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Everything posted by oedipus_tex
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I feel like how some archetypes have Critical Hits, Super Reflexes should induce Critical Misses where the attacker opens itself up to a retaliation strike. Basically, if someone swings on a Super Reflex character and a "reverse crit" is rolled, the Super Reflex character should have X seconds to counter strike with proc damage.
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I have no idea where this sits on the scale of difficulty or priorities, but since full pet customization isn't a likely option in the forseeable future, it would be cool if we had an option where at least the owner's aura is copied to the pet, so you could get flaming ice people and stormy imps. Again, like with the Phantom Army it would be even cooler yet if it copied it out of a designated costume slot instead of from the owner, but I'd still take this.
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Fade and Farsight Should Not Benefit from External Buffs
oedipus_tex replied to oedipus_tex's topic in Suggestions & Feedback
Power Boost was in the game for about 8 years before Time showed up. It's a good power and will always be fine. I'd even keep it on my Dark/Time and Ice/Time Controllers because of all the other stuff it boosts. The fact that it boosts Farsight to the point it doubles the value of most Defense armor sets is where it just goes off the rails. -
I don't understand why customizable pets would require more costume policing than the existing costume creator. It also doesn't bother me if only some sets can be customized. They already spent the time to create customizable Phantom Armies, and IMO it's an incredibly cool feature.
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New to Defenders -- Debuffing beast suggestions?
oedipus_tex replied to BurningDezire's topic in Defender
I would go with Cold/Beam Rifle, though to be honest Cold takes a lot of IO work to make good, and (IMO) any time you stray outside the sets with a self heal it requires justification. Radiation/Beam might be easier despite not matching Cold in top performance -Resist stripping. Thermal/Beam can be a surprisingly good single target debuffer as well, although it is primarily a team buffing set. -
A Minimalist Take on a Support/Melee AT
oedipus_tex replied to Replacement's topic in Suggestions & Feedback
What I would suggest for a Support/Melee class is to use the melee set normally used by Stalkers but replace Placate with the equivalent/adjacent pet from a Control or Mastermind set. Thus, your hybrid class has a "companion" and is significantly different from either Defender/Corruptor or the other melee classes. It would also be the first time most of the Mastermind pets made an appearance outside that AT. For example: Street Justice >> Thug Electric Melee >> Gremlins Fire Melee >> Imps Ice Melee >> Jack Frost Earth Melee >> Stoney Savage Melee >> Dire Wolf Dark Melee >> Lich (you could do the Shadow Hound but conceptually I like Lich better) Energy Melee >> Singularity Katana >> Ninja etc. On other melees, companions aren't too useful. But this proposed melee class is an Empath, Force Fielder, or whatever and well situated to pair off with a companion. The concept of companions is used in Dungeons and Dragons in classes like the Ranger. I realize this departs from the original suggestion, but I have long thought this arrangement would work well for a melee support character. -
A Minimalist Take on a Support/Melee AT
oedipus_tex replied to Replacement's topic in Suggestions & Feedback
This isn't a bad idea overall. I admit I didn't read deep into the specifics. I do think the reason Support/Melee keeps being suggested by various posters is because there is a lot of player interest in it. It's basically the Cleric/Paladin archetype from D&D, largely missing in CoX. I'd be very interested to see whether the Storm Summoning set would make an appearance on this archetype and what sorts of changes would be made to accommodate it. Traps would be interesting as well. -
Either probably works well. The various Fears in Storm though personally kind of annoy me on any character without an AoE immobilize, so I'd probably lean Radiation.
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As for slotting, slot him with KB to KDs, then use Wormhole (also with KB to KD) to summon enemies right on top of him. They'll bounce helplessly in place, plus they'll often aggro Singy when they wake up from the stun instead of you, and he's got the HP and resistance to survive it.
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Singularity is the strongest pet in the game IMO. Masterminds wish they got Singularity as a pet. He was also recently buffed, so he does (and sets) Impact damage too with his controls.
