for Rush the Rikti (Rikti MSR!) &>
        Divider
        Title "Rules"
        Option "Welcome" "request Welcome to Rush the Rikti! We'll be starting shortly here!  Just covering the ground rules here. So we're all on the same page."
        Option "Rule 1 Follow Directions" "request Number 1: Please follow the directions of the raid leader.  If you feel we're going too slow, please shoot a tell to the raid leader. Don't simply start skipping ahead or attacking random pylons.  If you have to AFK, please pull yourself off the ship to a safe area."
        Option "Rule 2 Pylon Phase" "request Number 2: Phase 1 will be the Pylon Attack Phase.  Please do not attack the pylons before the start of the event."
        Option "Rule 3 Bomb Phase" "request Number 3: Phase 2 will be the Bomb Phase.  Once the shield is down, there are 6 grates along the area we're entering.  Each team will be assigned a grate.  Focus first on your grate and bomb before helping anyone else.  After setting a bomb, CALL OUT *BOMB*! in BROADCAST!  If you hear BOMB!, get away from the front of the grate, even if you're not sure it was your grate!  Failure usually brings death.  Stay OUT of the bowl of the ship."
        Option "Rule 4 GM Phase" "request Number 4: Phase 3 will be the GM Phase.  Once Once your bomb is triggered (or I call an end to bomb phase), gather at the lip of the bowl.  We will buff up and zerg the GM in the bowl.  Please let everyone get their licks in."
        Option "Rule 5 Bowl Assault" "request Number 5: Phase 4 will be the Bowl Assault Phase.  Basically everone dives into the bowl and kills every stinking Rikti they can lay hands, minions, or power effects on!  This will continue until morale improves or until the shields come back up.  Melee types, please make sure to drag groups back into the bowl for easier massacres."
        Option "Grate Assignments" "request And now, grate assignments for teams.  Team 1: Left Side Bowl.  Team 2: Left Side: Middle.  Team 3: Left Side Rim.  Team 4: Right Side Bowl.  Team 5: Right Side Middle.  Team 6: Right Side Rim.  Ignore objectives for nonexistent teams."
    Option "Shuttin Up" "request Okay!  Shutting up on rules.  We'll begin in a few minutes here."
        Divider
        Title "Add Request"
        Option "Broadcast-League" "broadcast Please add the REQUEST channel someplace you can see it.  I will be putting out league commands in REQUEST for easier visibility.$$league Please add the REQUEST channel someplace you can see it.  I will be putting out league commands in REQUEST for easier visibility."
        Divider
        Title "Turn off Buffs"
        Option "Please Turn Off Buffs" "request Okay guys.  Lag is an issue on raids.  One of the contributors is buff-sending.  I need all of you to do the following to help minimize player-generated lag during the raid and generally make things more enjoyable for everyone.  This won't ELIMINATE lag, but it'll help MINIMIZE it."
        Option "Go To" "request Click on Menu, then click on Options.  Go to the Windows tab.  The bottom three sections *Status Window Buff Display*, *Group Window Buff Display*, and *Pet Window Buff Display*."
        Option "Stop Sending" "request The last option in each is *Stop Sending All Buffs*.  Please set all three of them to ENABLED!  Thank you for doing this!"
        }
    Divider
    Title "Pylons"
    Option "Dead pylons?" "request Okay guys!  Any dead pylons?  Please report them now so I don't need to call them during the raid."
    Option "How many people wanna kick some ass?" "request Okay!  Is everyone ready to boot Rikti butt?"
    Option "#1  - Pylon 12" "request Rush the Rikti Commencing! Attack Pylon 12!"
    Option "#2  - Pylon 11" "request Pylon 12 down! Attack Pylon 11!"
    Option "#3  - Pylon 14" "request Pylon 11 down! Attack Pylon 14!"
    Option "#4  - Pylon 17" "request Pylon 14 down! Attack Pylon 17!"
    Option "#5  - Pylon 15" "request Pylon 17 down! Attack Pylon 15!"
    Option "#6  - Pylon 13" "request Pylon 15 down! Attack Pylon 13!"
    Option "#7  - Pylon 19" " request Pylon 13 down! Attack Pylon 19!
    Option "#7  - Pylon 16" "request Pylon 19 down! Attack Pylon 16!"
    Option "#9  - Pylon 6" "request Pylon 16 down! Attack Pylon 6!"
    Option "#10  - Pylon 5" "request Pylon 6 down! Attack Pylon 5!"
    Option "#11 - Pylon 7" "request Pylon 5 down! Attack Pylon 7!"
    Option "#12 - Pylon 20" "request Pylon 7 down! Attack Pylon 20!"
    Option "#13 - Pylon 4" "request Pylon 20 down!  Attack Pylon 4!"
    Option "#14 - Pylon 8" "request Pylon 4 down! Attack Pylon 8!"
    Option "#15 - Pylon 3" "request Pylon 8 down! Attack Pylon 3!"
    Option "#16 - Pylon 2" "request Pylon 3 down! Attack Pylon 2!"
    Option "#17 - Pylon 9" "request Pylon 2 down! Attack Pylon 9!"
    Option "#18 - Pylon 18" "request Pylon 9 down! Attack Pylon 18!"
    Option "#19 - Pylon 10" "request Pylon 18 down! Attack Pylon 10!"
    Option "#20 -  Pylon 1" "request Pylon 10 down! Attack Pylon 1!"
    Divider
    Title "Dropship"
    Option "Dropship" "request DROPSHIP UP!  Nuke the dropship NOW!"
    Divider
    Title "Ship"
    Option "To The Ship " "request Pylon 1 Down! Everyone to the ship!  Teams!  Go after your bombs!  Make sure to call out BOMB in BROADCAST after setting it off!  Stay out of the bowl!  Don't aggro the GM!  Remember, we have someone assigned to do that!"
    Option "GM Spawned - Gather+Buff" "request GM Spawned! Okay guys.  We have a GM!  Gather up at the edge of the bowl and start buffing like you're trying out for The Karate Kid!"
    Option "GM Spawned - Go Bowl" "request Okay!  Everyone buffed to a high shine?  Hit the bowl and let U'Kon Gr'ai know he's been hit!  LEEROYYYYYYYY!!!!!"
    Option "GM Down" "request Okay guys!  The GM is toast!  Now that we're in the bowl, let's show the Rikti how we kick butt!"
    Option "Done" "request Great job guys! Thanks for your participation!  Hope to see you next week!"
    Divider
    Option "Center Getting Lonely" "request Hey tanks and other fighter guys!  The big green monster in the center is getting loneley!  FEED US!"
    Option "Don't Run" "request Don't run!  Don't run!  Pigs!  All of you!  Pigs!  *BLAM!*  AND ONE TO GROW ON!"
    } 

