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3seven

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Posts posted by 3seven

  1. 8 minutes ago, starro said:

    After all those years without COH and now volunteers pushing this forward - thank you all you do.    I am amazed three years later we even have servers, much less content updates.

    I completely agree. I was not in the know on the private servers or even that HC was a thing until last Summer. I've been enjoying my time back in Paragon City since! 

     

    Thanks to all devs and everyone who keeps this going!

    • Like 1
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  2. 12 hours ago, Erratic1 said:

    First off, bless you for including a data chunk.

     

    I like Electrical Armor. No, its no Invulnerability or Stone/Granite, but it has its perks. If I had not already had an SS/Bio Brute I might have made an  Elec/SS Tanker instead of the Elec/Rad I ended up with.  Aside from the basic tanking abilities that most armors are going to give you, it seems to me there is a spectrum between Energize and Power Sink where you will camp your build. You went more on the Power Sink end of things whereas I pushed as far as I could into the territory of Energize. What sold me on Energize over Power Sink was that Power Sink gets you more endurance to spend while Energize reduces your expenditure, heals you, and boosts your regen. 

     

    You have to find your own comfort zone too, but with the notion that my costs were going to be lowered I did not focus so much on upping my  Recovery, relying instead on making use of Power Sink slotted with a single Endurance IO in it to refill my bar periodically. So the routine is staying mostly stable on endurance while Energize is up, losing endurance while it is down, recovering endurance if the fight goes long by using Power Sink. I should seriously consider revising the build for perma-Hasten as that and the slotting I would use for Energize would allow for it to cycle every 38s, giving only 8 seconds down time as opposed to the 14.5s down time I actually have.

     

    I would have worked out a build to include in this post for Elec/SS but I was up late last night due to work and am headed to bed. I will see what I can come up with in the morning. For now I will include my Elec/Rad build because it might give you some ideas. But do keep in mind it also relies on the behavior of Rad Melee, and the ability to proc healing by using Radiation Siphon against Contaminated foes. With SS as your secondary that probably strongly argues for going the Energize route--for the healing and regen.

     

      Hide contents

     

    This Hero build was built using Mids Reborn 3.0.4.7
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Leyden  Jar: Level 50 Science Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Radiation Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Arctic Mastery

    Hero Profile:

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

     

    
    
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    Wow! Thank for the very detailed write up! There is a lot to consider.

     

    I really was just winging it on the build. I've only back to the game for a few weeks, so I am still getting my feet under me. I also have little experience with tankers, outside of early on live map-pulling dumpster burn nonsense. 

     

    My inclination was to energize, I like having on-demand healing (which your build has). I just figured power sink was a more set defining power, a "must have" as a core of the build. I am not in any way tied to that and I think I'd prefer the extra healing you suggest in actual game play. It also seems to be a different kind of tanker experience, which I think will add to playability for me. Your build also has a power pool I've never used, so that is another bonus since I'm trying out new sets anyway.

     

    I guess, my ignorant question is, is the energize/no defense route "good enough" to get through normal solo and group content without too much struggle? It sounds like the top end performance on harder content will be much better on your build due the defenses being less relevant.

  3. On live, I never played a /SS past about 12 or so. I think it is time to experience the awesomeness of foot stomp. I also wanted to try an armor I haven't really used, Elec. Is this combo good, bad, middling? I like the elec visuals, damage auras are fun, and the +rech is not a bad thing so I thought I'd give it a shot. 

     

    Here is the build I came up with:

    This Hero build was built using Mids Reborn 3.0.6.0
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Natural Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Super Strength
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Lightning Field -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(9), Obl-Acc/Dmg/Rchg(9), Obl-Dmg(21), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(42)
    Level 1: Jab -- TchofDth-Dam%(A), TchofDth-Dmg/EndRdx/Rchg(3), TchofDth-Dmg/Rchg(3), TchofDth-Acc/Dmg/EndRdx(5), TchofDth-Dmg/EndRdx(5), TchofDth-Acc/Dmg(7)
    Level 2: Charged Armor -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam(7)
    Level 4: Haymaker -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(11), KntCmb-Acc/Dmg(11), KntCmb-Dmg/EndRdx(13), KntCmb-Dmg/Rchg(13), KntCmb-Dmg/EndRdx/Rchg(15)
    Level 6: Static Shield -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam(15), UnbGrd-ResDam/EndRdx(17), UnbGrd-ResDam/EndRdx/Rchg(17)
    Level 8: Grounded -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(50)
    Level 10: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(19), UnbGrd-ResDam/EndRdx(19), UnbGrd-Rchg/ResDam(21), UnbGrd-Max HP%(25), UnbGrd-EndRdx/Rchg(25)
    Level 12: Energize -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal(23), NmnCnv-Heal/EndRdx/Rchg(23)
    Level 14: Taunt -- MckBrt-Rchg(A), MckBrt-Taunt/Rchg(27), MckBrt-Taunt/Rng(27), MckBrt-Taunt(29), MckBrt-Taunt/Rchg/Rng(29), MckBrt-Acc/Rchg(31)
    Level 16: Super Speed -- WntGif-ResSlow(A)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Kick -- Empty(A)
    Level 22: Knockout Blow -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(34), Mk'Bit-Dmg/Rchg(34), Mk'Bit-Acc/EndRdx/Rchg(34), Mk'Bit-Dmg/EndRdx(36), Mk'Bit-Acc/Dmg(36)
    Level 24: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(33)
    Level 26: Power Sink -- PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/Acc/Rech(43), PreOptmz-EndMod/Acc/End(46), PreOptmz-EndMod/Rech(46), PreOptmz-EndMod/End(48), PreOptmz-Acc/Rech(48)
    Level 28: Rage -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(46)
    Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31), Rct-ResDam%(43), ShlWal-ResDam/Re TP(43)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 35: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(37)
    Level 38: Foot Stomp -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(39), OvrFrc-Acc/Dmg/End/Rech(39), OvrFrc-Acc/Dmg(39), OvrFrc-Acc/Dmg/End(40), OvrFrc-Dmg/End/Rech(40)
    Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42)
    Level 44: Assault -- EndRdx-I(A)
    Level 47: Focused Accuracy -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(48)
    Level 49: Physical Perfection -- PwrTrns-Dam/EndMod(A), PwrTrns-EndMod(50)
    Level 1: Gauntlet 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Run-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(45), RgnTss-Regen+(45), Mrc-Rcvry+(50)
    Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(45)
    Level 14: Speed Phase 
    ------------

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    I tried to get melee soft-capped and a decent amount of the other positionals along with bumping up the resists as much as I could. I'm not wealthy, so it uses cheapy sets. I know it could be better with purples, but is this build generally functional for all but extreme content? Are there key powers I missed? Or is it slotted poorly?

     

    I haven't tanked in HC, but I have in other games. I mostly do PuGs and solo, but once I get re-acquainted with TF content, I'll be doing some more serious tanking. What would the general limits be for this build, difficulty-wise? Is this combo not suited to high-level tanking?

     

    Thanks in advance for any input or suggestions.

    • Thumbs Up 1
  4. 20 hours ago, plainguy said:

    I need to take a look but I "THINK" you can get positional Defense cap.. But it might cut down on your procing. 
    I will circle back on this tomorrow. 

    Is everything a must power wise beyond Plant Control and Traps ?

    Sounds good.

     

    Nothing is really must have. I like seeds and the more I play it, arcane bolt is surprisingly great damage-wise, but I'm not tied to anything really. 

     

    I grabbed caltrops at 22 and it seems to add some mitigation and a little damage. It is nice to have as another option for when my other big mitigators are on CD (seeds, poison trap, vines). It helps keep me moving on spawns and not having to wait on the others to recharge, but still maintain a decent level of safety. I'm not pushing difficulty or anything while I level up, at least not yet.

     

    So far, this build is a blast. I feel in control of the fights and it still dishes damage pretty decently.

  5. OK, I think I have pulled in all of the advice thus far. Thanks to @Armaaz (I think) I got the right settings going to see the suppressed values in Mids. So this build should have improved power picks and actually soft-capped R/S/L/E/N def. I just winged it on Caltrops and Seismic Smash, shooting for the last set bonuses to get me to the soft cap. 