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Despite having damage powers in their secondary set, generally speaking Dominator damage is not very high. This can lead to endurance problems, yes.
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So after all the negative things I've said about Gravity Control on Doms I went on a mission to find a combo that would bypass most of the known issues with the set. I came up with a proposed Grav/Psi/Psi build which IMO is not bad. Full disclosure that I did not actually check DPAs. In theory, this build would be able to take advantage of the non-notify aspect of Wormhole to warp enemies to a trap zone where Drain Psyche can be used at point blank range. Then, the Dom can unleash Psychic Shockwave and Psinado, followed by single target on the bosses. The normally poor single target damage of Psi is offset by Lift and Propel. This build would skip the majority of attacks in the Assault set, favoring only the ones that provide very high damage. Unknown because I didn't check DPA and the value of Impact: whether I can also skip Mind Probe. The build is one Purple inspiration away from soft capped Melee and Ranged defense, with +108% Recharge before Hasten. One annoyance: you can't actually teleport +4 bosses with Wormhole. Just because of how the game is designed. But maybe one day. Feedback, comments, or alternate builds welcome. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Gravity Control Secondary Power Set: Psionic Assault Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Psionic Mastery Villain Profile: Level 1: Lift -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(3), Apc-Acc/Rchg(3), Apc-Dmg/EndRdx(5), Apc-Dam%(5), FrcFdb-Rechg%(31) Level 1: Psionic Dart -- Empty(A) Level 2: Gravity Distortion -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(7), SprAscoft-EndRdx/Rchg(7), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(9), SprAscoft-Rchg/+Dmg%(11) Level 4: Mind Probe -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(13), Hct-Acc/Rchg(15), Hct-Dmg/EndRdx(15), Hct-Dam%(17), Mk'Bit-Dam%(40) Level 6: Propel -- SuddAcc-KB/Rech(A), SuddAcc-KB/Dmg/Rech(17), SuddAcc-KB/Dmg/End(19), SuddAcc-KB/Acc/Dmg(19), SuddAcc-KB/Acc(21), SuddAcc--KB/+KD(21) Level 8: Crushing Field -- TraoftheH-Dam%(A), PstBls-Dam%(25), ImpSwf-Dam%(46) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 12: Boxing -- Empty(A) Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23) Level 16: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(25), LucoftheG-Def/EndRdx(27) Level 18: Gravity Distortion Field -- UnbCns-Hold/Rchg(A), UnbCns-Acc/Hold/Rchg(27), UnbCns-Acc/Rchg(29), UnbCns-EndRdx/Hold(29), UnbCns-Dam%(31) Level 20: Drain Psyche -- NmnCnv-Heal/Rchg(A), EffAdp-Acc/Rchg(31), TchoftheN-Heal/HP/Regen/Rchg(33) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(33), Rct-ResDam%(33) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34) Level 26: Wormhole -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(34), SprDmnGrs-Rchg/Fiery Orb(36), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(36), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(36), SprDmnGrs-EndRdx/Rchg(37) Level 28: Super Speed -- BlsoftheZ-ResKB(A) Level 30: Dimension Shift -- RechRdx-I(A) Level 32: Singularity -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(37), ExpRnf-Dmg/EndRdx(37), ExpRnf-Acc/Dmg/Rchg(39), SuddAcc--KB/+KD(40) Level 35: Link Minds -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(39), LucoftheG-Def/EndRdx/Rchg(39) Level 38: Psychic Shockwave -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx/Rchg(42), SprAvl-Rchg/KDProc(42), Arm-Dam%(43) Level 41: Psionic Lance -- StnoftheM-Dmg/EndRdx(A), StnoftheM-Acc/ActRdx/Rng(43), StnoftheM-Dmg/ActRdx/Rchg(43), StnoftheM-Dmg/EndRdx/Rchg(45), StnoftheM-Dam%(45) Level 44: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-Max HP%(45), UnbGrd-ResDam/EndRdx(46), UnbGrd-ResDam/EndRdx/Rchg(46) Level 47: Psionic Tornado -- FrcFdb-Rechg%(A), Rgn-Dmg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50), Rgn-Dmg/Rchg(50) Level 