  11. And slotted out conventionally....using Elude as an emergency debuff absorber...

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Tanker

    Primary Power Set: Super Reflexes

    Secondary Power Set: Super Strength

    Power Pool: Fighting

    Power Pool: Leaping

    Power Pool: Speed

    Ancillary Pool: Earth Mastery

     

    Hero Profile:

    Level 1: Focused Fighting -- Rct-Def:50(A), Rct-Def/EndRdx:50(3), Rct-ResDam%:50(46)

    Level 1: Jab -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(5), SprMghoft-Acc/Dmg/Rchg:50(5), SprMghoft-Dmg/EndRdx/Rchg:50(7), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(7), SprMghoft-Rchg/Res%:50(9)

    Level 2: Focused Senses -- Rct-Def:50(A), Rct-Def/EndRdx:50(9), ShlWal-ResDam/Re TP:50(11)

    Level 4: Haymaker -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(11), SprGntFis-Acc/Dmg/Rchg:50(13), SprGntFis-Dmg/EndRdx/Rchg:50(13), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(15), SprGntFis-Rchg/+Absorb:50(15)

    Level 6: Agile -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(17)

    Level 8: Practiced Brawler -- RechRdx-I:50(A), RechRdx-I:50(17)

    Level 10: Taunt -- PrfZng-Taunt:50(A), PrfZng-Taunt/Rchg:50(19), PrfZng-Taunt/Rchg/Rng:50(19), PrfZng-Acc/Rchg:50(21), PrfZng-Taunt/Rng:50(21), PrfZng-Dam%:50(23)

    Level 12: Dodge -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(23)

    Level 14: Evasion -- Rct-Def:50(A), Rct-Def/EndRdx:50(25), LucoftheG-Rchg+:50(25)

    Level 16: Kick -- FrcFdb-Rechg%:50(A)

    Level 18: Lucky -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(27)

    Level 20: Knockout Blow -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(27), SprBlsCol-Acc/Dmg/EndRdx:50(29), SprBlsCol-Acc/Dmg/Rchg:50(29), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(31), SprBlsCol-Rchg/HoldProc:50(31)

    Level 22: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(31)

    Level 24: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(33), Ksm-ToHit+:30(33)

    Level 26: Quickness -- Run-I:50(A)

    Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(33), RctRtc-Pcptn:20(34)

    Level 30: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(34)

    Level 32: Elude -- Rct-Def:50(A)

    Level 35: Hurl -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(37), SprWntBit-Acc/Dmg/EndRdx:50(37), SprWntBit-Acc/Dmg/Rchg:50(37), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(39), SprWntBit-Rchg/SlowProc:50(39)

    Level 38: Foot Stomp -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(39), SprAvl-Acc/Dmg/EndRdx:50(40), SprAvl-Acc/Dmg/Rchg:50(40), SprAvl-Acc/Dmg/EndRdx/Rchg:50(40), SprAvl-Rchg/KDProc:50(42)

    Level 41: Stone Prison -- Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(42), Thn-Dmg/Rchg:50(42), Thn-Acc/Dmg/Rchg:50(43), Thn-Acc/Dmg/EndRdx:50(43), Thn-Dmg/EndRdx/Rchg:50(43)

    Level 44: Fossilize -- SprEnt-Acc/Hold:50(A), SprEnt-Hold/Rchg:50(45), SprEnt-End/Rchg:50(45), SprEnt-Acc/Hold/End:50(45), SprEnt-Acc/Hold/End/Rchg:50(46), SprEnt-Rchg/AbsorbProc:50(46)

    Level 47: Stalagmites -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(48), SprFrzBls-Acc/Dmg/EndRdx:50(48), SprFrzBls-Acc/Dmg/Rchg:50(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(50), SprFrzBls-Rchg/ImmobProc:50(50)

    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)

    Level 1: Brawl -- Empty(A)

    Level 1: Gauntlet

    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:50(A), NmnCnv-Regen/Rcvry+:50(3), Mrc-Rcvry+:40(34), RgnTss-Regen+:30(36)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(36), PrfShf-EndMod/Rchg:50(36)

    Level 50: Cardiac Core Paragon

    ------------

     

     

     

    | Copy & Paste this data into Mids' Hero Designer to view the build |

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  12. Getting defense numbers in the 50's on an SR tank is child's play.