     

    This Hero build was built using Mids Reborn 3.0.6.0
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Arboreal Technomage: Level 50 Natural Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Traps
    Power Pool: Sorcery
    Power Pool: Concealment
    Power Pool: Teleportation
    Power Pool: Speed
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Entangle -- Thn-Dmg/EndRdx/Rchg(A), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/Rchg(37), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx(43), Thn-Acc/Dmg(46)
    Level 1: Web Grenade -- Immob-I(A)
    Level 2: Strangler -- Lck-%Hold(A), Lck-Acc/EndRdx/Rchg/Hold(3), Lck-Acc/Rchg(3), Lck-Rchg/Hold(13), Lck-EndRdx/Rchg/Hold(15), Lck-Acc/Hold(42)
    Level 4: Arcane Bolt -- Dcm-Acc/Dmg/Rchg(A), Dcm-Acc/EndRdx/Rchg(5), Dcm-Dmg/EndRdx(5), Dcm-Dmg/Rchg(7), Dcm-Acc/Dmg(7), FrcFdb-Rechg%(13)
    Level 6: Roots -- Artl-Acc/Rech/Rng(A), Artl-Acc/Dam(9), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(9)
    Level 8: Seeds of Confusion -- MlsIll-Dam%(A), MlsIll-Acc/Conf/Rchg(15), MlsIll-Acc/Rchg(17), MlsIll-EndRdx/Conf(17), MlsIll-Acc/EndRdx(19), MlsIll-Conf/Rng(19)
    Level 10: Acid Mortar -- AchHee-ResDeb%(A), Thn-Acc/Dmg/Rchg(11), RechRdx-I(11)
    Level 12: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42)
    Level 14: Mystic Flight -- Frb-Stlth(A)
    Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(31), Ksm-ToHit+(46)
    Level 18: Vines -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-EndRdx/Rchg/Hold(39), BslGaz-Acc/Hold(43), BslGaz-Acc/Rchg(45)
    Level 20: Poison Trap -- RechRdx-I(A), RechRdx-I(21), GhsWdwEmb-Dam%(21), Lck-%Hold(23), GldNet-Dam%(23), UnbCns-Dam%(25)
    Level 22: Combat Teleport -- Empty(A)
    Level 24: Triage Beacon -- Mrc-Rcvry+(A)
    Level 26: Carrion Creepers -- Bmbdmt-+FireDmg(A), TraoftheH-Dam%(27), JvlVll-Dam%(27), PstBls-Dam%(29), RechRdx-I(31), RechRdx-I(31)
    Level 28: Caltrops -- Artl-Acc/Dam(A), Artl-Acc/Dam/Rech(46), Artl-Dam/Rech(50)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33)
    Level 32: Fly Trap -- ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-Acc/Rchg(34), ExpRnf-Acc/Dmg(34), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36)
    Level 35: Trip Mine -- Erd-Dmg/Rchg(A), Erd-Dmg(36), Erd-Acc/Dmg/Rchg(37), Erd-Acc/Dmg/EndRdx/Rchg(37)
    Level 38: Fissure -- Artl-Acc/Dam(A), Artl-Acc/Dam/Rech(39), Artl-Dam/Rech(39), Bmbdmt-+FireDmg(40), Ann-ResDeb%(40), FrcFdb-Rechg%(40)
    Level 41: Rock Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42)
    Level 44: Rune of Protection -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(45), StdPrt-ResKB(45)
    Level 47: Seismic Smash -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-EndRdx/Rchg/Hold(48), SmsHym-Acc/Dmg(48), SmsHym-Dmg/Rchg(48), SmsHym-Dmg/EndRdx(50), SmsHym-Dmg/EndRdx/Rchg(50)
    Level 49: Teleport Target -- Empty(A)
    Level 1: Containment 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(33)
    Level 1: Stamina -- PrfShf-End%(A)
    Level 4: Arcane Power 
    ------------

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  6. Wow, thanks everyone. A lot of great info!

     

    How many slots would caltrops need? I'm not tied to seekers, it just seemed like a decent one-slotter. I could definitely throw it out for caltrops.

     

    As to Seismic Smash, would it be worth dropping Earth's Embrace? I'll tinker with it a bit and post what I come up with.

     

     

  7. I wanted to make an alt with a different playstyle from my blaster main. After making a bunch of different power combos, I think I have landed on plant/traps. It is very different from the blaster style, has confuse (which I like), and I stumbled into an entertaining concept. 

     

     

    There were a surprising number of skippable powers, from what I saw. I have put together a useful core of powers and filled in with some to get some set bonuses. I'm not particularly tied to any power choices, other than Arcane Bolt. I've never taken it before and it seems like a good attack to bump up my ST damage.