49: Indomitable Will -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Domination 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 -- 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), Empty(11), Empty(13) Level 50: Nerve Core Paragon ------------ ------------ Set Bonus Totals: 16.5% DamageBuff(Smashing) 16.5% DamageBuff(Lethal) 16.5% DamageBuff(Fire) 16.5% DamageBuff(Cold) 16.5% DamageBuff(Energy) 16.5% DamageBuff(Negative) 16.5% DamageBuff(Toxic) 16.5% DamageBuff(Psionic) 14.13% Defense(Melee) 10.06% Defense(Smashing) 10.06% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 9.75% Defense(Energy) 9.75% Defense(Negative) 6% Defense(Psionic) 13.5% Defense(Ranged) 6% Defense(AoE) 2.25% Max End 2.5% Enhancement(Max EnduranceDiscount) -2.55 Enhancement(Knockback) 108.8% Enhancement(RechargeTime) 60% Enhancement(Accuracy) 8% Enhancement(Stunned) 8% Enhancement(Confused) 8% Enhancement(Held) 8.8% Enhancement(Terrorized) 16% Enhancement(Sleep) 16% Enhancement(Immobilized) 7.5% SpeedFlying 194.6 HP (19.13%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 56.25% MezResist(Held) 56.25% MezResist(Immobilized) 56.25% MezResist(Sleep) 56.25% MezResist(Stunned) 56.25% MezResist(Terrorized) 56.25% MezResist(Teleport) 100% (20% chance) 16% (0.27 End/sec) Recovery 68% (2.88 HP/sec) Regeneration 15% ResEffect(SpeedFlying) 15% ResEffect(RechargeTime) 15% ResEffect(SpeedRunning) 14% Resistance(Smashing) 32% Resistance(Fire) 32% Resistance(Cold) 11.75% Resistance(Energy) 11.75% Resistance(Negative) 8% Resistance(Toxic) 8% Resistance(Psionic) 14% Resistance(Lethal) 7.5% SpeedRunning | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | 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The somewhat irritating thing about Dominator ATOs is they are designed for powers that are controls but not attacks. Where Scrappers, Blasters, and even Defenders got ATOs they can slot in their blasts and punches, Dominators are stuck trying to shoehorn the ATOs into the small number of powers that are both a) Controls and b) do not need Damage slotting. For most Dominators this turns out to be no more than about 2 powers--usually the AoE Hold and one other power. And for a lot of those other powers, better slotting is available. This is in contrast to the better designed (IMO) ATOs for Defenders and Corruptors, where the ATO applies to their blast powers and there are multiple options on how to slot them. The ATOs for Dominators can't be slotted in most Assault powers, and where they can be, you'd need damage slotting so wouldn't want to. Lately I've been 6-slotting the single target Hold with the ATO that provides +5 Ranged Defense at 6 slots and the damage proc. But this is a choice made under duress. That power would be better slotted as an attack than a Control. There just aren't other available options for most Dominators on where to put 6 slots of this set for the bonuses. You could of course frankenslot and just grab the proc, but you're missing out on the +5 Ranged defense for 6 slotting. Only one other IO set (Coercive Persuasion, the Purple Confuse set) gives +5 Ranged defense (as well as +10 Recharge at 5 slots).
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Dark/Time has the "problem" that pretty much all the powers are good. To the extent this is actually a problem. 🙂 Overall I'd say the biggest limitation is lagging single target damage. But that's a given with almost any Controller primary except Gravity. My particular build doesnt help matters with skipping Power Blast, but its a sacrifice I was willing to make.
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Solo Electric/Storm Controller - Leveling Build
oedipus_tex replied to Fan Mail's topic in Controller
Put damage procs in Jolting Chain. It's going to still be low damage until Tornado though. You can help yourself a little with blasts from the Force of Will pool. -
I think I do have it on live. Stamina isn't a big concern for me on this character, because he's a perma dom with Drain Psyche and Power Sink, so his blue bar is constantly refilling.