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 49 Magic Tanker

    Primary Power Set: Super Reflexes

    Secondary Power Set: Super Strength

    Power Pool: Fighting

    Power Pool: Leaping

     

    Hero Profile:

    Level 1: Focused Fighting -- Rct-Def:50(A), Rct-Def/EndRdx:50(3), Rct-ResDam%:50(5)

    Level 1: Jab -- Empty(A)

    Level 2: Focused Senses -- Rct-Def:50(A), Rct-Def/EndRdx:50(3), ShlWal-ResDam/Re TP:50(5)

    Level 4: Haymaker -- Empty(A)

    Level 6: Agile -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(7)

    Level 8: Practiced Brawler -- Empty(A)

    Level 10: Taunt -- Empty(A)

    Level 12: Dodge -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(13)

    Level 14: Evasion -- Rct-Def:50(A), Rct-Def/EndRdx:50(15), LucoftheG-Rchg+:50(15)

    Level 16: Kick -- Empty(A)

    Level 18: Lucky -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(19)

    Level 20: Knockout Blow -- Empty(A)

    Level 22: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(23)

    Level 24: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(25), Ksm-ToHit+:30(25)

    Level 26: Quickness -- Run-I:50(A)

    Level 28: Rage -- Empty(A), Empty(29)

    Level 30: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(31)

    Level 32: Elude -- Empty(A)

    Level 35: Hurl -- Empty(A)

    Level 38: Foot Stomp -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40), Empty(40)

    Level 41: [Empty]

    Level 44: [Empty]

    Level 47: [Empty]

    Level 49: [Empty]

    Level 1: Brawl -- Empty(A)

    Level 1: Gauntlet

    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 -- Empty(A)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- Empty(A)

    ------------

     

     

     

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  13. Not so much a problem on Invuln.

    A decent Invuln build can soft-cap all six primary typed Damage  classes.

    They're still weak on Psi.

     

    Additionally, a decent build can more than double your non-S/L Resists.

     

    You can bump your Psi Resist some.  But it'll force compromises into the build that can be covered as Pure Psi damage (with no Positional modifier) is rarer than hens' teeth.

     

    Completely agree with this assessment, my /Inv background is on a Scrapper, though, so maybe that's why I question the benefit of F/C defense if you already have high S/L Def. Most F/C attacks come with a S/L component (elemental swords and punches, most blasts, etc), so the net added value of high F/C Def at the cost of offense is maybe down to taste. If you're building a tank or you can achieve a satisfactory level of offense, I'd definitely get soft capped F/C Def in addition to S/L/E/NE.

     

    Primarily for completism.

     

    Secondarily, simple convenience factor.

    The Enhanced Winter-Os plunk down a LOT of F/C defense at 6 slots.

    Hell on some tank builds, it's to the point where you can shave off slot #6 or dedicate it to something other than the 6th Winter-O slot. and still remain above F/C cap.

     

    And if you look around at some of the builds I've provider, you're mostly looking at 6-slotted

  14. There's something else here that isn't really clicking for me.

     

    Another detail I'm not seeing addressed is that this build had a reason to take Sorcery and Pyre Mastery. I've heard in this thread that I shouldn't care about [unstoppable], which if that's the experience users have - great! That's the sort of insight I want since I haven't level capped this toon yet. Tell me more about how this +Res (All but Psionics) and Mez Res ability is coming up short. I saw Unstoppable as a natural pairing alongside [Rune of Protection]'s +Res (All) and Mez Res. When I toggle them on in Pine's the Defense and Resistance bars look fabulous, even for Psionics. I realize there's no point in that if you're not dealing any damage. Are the number swings worthwhile? I'm still interested in experiential feedback from players who've used [unstoppable] and/or [Rune of Protection]. How do they feel? If not taking the Fighting and Leadership pools is sacrilegious then why isn't anything being done to mitigate Psionic damage? Doesn't the endgame have a lot of Psionic damage going on? I would think that if any character could just take [Tough], [Weave], and [Maneuvers] then shouldn't a damage-taking Archetype be able to forgo them?

     

    [Melt Armor] also looked like a cool way to do more damage, with [Arcane Bolt] and [Char] helping with runners (and pulling).

     

    I played a /Inv character extensively on live, and here's my take on Unstoppable. Primarily, I want consistent performance out of my character, and Unstoppable doesn't provide that. If I consistently need Unstoppable, then I'm either with a bad team, have my difficulty settings borked or then there's something wrong with my build. If I don't need Unstoppable consistently, why not just drop it and use inspirations or [Eye of the Magus] instead?