     

    I think this will be R/S/L/E/N capped defense with suppressed stealth, but I can't figure out how to make sure in Mids (I'm over 41% with stealth toggled off). I wanted to keep it on the cheaper end, so I did not use purples. The +rech is low as a result, but overall I think it should still be pretty effective as a mostly casual solo and group build. Any advice on making it more efficient or making better/different power picks appreciated.

     

    This Hero build was built using Mids Reborn 3.0.6.0
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Arboreal Technomage: Level 50 Natural Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Traps
    Power Pool: Sorcery
    Power Pool: Concealment
    Power Pool: Teleportation
    Power Pool: Speed
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Entangle -- Thn-Dmg/EndRdx/Rchg(A), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx(43), Thn-Acc/Dmg(46), Thn-Acc/Dmg/Rchg(50)
    Level 1: Web Grenade -- Immob-I(A)
    Level 2: Strangler -- Lck-%Hold(A), Lck-Acc/EndRdx/Rchg/Hold(3), Lck-Acc/Rchg(3), Lck-Rchg/Hold(13), Lck-EndRdx/Rchg/Hold(15), Lck-Acc/Hold(42)
    Level 4: Arcane Bolt -- Dcm-Acc/Dmg/Rchg(A), Dcm-Acc/EndRdx/Rchg(5), Dcm-Dmg/EndRdx(5), Dcm-Dmg/Rchg(7), Dcm-Acc/Dmg(7), FrcFdb-Rechg%(50)
    Level 6: Roots -- Artl-Acc/Rech/Rng(A), Artl-Acc/Dam(9), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(9)
    Level 8: Seeds of Confusion -- MlsIll-Dam%(A), MlsIll-Acc/Conf/Rchg(15), MlsIll-Acc/Rchg(17), MlsIll-EndRdx/Conf(17), MlsIll-Acc/EndRdx(19), MlsIll-Conf/Rng(19)
    Level 10: Acid Mortar -- AchHee-ResDeb%(A), Thn-Acc/Dmg/Rchg(11), Thn-Acc/Dmg(11), Thn-Dmg/EndRdx/Rchg(13), AchHee-DefDeb/Rchg(46)
    Level 12: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42)
    Level 14: Mystic Flight -- Frb-Stlth(A)
    Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(31), Ksm-ToHit+(46)
    Level 18: Vines -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Hold(43), BslGaz-Acc/Rchg(45), BslGaz-EndRdx/Rchg/Hold(45)
    Level 20: Poison Trap -- RechRdx-I(A), RechRdx-I(21), GhsWdwEmb-Dam%(21), Lck-%Hold(23), GldNet-Dam%(23), UnbCns-Dam%(25)
    Level 22: Combat Teleport -- Empty(A)
    Level 24: Triage Beacon -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(33)
    Level 26: Carrion Creepers -- Bmbdmt-+FireDmg(A), TraoftheH-Dam%(27), ImpSwf-Dam%(27), PstBls-Dam%(29), RechRdx-I(31), RechRdx-I(31)
    Level 28: Seeker Drones -- CldSns-%Dam(A)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33)
    Level 32: Fly Trap -- ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-Acc/Rchg(34), ExpRnf-Acc/Dmg(34), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36)
    Level 35: Trip Mine -- FuroftheG-ResDeb%(A), Erd-%Dam(36), Erd-Acc/Dmg/Rchg(37), Erd-Acc/Dmg/EndRdx/Rchg(37), ScrDrv-Dam%(37), Arm-Dam%(39)
    Level 38: Fissure -- Artl-Acc/Dam(A), Artl-Acc/Dam/Rech(39), Artl-Dam/Rech(39), Bmbdmt-+FireDmg(40), Ann-ResDeb%(40), FrcFdb-Rechg%(40)
    Level 41: Rock Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42)
    Level 44: Rune of Protection -- RctArm-ResDam/Rchg(A), RctArm-ResDam/EndRdx/Rchg(45), RctArm-ResDam(48), RctArm-EndRdx/Rchg(50)
    Level 47: Earth's Embrace -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(48), StdPrt-ResKB(48)
    Level 49: Teleport Target -- Empty(A)
    Level 1: Containment 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- Pnc-Heal/+End(A)
    Level 1: Stamina -- PrfShf-End%(A)
    Level 4: Arcane Power 
    ------------

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  8. I'm up to 32 with this build and going strong.