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But why does Energy Aura not have an option to turn off the "hidden costume" thing? Dark Armor used to have this feature as well and it got the option. That's the main thing keeping me from playing it. I just really dislike costume-hiding sets.
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I would never skip the AoE hold on a Dominator once they get to perma. On a Controller, maybe. But a Mag 6 Hold is too useful to bypass. I save it as a backup when things start to go south. If you have a Dom where things never go south, I feel like you aren't pushing yourself enough. But that may just be me. No matter how under control you tend to keep things, eventually one of your pets will go Leeroy Jenkins on an adjacent group just as Drain Psyche slips and Hasten auto recasts and your HP starts to drop. That's what your AoE hold is for. Plus using it occasionally will keep your pets from dying less, so there's that.
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IMO skip Fire, Energy, Savage, or Radiation. Each has an in-set extra mechanic that forces you into using the Assault powers offensively, but the whole point of Gravity is getting extra damage from Impact + Propel or Lift. If they ever fix Doms so that Impact affects Assault powers these sets would be very attractive though. I would go with Martial, Psi, or Earth because you can grab the AoEs or useful secondary effects from them and their base single target damage isn't great. Dark Assault might work too if you want it for the self heal. Wormhole into Caltrops or Drain Psyche are excellent tactics. EDIT: That said, Energy may work if you basically limit your powers to Power Up, Total Focus and Whirling Hands. Skipping half or more of the Assault set powers is pretty routine so I guess it could work.
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The power needs Heal, Accuracy, and Recharge slotting. Any combo of IOs that provide those will work well. The exact ones you need depend on the rest of the build and how much global Recharge and Accuracy you have. Below is the slotting I currently use on my Elec/Psi Dom:
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So I did my best to make my own FF/Elec Defender build of my own. I'm no expert on Electric Blast so take this with a grain of salt. Its capped to basically everything, keeps the team shields, adds a pet, and Power Boost to make elec drains and shields more substantial. This build also adds Aid Self, which IMO a Force Fielder should always take. Just toggle on PFF, cast it, untoggle. I used Agility Core Paragon as the Alpha slot. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Force Field Secondary Power Set: Electrical Blast Power Pool: Speed Power Pool: Medicine Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Deflection Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(27) Level 1: Charged Bolts -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(9), SprVglAss-Acc/Dmg/EndRdx/Rchg(9) Level 2: Lightning Bolt -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(3), SprDfnBst-Dmg/EndRdx/Rchg(3), SprDfnBst-Acc/Dmg/EndRdx(15), SprDfnBst-Acc/Dmg/EndRdx/Rchg(15), SprDfnBst-Rchg/Heal%(37) Level 4: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(5), Rgn-Acc/Rchg(5), Rgn-Acc/Dmg/Rchg(7), Rgn-Dmg/Rchg(7), PstBls-Dam%(31) Level 6: Insulation Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11), LucoftheG-Def/EndRdx(25) Level 8: Personal Force Field -- ShlWal-ResDam/Re TP(A) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 12: Dispersion Bubble -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13), LucoftheG-Def/EndRdx(13) Level 