     

    ^^^^^^

    This!  To Infinity and Beyond THIS!

     

    If you need Unstoppable, PERIOD, your build needs work.  You shouldn't need to rely on a team to buff what you can achieve naturally.

    Now, if you plan on sticking to a MOSTLY common-IO setup and don't plan on BUILDING the tank, then yeah.  Unstop might have SOME utility.

     

    As for mitigation in general, you don't really want an even level of mediocre defense against everything, but you want strong defense against the really common stuff, and then whatever you can spare for the rest. In practice this basically means you want to heavily prioritize S/L Defense/Res as a vast majority of the attacks come with an S/L component (= S/L def helps you avoid a lot of attacks), next E/NE (energy is the most common attack type that comes without S/L parts), and finally get a good dose of F/C/Psi def if you can. Even then, after soft capping S/L/E/NE it's probably a good idea to prioritize recharge, recovery, hp regeneration and offense because a dead enemy does no damage. Pure F/C/Psi damage is, in the end, such a small part of the overall damage of most enemy groups that you're better off being consistently extremely strong against the 90% (S/L/E/NE) and then relying on insps, temporary powers, teammates and such against the remaining 10% rather than being kind of ok against everything.

     

    Not so much a problem on Invuln.

    A decent Invuln build can soft-cap all six primary typed Damage  classes.

    They're still weak on Psi.

     

    Additionally, a decent build can more than double your non-S/L Resists.

     

    You can bump your Psi Resist some.  But it'll force compromises into the build that can be covered as Pure Psi damage (with no Positional modifier) is rarer than hens' teeth.

  15. I realize the title of this thread focused on the /Invulnerability side of things, but I've had a look through a few Broad Sword/ threads and the advice I'm getting there is conflicting with the advice I'm getting here. Because of the length of the Broad Sword animations their attack chain optimization isn't standard. Slotting them may be a bad idea if for anything other than a set bonus, Endurance cost, their debuffs, Accuracy, or Damage. This leads into the question of the (usually) best part of Broad Sword/ being [Parry]'s buff. Since most Armor Powersets will be happy to get the +Def (L./S.), Parry's usually a no-brainer. One of the strengths of /Invulnerability is that there isn't any difficulty reaching soft cap for L./S. Defenses. I was told this frees up space in the attack chain to use more offensive attack powers. Presuming I'm using [Haste] to speed up an attack chain, if the /Invulnerability powerset with [Hover] allows me to trivially reach the soft cap without applying Parry's buff, shouldn't we optimize our attack chain by dropping Parry in favor of the optimized [Hack], [Head Splitter], [Disembowel] attack sequence? (The animations are a part of figuring out which attacks give the most Damage over time.)

     

    Just to be clear, the Defense buff out of Parry isn't S/L defense.

     

    It's Lethal/Melee defense.

     

    So if you're fighting Tower-Buffed Lord Recluse and he's blasting you wiht his Endurance drain?  Parrying him does bupkiss.

    If you're fire farming, parrying does bupkiss.

     

  16. How Well would this build translate into a Brute?

    I'm thinking about moving WP/SS to SS/WP and do less pure tanking, but still be able to tank when needed.

     

     

    Villain Plan by Mids' Villain Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Brute

    Primary Power Set: Super Strength

    Secondary Power Set: Willpower

    Power Pool: Fighting

    Power Pool: Leaping

    Power Pool: Leadership

    Power Pool: Speed

    Ancillary Pool: Earth Mastery

     

    Villain Profile:

    Level 1: Punch -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(29), SprBrtFur-Acc/Dmg/Rchg(31), SprBrtFur-Dmg/EndRdx/Rchg(31), SprBrtFur-Acc/Dmg/EndRdx/Rchg(34), SprBrtFur-Rech/Fury(36)

    Level 1: High Pain Tolerance -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-ResDam/EndRdx/Rchg(7), StdPrt-ResDam/Def+(15)

    Level 2: Haymaker -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(17), SprUnrFur-Acc/Dmg/Rchg(17), SprUnrFur-Dmg/EndRdx/Rchg(19), SprUnrFur-Acc/Dmg/EndRdx/Rchg(21), SprUnrFur-Rchg/+Regen/+End(21)

    Level 4: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(5), UnbGrd-ResDam/EndRdx/Rchg(7), GldArm-3defTpProc(15)

    Level 6: Fast Healing -- Heal-I(A), Heal-I(50)

    Level 8: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11), SprBlsCol-Rchg/HoldProc(13)

    Level 10: Indomitable Will -- LucoftheG-Rchg+(A), LucoftheG-Def(13), Rct-ResDam%(36), ShlWal-ResDam/Re TP(36)

    Level 12: Taunt -- PrfZng-Dam%(A)

    Level 14: Kick -- FrcFdb-Rechg%(A)

    Level 16: Rise to the Challenge -- DctWnd-Heal/EndRdx(A), NmnCnv-Heal/EndRdx(50)

    Level 18: Rage -- RechRdx-I(A), RechRdx-I(19)

    Level 20: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(46)

    Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(23), UnbGrd-ResDam/EndRdx/Rchg(25), UnbGrd-Max HP%(27)

    Level 24: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(37), ShlWal-Def(43)

    Level 26: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(37)

    Level 28: Heightened Senses -- LucoftheG-Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/EndRdx(37)

    Level 30: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(39)

    Level 32: Foot Stomp -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(34)

    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(39)

    Level 38: Strength of Will -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-Rchg/ResDam(40), UnbGrd-ResDam/EndRdx/Rchg(40)

    Level 41: Stone Prison -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(43)

    Level 44: Fossilize -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(45), SprEnt-End/Rchg(45), SprEnt-Acc/Hold/End(45), SprEnt-Acc/Hold/End/Rchg(46)

    Level 47: Stalagmites -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg(50)

    Level 49: Super Jump -- WntGif-ResSlow(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 -- 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+(40), Mrc-Rcvry+(43)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46)

    Level 50: Agility Core Paragon

    ------------

     

     

     

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  17. Sorry for the sarcasm but that's my point. Tanks don't get Regen.

     

    Maybe whoever told you that a Regen Tank was not a good idea was referring to Reflexes? as in Super Reflexes?

     

    Basically it's a goof in Pine's.

     

    Tanks won't get Regen because it's completely boom/bust.

    Basically it either kills you in two shots or it can't ever kill you...

     

     

  18. Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Defender

    Primary Power Set: Force Field

    Secondary Power Set: Sonic Attack

    Power Pool: Fighting

    Power Pool: Teleportation

    Power Pool: Flight

    Power Pool: Leadership

    Ancillary Pool: Mace Mastery

     

    Hero Profile:

    Level 1: Deflection Shield -- LucoftheG-Rchg+(A), LucoftheG-Def(3)

    Level 1: Shriek -- GldJvl-Acc/Dmg(A), GldJvl-Dam/Rech(3), GldJvl-Acc/Dmg/End/Rech(5), GldJvl-Dam%(5), GldJvl-Acc/End/Rech(7), GldJvl-Dam/End/Rech(7)

    Level 2: Scream -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(9), Apc-Acc/Rchg(9), Apc-Dmg/EndRdx(11), Apc-Dam%(11)

    Level 4: Howl -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(17), SprDfnBst-Dmg/EndRdx/Rchg(17), SprDfnBst-Acc/Dmg/EndRdx(19), SprDfnBst-Acc/Dmg/EndRdx/Rchg(19), SprDfnBst-Rchg/Heal%(21)

    Level 6: Insulation Shield -- LucoftheG-Rchg+(A), LucoftheG-Def(21)

    Level 8: Kick -- FrcFdb-Rechg%(A)

    Level 10: Recall Friend -- BlsoftheZ-ResKB(A)

    Level 12: Hover -- LucoftheG-Rchg+(A), LucoftheG-Def(23), ShlWal-ResDam/Re TP(23), LucoftheG-EndRdx/Rchg(25)

    Level 14: Dispersion Bubble -- LucoftheG-Rchg+(A), LucoftheG-Def(25), LucoftheG-EndRdx/Rchg(27), Ksm-ToHit+(50)

    Level 16: Shout -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(27), SprWntBit-Acc/Dmg/EndRdx(29), SprWntBit-Acc/Dmg/Rchg(29), SprWntBit-Dmg/EndRdx/Acc/Rchg(31), SprWntBit-Rchg/SlowProc(31)

    Level 18: Tough -- StdPrt-ResDam/Def+(A), GldArm-RechRes(31), UnbGrd-Max HP%(33), UnbGrd-ResDam/EndRdx(45)

    Level 20: Amplify -- RechRdx-I(A), RechRdx-I(33)

    Level 22: Weave -- Rct-Def(A), Rct-Def/EndRdx(33), Rct-ResDam%(34), Rct-EndRdx/Rchg(34)

    Level 24: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(34), LucoftheG-EndRdx/Rchg(36)

    Level 26: Repulsion Bomb -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(36), SprVglAss-Dmg/EndRdx/Rchg(36), SprVglAss-Acc/Dmg/EndRdx(37), SprVglAss-Acc/Dmg/EndRdx/Rchg(37), SprVglAss-Rchg/+Absorb(37)

    Level 28: Siren's Song -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/Rchg(39), SprFrzBls-Dmg/EndRdx/Acc/Rchg(40), SprFrzBls-Rchg/ImmobProc(40)

    Level 30: Personal Force Field -- Krm-ResKB(A)

    Level 32: Force Bubble -- EndRdx-I(A)

    Level 35: Scorpion Shield -- Rct-Def(A), Rct-Def/EndRdx(40), Rct-EndRdx/Rchg(45)

    Level 38: Dreadful Wail -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(43), SprAvl-Rchg/KDProc(43)

    Level 41: Web Cocoon -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(42), SprEnt-End/Rchg(45), SprEnt-Acc/Hold/End(46), SprEnt-Acc/Hold/End/Rchg(46)

    Level 44: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(46), AdjTrg-ToHit/EndRdx/Rchg(48), AdjTrg-EndRdx/Rchg(48), AdjTrg-ToHit/EndRdx(48), AdjTrg-Rchg(50)

    Level 47: Assault -- EndRdx-I(A), EndRdx-I(50)

    Level 49: Fly -- Frb-Stlth(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: Sprint -- Empty(A)

    Level 1: Vigilance

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Empty(A)

    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(13)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), PrfShf-EndMod/Rchg(15)

    Level 50: Cardiac Core Paragon

    ------------

     

     

     

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  19. Well hey, why don't we just do away with ATs all together and give everyone every powerset both as primary and secondary?