14: Short Circuit -- Arm-Dam%(A), ScrDrv-Dam%(17), Obl-%Dam(17), SprVglAss-Rchg/+Absorb(19), SprVglAss-Acc/Dmg/EndRdx(19), SprVglAss-Acc/Dmg(21) Level 16: Aim -- RechRdx-I(A) Level 18: Repulsion Field -- EndRdx-I(A) Level 20: Zapp -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(21), StnoftheM-Dmg/ActRdx/Rchg(23), StnoftheM-Acc/ActRdx/Rng(23), StnoftheM-Dmg/EndRdx(25), Apc-Dam%(31) Level 22: Aid Other -- Heal-I(A) Level 24: Aid Self -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(37), NmnCnv-Heal/Rchg(40), NmnCnv-Heal/EndRdx/Rchg(43), NmnCnv-Heal(46), NmnCnv-Regen/Rcvry+(46) Level 26: Boxing -- Acc-I(A) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/EndRdx(29) Level 30: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(31), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(34), UnbGrd-EndRdx/Rchg(34), UnbGrd-Rchg/ResDam(34) Level 32: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(33), Rct-Def(33), Ksm-ToHit+(37) Level 35: Voltaic Sentinel -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg(36) Level 38: Thunderous Blast -- 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 41: Soul Drain -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Rchg/KDProc(43), SprAvl-Acc/Dmg(43) Level 44: Dark Embrace -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(45), UnbGrd-ResDam(45) Level 47: Summon Mistress -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-EndRdx/Dmg/Rchg(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-+Res(Pets)(50), ExpRnf-Dmg/EndRdx(50) Level 49: Power Boost -- RechRdx-I(A) Level 1: Brawl -- Empty(A) 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 -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), EndMod-I(46), EndMod-I(50) Level 50: Agility Core Paragon ------------ ------------ Set Bonus Totals: 9% DamageBuff(Smashing) 9% DamageBuff(Lethal) 9% DamageBuff(Fire) 9% DamageBuff(Cold) 9% DamageBuff(Energy) 9% DamageBuff(Negative) 9% DamageBuff(Toxic) 9% DamageBuff(Psionic) 17.25% Defense(Melee) 11.63% Defense(Smashing) 11.63% Defense(Lethal) 18.5% Defense(Fire) 18.5% Defense(Cold) 13.19% Defense(Energy) 13.19% Defense(Negative) 6% Defense(Psionic) 20.38% Defense(Ranged) 16% Defense(AoE) 7.2% Max End 10% Enhancement(Range) 15% Enhancement(Accuracy) 14% Enhancement(Heal) 5% Enhancement(Max EnduranceDiscount) 97.5% Enhancement(RechargeTime) 171.7 HP (16.88%) HitPoints MezResist(Confused) 51.25% MezResist(Held) 51.25% MezResist(Immobilized) 51.25% MezResist(Sleep) 51.25% MezResist(Stunned) 51.25% MezResist(Terrorized) 51.25% MezResist(Teleport) 100% (20% chance) 12% (0.2 End/sec) Recovery 74% (3.14 HP/sec) Regeneration 30% ResEffect(SpeedFlying) 30% ResEffect(RechargeTime) 30% ResEffect(SpeedRunning) 23.25% Resistance(Smashing) 36% Resistance(Fire) 36% Resistance(Cold) 25.5% Resistance(Energy) 25.5% Resistance(Negative) 18% Resistance(Toxic) 18% Resistance(Psionic) 23.25% Resistance(Lethal) | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1475;684;1368;HEX;| |78DA6594DB6E12511486F70C83B594B6F47C000AAD542A6D29F4A057C6A427135B4| |C6DD55B426003A304C894C6AA573E85371E1FC0AAB5B4F52D3C3D82B73D68EB3131| |B898F58B4D66C2E463FF6BEDB5FFB56620B63EEBDCB8FCE092509A667289D5D5F8A| |C4CCB7C4A1AF65822A32745F5AAA3BBE79F1E9F5E4BA7C3F3052329E3F3BACCA5FC| 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Taboo is probably referring to the lack of Insulation Shield and underslotted Deflection Shield. I admit the build hits some impressive numbers, although to be honest, seeing what it gives up to get there, I feel like the player would have been happier rolling Traps, which has a higher base Defense in in its big bubble.
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I challenged myself to do a Nature / Assault Rifle build. I've played Nature to50a few times, but I dont know anything about Assault Rifle. How is this looking? Skipped Flamethrower since it looks like anim is very long (is this a mistake to skip?) Capped S/L defense and close to capped Ranged def 63% S/L resist 35/35/42/42 standard elements 55% toxic and 35% psi resist Alpha slot: Cardiac (+endurance redux, +resists, + range) Global recharge: +85% Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Nature Affinity Secondary Power Set: Assault Rifle Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Flight Ancillary Pool: Mace Mastery Hero Profile: Level 1: Regrowth -- Heal-I(A) Level 1: Burst -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3) Level 2: Slug -- SprVglAss-Dmg/Rchg(A), SprVglAss-Acc/Dmg/EndRdx(5), SprVglAss-Rchg/+Absorb(5) Level 4: Wild Growth -- GldArm-3defTpProc(A), GldArm-ResDam(7), GldArm-Res/Rech/End(7), GldArm-RechEnd(9), GldArm-RechRes(9), GldArm-End/Res(11) Level 6: Buckshot -- FrcFdb-Rechg%(A), PstBls-Acc/Dmg(11), PstBls-Dmg/EndRdx(13), PstBls-Dmg/Rng(13), PstBls-Acc/Dmg/EndRdx(15), PstBls-Dam%(15) Level 8: Spore Cloud -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitDeb(17), DarWtcDsp-ToHitdeb/Rchg/EndRdx(17), DarWtcDsp-ToHitDeb/Rchg(19) Level 10: M30 Grenade -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(19), SprVglAss-Acc/Dmg/EndRdx/Rchg(21), VglAss-Rchg/+Absorb(21), SprVglAss-Acc/Dmg(23), ExpStr-Dam%(23) Level 12: Wild Bastion -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(25), NmnCnv-Heal/Rchg(25), NmnCnv-Heal/EndRdx/Rchg(27), NmnCnv-Heal(27), NmnCnv-Regen/Rcvry+(29) Level 14: Corrosive Enzymes -- Acc-I(A) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 18: Rebirth -- RechRdx-I(A) Level 20: Boxing -- Acc-I(A) Level 22: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam/EndRdx/Rchg(31) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(33), ShlWal-ResDam/Re TP(33), Rct-ResDam%(34) Level 28: Sniper Rifle -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(34), StnoftheM-Dmg/EndRdx/Rchg(34), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dam%(36) Level 30: Hover -- LucoftheG-Def/Rchg+(A) Level 32: Overgrowth -- RechRdx-I(A), RechRdx-I(36) Level 35: Ignite -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(37), SprDfnBst-Dmg/EndRdx/Rchg(37), SprDfnBst-Acc/Dmg/EndRdx(37), SprDfnBst-Acc/Dmg/EndRdx/Rchg(39), SprDfnBst-Rchg/Heal%(39) Level 38: Full Auto -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(40), Rgn-Dmg/EndRdx(40), Rgn-Knock%(40), PstBls-Dam%(42) Level 41: Web Envelope -- TraoftheH-Acc/Rchg(A), TraoftheH-EndRdx/Immob(42), TraoftheH-Acc/EndRdx(42), TraoftheH-Immob/Acc(43), TraoftheH-Acc/Immob/Rchg(43), TraoftheH-Dam%(43) Level 44: Web Cocoon -- NrnSht-Dam%(A), ImpSwf-Dam%(45), GhsWdwEmb-Dam%(45), GldNet-Dam%(45), UnbCns-Dam%(46), Lck-%Hold(46) Level 47: Summon Disruptor -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(50), ExpRnf-EndRdx/Dmg/Rchg(51), ExpRnf-+Res(Pets)(51) Level 49: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def(50) Level 1: Brawl -- Empty(A) 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 -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Cardiac Core Paragon ------------ ------------ Set Bonus Totals: 6% DamageBuff(Smashing) 6% DamageBuff(Lethal) 6% DamageBuff(Fire) 6% DamageBuff(Cold) 6% DamageBuff(Energy) 6% DamageBuff(Negative) 6% DamageBuff(Toxic) 6% DamageBuff(Psionic) 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 18.5% Defense(Energy) 18.5% Defense(Negative) 6% Defense(Psionic) 