     

    Go play CO for that.

     

    CoH doesn't support this sort of thing stably.

    Freeform CoH characters have been tried.

    Ripping out all the "error" checking for this stuff is non-trivial.

  20. Spider Man is class 25 whereas Hulk is class 100 (well. . .he has no upper bound but starts at 100).

     

    Spider-Man is an example of a Super-Strength scrapper.

     

    Most melee-oriented supers have SOME modicum of superhuman strength.  It's kinda like the "basic package"

     

    Captain America comes in at the low end of the spectrum.  He's marginally stronger than the strongest human weightlifters.  He can basically chuck a motorcycle at you if necessary and he has the proper technique to take advantage of the momentum.

     

    Spidey is MUCH higher up the scale and is in the "Chuck cars around" strong if he really NEEDS to.

     

    Hulk's BASELINE is "Knock buildings down and chuck MAIN BATTLE TANKS for miles".  Not even going to address "Worldbreaker".

     

    You're talking a difference in orders of magnitude.

     

    CAN Spidey fight Hulk and make him hurt?

    Yep.

    Spidey MIGHT get lucky and knock Hulk out if the fight is short and sudden.

     

    But the Hulk only REALLY needs to solidly connect ONCE and it's Spider-Salsa.

  21. Okay, a super-expensive build can get you a Soft-Capped Invuln setup that DOES NOT REQUIRE THE FIGHTING POOL!

    No mule attack you never use.

    No Cross-Punch.

    No Tough.

    No Weave.

     

    Nor the resultant, ongoing Endurance drain from the toggles!

     

    So this leaves you with power choices late in the build and a fairly hefty Endurance budget to use them.

     

    Awww no cross punch or spring attack? :(

     

    Anyway, those last two builds were Invulnerability, not WP matey ;) hehe

     

    What the?!?!?!?

     

    I KNOW I posted these to a completely different thread!

     

    Okay, while this isn't a Fighting-Free setup:

     

    S/L is just sub-SoftCap.  However, a Tier2 Agility Alpha will bring you up.

     

    But WP/SS/Earth.

    So you've got a nice ability to take and hold aggro!

     

     

     

     

     

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Tanker

    Primary Power Set: Willpower

    Secondary Power Set: Super Strength

    Power Pool: Leaping

    Power Pool: Leadership

    Power Pool: Fighting

    Power Pool: Speed

    Ancillary Pool: Earth Mastery

     

    Hero Profile:

    Level 1: High Pain Tolerance -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(3), UnbGrd-Rchg/ResDam:50(3), UnbGrd-ResDam/EndRdx/Rchg:50(5), StdPrt-ResDam/Def+:30(9)

    Level 1: Jab -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(27), SprMghoft-Acc/Dmg/Rchg:50(27), SprMghoft-Dmg/EndRdx/Rchg:50(29), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(31), SprMghoft-Rchg/Res%:50(31)

    Level 2: Mind Over Body -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(5), UnbGrd-Rchg/ResDam:50(7), UnbGrd-ResDam/EndRdx/Rchg:50(7), GldArm-3defTpProc:50(11)

    Level 4: Haymaker -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(13), SprGntFis-Acc/Dmg/Rchg:50(13), SprGntFis-Dmg/EndRdx/Rchg:50(15), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(15), SprGntFis-Rchg/+Absorb:50(19)

    Level 6: Fast Healing -- Pnc-Heal/EndRedux:50(A), Pnc-EndRdx/Rchg:50(34), Pnc-Heal/Rchg:50(34)

    Level 8: Indomitable Will -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(9), ShlWal-ResDam/Re TP:50(11)

    Level 10: Taunt -- MckBrt-Taunt:50(A), MckBrt-Taunt/Rchg:50(43), MckBrt-Taunt/Rchg/Rng:50(46), MckBrt-Acc/Rchg:50(48), MckBrt-Taunt/Rng:50(48), MckBrt-Rchg:50(48)

    Level 12: Rise to the Challenge -- Pnc-Heal/EndRedux:50(A), Pnc-EndRdx/Rchg:50(37), Pnc-Heal/Rchg:50(43)

    Level 14: Quick Recovery -- PrfShf-End%:50(A)

    Level 16: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(17), Rct-ResDam%:50(17)

    Level 18: Heightened Senses -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(19)

    Level 20: Knockout Blow -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(21), SprBlsCol-Acc/Dmg/EndRdx:50(21), SprBlsCol-Acc/Dmg/Rchg:50(23), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(25), SprBlsCol-Rchg/HoldProc:50(25)

    Level 22: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(23)

    Level 24: Kick -- FrcFdb-Rechg%:50(A)

    Level 26: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(37), UnbGrd-Rchg/ResDam:50(40), UnbGrd-ResDam/EndRdx/Rchg:50(46)

    Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(29)

    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)

    Level 32: Strength of Will -- UnbGrd-ResDam:50(A), UnbGrd-EndRdx/Rchg:50(33), UnbGrd-Rchg/ResDam:50(33), UnbGrd-ResDam/EndRdx/Rchg:50(33), UnbGrd-Max HP%:50(34)

    Level 35: Stone Prison -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(36), SprWntBit-Acc/Dmg/EndRdx:50(36), SprWntBit-Acc/Dmg/Rchg:50(36), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(37)

    Level 38: Foot Stomp -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(39), SprAvl-Acc/Dmg/EndRdx:50(39), SprAvl-Acc/Dmg/Rchg:50(39), SprAvl-Acc/Dmg/EndRdx/Rchg:50(40)

    Level 41: Fossilize -- SprEnt-Acc/Hold:50(A), SprEnt-Hold/Rchg:50(42), SprEnt-End/Rchg:50(42), SprEnt-Acc/Hold/End:50(42), SprEnt-Acc/Hold/End/Rchg:50(43)

    Level 44: Stalagmites -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(45), SprFrzBls-Acc/Dmg/EndRdx:50(45), SprFrzBls-Acc/Dmg/Rchg:50(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(46)

    Level 47: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(50)

    Level 49: [Empty]

    Level 1: Brawl -- Empty(A)

    Level 1: Gauntlet

    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:50(A), Mrc-Rcvry+:40(40), NmnCnv-Regen/Rcvry+:50(50)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(50)

    ------------

     

     

     

    | Copy & Paste this data into Mids' Hero Designer to view the build |

    |-------------------------------------------------------------------|

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    |-------------------------------------------------------------------|

  22. The above build presumes the use of a Tier-2 Agility to make SoftCap, but F/C is ALREADY pushing Incarnate Softcap.

    Steal one slot from two powers slotted with Winter-Os, drop them into Invincibility and Tough Hide and drop a generic Defense IO in and you're "magically" soft-capped to all 6 primary Typed WITHOUT the Alpha.

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Tanker

    Primary Power Set: Invulnerability

    Secondary Power Set: Super Strength

    Power Pool: Leadership

    Power Pool: Leaping

    Power Pool: Speed

    Ancillary Pool: Earth Mastery

     

    Hero Profile:

    Level 1: Resist Physical Damage -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(3), RctArm-ResDam/Rchg:40(3), GldArm-3defTpProc:50(7)

    Level 1: Jab -- OvrFrc-Acc/Dmg:50(A), OvrFrc-End/Rech:50(33), OvrFrc-Acc/Dmg/End:50(33), OvrFrc-Dmg/End/Rech:50(34), OvrFrc-Acc/Dmg/End/Rech:50(34)

    Level 2: Temp Invulnerability -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(5), UnbGrd-Rchg/ResDam:50(5), UnbGrd-EndRdx/Rchg:50(7)

    Level 4: Haymaker -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(11), SprMghoft-Acc/Dmg/Rchg:50(31), SprMghoft-Dmg/EndRdx/Rchg:50(31), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(31), SprMghoft-Rchg/Res%:50(33)

    Level 6: Dull Pain -- Heal-I:50(A)

    Level 8: Resist Elements -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(9), RctArm-ResDam/Rchg:40(9), StdPrt-ResDam/Def+:30(11)

    Level 10: Taunt -- MckBrt-Taunt:50(A), MckBrt-Taunt/Rchg:50(34), MckBrt-Taunt/Rchg/Rng:50(37), MckBrt-Acc/Rchg:50(40)

    Level 12: Unyielding -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(13), UnbGrd-Rchg/ResDam:50(13), UnbGrd-ResDam/EndRdx/Rchg:50(17), UnbGrd-Max HP%:50(19)

    Level 14: Resist Energies -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(15), RctArm-ResDam/Rchg:40(15)

    Level 16: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(17)

    Level 18: Invincibility -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(19), ShlWal-Def:50(50)

    Level 20: Knockout Blow -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(21), SprBlsCol-Acc/Dmg/EndRdx:50(21), SprBlsCol-Acc/Dmg/Rchg:50(23), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(25), SprBlsCol-Rchg/HoldProc:50(29)

    Level 22: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(23)

    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)

    Level 26: Tough Hide -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(27), ShlWal-ResDam/Re TP:50(27), ShlWal-Def:50(46)

    Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(29)

    Level 30: Super Jump -- WntGif-ResSlow:50(A)

    Level 32: Assault -- EndRdx-I:50(A)

    Level 35: Hurl -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(36), SprGntFis-Acc/Dmg/Rchg:50(36), SprGntFis-Dmg/EndRdx/Rchg:50(36), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(37), SprGntFis-Rchg/+Absorb:50(37)

    Level 38: Foot Stomp -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(39), SprAvl-Acc/Dmg/EndRdx:50(39), SprAvl-Acc/Dmg/Rchg:50(39), SprAvl-Acc/Dmg/EndRdx/Rchg:50(40), SprAvl-Rchg/KDProc:50(40)

    Level 41: Stone Prison -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(42), SprWntBit-Acc/Dmg/EndRdx:50(42), SprWntBit-Acc/Dmg/Rchg:50(42), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(43), SprWntBit-Rchg/SlowProc:50(43)