27.25% Defense(Ranged) 6% Defense(AoE) 7.2% Max End 14% Enhancement(Heal) -0.85 Enhancement(Knockback) 33% Enhancement(Accuracy) 5% Enhancement(Immobilized) 85% Enhancement(RechargeTime) 10% Enhancement(Range) 141.2 HP (13.88%) HitPoints Knockback (Mag -3) Knockup (Mag -3) MezResist(Confused) 35% MezResist(Held) 35% MezResist(Immobilized) 35% MezResist(Sleep) 35% MezResist(Stunned) 35% MezResist(Terrorized) 35% MezResist(Teleport) 100% (20% chance) 13.5% (0.23 End/sec) Recovery 64% (2.71 HP/sec) Regeneration 25.5% Resistance(Smashing) 25.5% Resistance(Lethal) 26.25% Resistance(Fire) 26.25% Resistance(Cold) 19.5% Resistance(Energy) 19.5% Resistance(Negative) 21.75% Resistance(Toxic) 21.75% Resistance(Psionic) | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1504;682;1364;HEX;| |78DA7D94CB4F135114C667DAA958A0BC9167E551DE48E9D0A24B828046790441DD3| |6139896496A5BA76D224B17AE7DC4808FA83B972E0481F84FA84034AE5D2B282E8C| |9B7ADAEF139B34F126D3DF9DEF9C73CF37F77666F6D664F9AB8BB7C714B5622266A| |452E1493362C6974DDB356B44AD2525374AE4F2FED5C3E73391887FCE48676C333C| |1E8958712BBDFA2FBA60C4A3E6B27F3C953232B17478C18AC44CA5743E9188F9179| |3A6B9ECC94F2F58D195B4158F56E6EF664C434A532B56B20CD1582EDC3295B496FC| 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|3126AF954E4F7F004CE30E57| |-------------------------------------------------------------------|
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I struggled to make this combo work, but after plugging with a few different variations found what I think is a very strong combination that should have no trouble mixing it up in melee. This build assumes you take the Agility Core Paragon Alpha slot. It features nearly capped Ranged defense, an endurance bar refill + enemy drain in Power Sink, close to capped S/L resist, 66% energy resist, 29-33% resist to all others. Overgrowth is 10 seconds from perma, more or less perma if you are spamming Jolting Chain with the Recharge proc. The Mu pet is about 15 seconds from perma, same as above. 93% Endurance Redux most of the time, with Power Sink to replinish the bar means you can get by with no additional endurance support, so no extra slots needed in Stamina. Weaknesses: single target damage is very low. Tried to compensate with Electric fence. Just dont expect to solo AVs or even bosses easily. I skipped Spore Cloud for Hover mainly because with so many powers available, it is rarely cast. But you can take it if you find it useful. It does have some minor -Regen useful for AVs. This build also lacks mezz protection, so I'd take Clarion. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! GENERIC CONTROLLER ELECTRIC CONTROL: Level 50 Magic Controller Primary Power Set: Electric Control Secondary Power Set: Nature Affinity Power Pool: Flight Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Mu Mastery Hero Profile: Level 1: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-Rchg/Hold(5), UnbCns-Dam%(5), NrnSht-Dam%(7) Level 1: Corrosive Enzymes -- Acc-I(A) Level 2: Chain Fences -- PstBls-Dam%(A), TraoftheH-Dam%(7), Rgn-Dmg(9), Dtn-Acc/Dmg(9) Level 4: Regrowth -- Heal-I(A) Level 6: Jolting Chain -- Apc-Dam%(A), ExpStr-Dam%(11), FrcFdb-Rechg%(11), GldJvl-Dam%(13) Level 8: Conductive Aura -- PrfShf-EndMod/Acc(A), EffAdp-EndMod/Acc(13) Level 10: Wild Growth -- GldArm-3defTpProc(A), GldArm-ResDam(15), GldArm-Res/Rech/End(15), GldArm-RechEnd(17), GldArm-RechRes(17), GldArm-End/Res(19) Level 12: Static Field -- SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprOvrPrs-Rchg/Energy Font(19), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21), SprOvrPrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(21), SprOvrPrs-EndRdx/Rchg(23), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(23) Level 14: Electric Fence -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(33), Thn-Dmg/Rchg(34), Thn-Acc/Dmg/Rchg(34), Thn-Acc/Dmg/EndRdx(34), Thn-Dmg/EndRdx/Rchg(36) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 18: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(27) Level 20: Wild Bastion -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(27), NmnCnv-Heal/Rchg(29), NmnCnv-Heal/EndRdx/Rchg(29), NmnCnv-Heal(31), NmnCnv-Regen/Rcvry+(31) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), Rct-ResDam%(33), Ksm-ToHit+(33) Level 24: Hover -- LucoftheG-Def/Rchg+(A) Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(36), CrcPrs-Acc/Conf/Rchg(36), CrcPrs-Acc/Rchg(37), CrcPrs-Conf/EndRdx(37), CrcPrs-Conf%(37) Level 28: Rebirth -- RechRdx-I(A) Level 30: Paralyzing Blast -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(39), SprWiloft-EndRdx/Rchg(39), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(39), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(40), SprWiloft-Rchg/Dmg%(40) Level 32: Gremlins -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Rchg(40), ExpRnf-EndRdx/Dmg/Rchg(42), ExpRnf-Dmg/EndRdx(42), SlbAll-Build%(42) Level 35: Entangling Aura -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(43), BslGaz-EndRdx/Rchg/Hold(43), BslGaz-Acc/EndRdx/Rchg/Hold(43) Level 38: Overgrowth -- RechRdx-I(A), AdjTrg-ToHit/Rchg(45) Level 41: Power Sink -- PrfShf-EndMod/Rchg(A), EffAdp-EndMod/Rchg(46) Level 44: Ball Lightning -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(46), Rgn-Knock%(46) Level 47: Summon Guardian -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(48), ExpRnf-Acc/Dmg(48), ExpRnf-+Res(Pets)(50), ExpRnf-Dmg/EndRdx(50) Level 49: Charged Armor -- StdPrt-ResDam/Def+(A), ResDam-I(50) 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 -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Agility Core Paragon ------------ ------------ Set Bonus Totals: 14% DamageBuff(Smashing) 14% DamageBuff(Lethal) 14% DamageBuff(Fire) 14% DamageBuff(Cold) 14% DamageBuff(Energy) 14% DamageBuff(Negative) 14% DamageBuff(Toxic) 14% DamageBuff(Psionic) 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 29.44% Defense(Energy) 29.44% Defense(Negative) 6% Defense(Psionic) 34.13% Defense(Ranged) 6% Defense(AoE) 16% Enhancement(Sleep) 80% Enhancement(RechargeTime) 6% Enhancement(Heal) 8% Enhancement(Stunned) 8% Enhancement(Held) 8.8% Enhancement(Terrorized) 12% Enhancement(Confused) 37% Enhancement(Accuracy) 16% Enhancement(Immobilized) 6% SpeedFlying 83.93 HP (8.25%) HitPoints 6% JumpHeight 6% SpeedJumping Knockback (Mag -3) Knockup (Mag -3) MezResist(Confused) 37.5% MezResist(Held) 37.5% MezResist(Immobilized) 37.5% MezResist(Sleep) 37.5% MezResist(Stunned) 37.5% MezResist(Terrorized) 37.5% MezResist(Teleport) 100% (20% chance) 20.5% (0.34 End/sec) Recovery 32% (1.36 HP/sec) Regeneration 27.75% Resistance(Smashing) 27.75% Resistance(Lethal) 24% Resistance(Fire) 24% Resistance(Cold) 21% Resistance(Energy) 21% Resistance(Negative) 21.75% Resistance(Toxic) 21.75% Resistance(Psionic) 6% SpeedRunning | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1504;712;1424;HEX;| 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In all these years, I've literally never played Empathy past level 5. I'm very familiar with all of the primary sets, having leveled all of them to 50 at least 3 times, and some of them (Ice) more than 10 times. So here is my question to you: what primary powerset mixed with Empathy do you think would offer a unique experience and why?