    Level 44: Fossilize -- SprEnt-Acc/Hold:50(A), SprEnt-Hold/Rchg:50(45), SprEnt-End/Rchg:50(45), SprEnt-Acc/Hold/End:50(45), SprEnt-Acc/Hold/End/Rchg:50(46)

    Level 47: Stalagmites -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(48), SprFrzBls-Acc/Dmg/EndRdx:50(48), SprFrzBls-Acc/Dmg/Rchg:50(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(50)

    Level 49: [Empty]

    Level 1: Brawl -- Empty(A)

    Level 1: Gauntlet

    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:50(A), NmnCnv-Regen/Rcvry+:50(43), Mrc-Rcvry+:40(46)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(50)

    Level 50: Agility Radial Boost

    ------------

     

     

     

    | Copy & Paste this data into Mids' Hero Designer to view the build |

    |-------------------------------------------------------------------|

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    |-------------------------------------------------------------------|

  23. In support of this:

     

    Quickie Inv/SS/Earth Tank

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Tanker

    Primary Power Set: Invulnerability

    Secondary Power Set: Super Strength

    Power Pool: Leadership

    Power Pool: Leaping

    Power Pool: Speed

    Ancillary Pool: Earth Mastery

     

    Hero Profile:

    Level 1: Resist Physical Damage -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(3), RctArm-ResDam/Rchg:40(3), GldArm-3defTpProc:50(7)

    Level 1: Jab -- OvrFrc-Acc/Dmg:50(A), OvrFrc-End/Rech:50(33), OvrFrc-Acc/Dmg/End:50(33), OvrFrc-Dmg/End/Rech:50(34), OvrFrc-Acc/Dmg/End/Rech:50(34)

    Level 2: Temp Invulnerability -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(5), UnbGrd-Rchg/ResDam:50(5), UnbGrd-EndRdx/Rchg:50(7)

    Level 4: Haymaker -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(11), SprMghoft-Acc/Dmg/Rchg:50(31), SprMghoft-Dmg/EndRdx/Rchg:50(31), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(31), SprMghoft-Rchg/Res%:50(33)

    Level 6: Dull Pain -- Heal-I:50(A)

    Level 8: Resist Elements -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(9), RctArm-ResDam/Rchg:40(9), StdPrt-ResDam/Def+:30(11)

    Level 10: Taunt -- MckBrt-Taunt:50(A), MckBrt-Taunt/Rchg:50(34), MckBrt-Taunt/Rchg/Rng:50(37), MckBrt-Acc/Rchg:50(40)

    Level 12: Unyielding -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(13), UnbGrd-Rchg/ResDam:50(13), UnbGrd-ResDam/EndRdx/Rchg:50(17), UnbGrd-Max HP%:50(19)

    Level 14: Resist Energies -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(15), RctArm-ResDam/Rchg:40(15)

    Level 16: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(17)

    Level 18: Invincibility -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(19)

    Level 20: Knockout Blow -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(21), SprBlsCol-Acc/Dmg/EndRdx:50(21), SprBlsCol-Acc/Dmg/Rchg:50(23), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(25), SprBlsCol-Rchg/HoldProc:50(29)

    Level 22: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(23)

    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)

    Level 26: Tough Hide -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(27), ShlWal-ResDam/Re TP:50(27)

    Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(29)

    Level 30: Super Jump -- WntGif-ResSlow:50(A)

    Level 32: Assault -- EndRdx-I:50(A)

    Level 35: Hurl -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(36), SprGntFis-Acc/Dmg/Rchg:50(36), SprGntFis-Dmg/EndRdx/Rchg:50(36), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(37), SprGntFis-Rchg/+Absorb:50(37)

    Level 38: Foot Stomp -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(39), SprAvl-Acc/Dmg/EndRdx:50(39), SprAvl-Acc/Dmg/Rchg:50(39), SprAvl-Acc/Dmg/EndRdx/Rchg:50(40), SprAvl-Rchg/KDProc:50(40)

    Level 41: Stone Prison -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(42), SprWntBit-Acc/Dmg/EndRdx:50(42), SprWntBit-Acc/Dmg/Rchg:50(42), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(43), SprWntBit-Rchg/SlowProc:50(43)

    Level 44: Fossilize -- SprEnt-Acc/Hold:50(A), SprEnt-Hold/Rchg:50(45), SprEnt-End/Rchg:50(45), SprEnt-Acc/Hold/End:50(45), SprEnt-Acc/Hold/End/Rchg:50(46), SprEnt-Rchg/AbsorbProc:50(46)

    Level 47: Stalagmites -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(48), SprFrzBls-Acc/Dmg/EndRdx:50(48), SprFrzBls-Acc/Dmg/Rchg:50(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(50), SprFrzBls-Rchg/ImmobProc:50(50)

    Level 49: [Empty]

    Level 1: Brawl -- Empty(A)

    Level 1: Gauntlet

    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:50(A), NmnCnv-Regen/Rcvry+:50(43), Mrc-Rcvry+:40(46)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(50)

    Level 50: Agility Radial Boost

    ------------

     

     

     

    | Copy & Paste this data into Mids' Hero Designer to view the build |

    |-------------------------------------------------------------------|

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    |0A59|

    |-------------------------------------------------------------------|

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