     

    If I can keep my alt-itis in check and stick with this long term, I think trying to fit more dmg procs in will be a good thing. I don't have a great frame of reference, but the damage "feels" a bit low for a blaster on this build. I hope getting GD in and slotted will change that feeling but I can see procs in AG being a big bump in damage. Those holds are real deadspots in my rotation and I need to use them to feel safe because my defenses are not great since I don't have the IO sets in place yet.

  9. 11 minutes ago, Erratic1 said:

     

    No, nothing than the various powers sharing a lot of the same slotting options meaning if you take either of the last two builds and do nothing more than swap DP to Dark most of the Defense values stay significantly intact.

     

    But if you were looking at both Dark/ and /Ninja you already knew this. 😀

    OK, cool.  There is so much to get my mind around (again) for build efficiency that I didn't want to miss something.

  10. 5 hours ago, Nemu said:

    It's a great start defense numbers wise for the budget. Few suggestions

     

     

     

     

    Awesome, good to know I was decent at putting something together. I appreciate the improvements and advice to push it further. I take it getting more slow resist is something to shoot for, is the +rech good enough in the revised build? I get with +rech, generally more is better, but I'm not min maxing this build, so functional is fine.

    • Thumbs Up 1
  11. So, I recently stumbled across the fact that this amazing game has been back for two years and immediately downloaded it. I've been playing around on several ATs to get my feet wet in the game again. Now that I'm getting comfortable with the game play again, I want to narrow down to one character to play up to 50 and beyond. I'd like it to be a capable all-arounder that can handle pretty much all PvE content and hopefully still be useful once I move on to higher skill/min-maxed combinations. I also mostly solo in general, so that is a bigger consideration for effectiveness. However, I do team for TFs and other group content along the way too.

     

    As for the build, I really like the soul noir animations, so I started with that and /ninja because having a sword is beneficial to the concept I have for this character. I know fire/ beats all DPS-wise, but how far behind is dark/? I don't mind being a bit slower for the additional safety that the -to hit should provide. Once I really get going again, I'll roll up a fire/elec or something else high skill cap, but I want to start with something safer until then.

     

    Big question, is this build viable? I've been looking at a lot of builds on the forums, but wanted to try to get back into Mids, so I put this build together myself:

     

    This Hero build was built using Mids Reborn 3.0.6.0
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Natural Blaster
    Primary Power Set: Dark Blast
    Secondary Power Set: Ninja Training
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Gloom -- Thn-Acc/Dmg/EndRdx(A), Thn-Dmg/EndRdx/Rchg(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg(5), Thn-Dmg/EndRdx(5), Thn-Acc/Dmg/Rchg(7)
    Level 1: Immobilizing Dart -- EnfOpr-Acc/EndRdx(A), EnfOpr-Acc/Immob(43), EnfOpr-Acc/Immob/Rchg(45), EnfOpr-Immob/Rng(45), EnfOpr-EndRdx/Immob(45), EnfOpr-Acc/Rchg(46)
    Level 2: Umbral Torrent -- FrcFdb-Rechg%(A), OvrFrc-Acc/Dmg(15), OvrFrc-Dam/KB(43), OvrFrc-Acc/Dmg/End/Rech(43), OvrFrc-Acc/Dmg/End(48), OvrFrc-End/Rech(50)
    Level 4: Sting of the Wasp -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7), SprDfnBrr-Acc/Dmg/EndRdx(42), SprDfnBrr-Acc/Dmg/Rchg(42), SprDfnBrr-Dmg/Rchg(46), SprDfnBrr-Acc/Dmg(48)
    Level 6: Aim -- RechRdx-I(A)
    Level 8: Moonbeam -- StnoftheM-Dmg/EndRdx/Rchg(A), StnoftheM-Acc/Dmg(9), StnoftheM-Acc/ActRdx/Rng(9), StnoftheM-Dmg/ActRdx/Rchg(11), StnoftheM-Dmg/EndRdx(11)
    Level 10: Shinobi -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13), LucoftheG-Def/EndRdx(13), Ksm-ToHit+(23)
    Level 12: Super Speed -- Clr-Stlth(A)
    Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(15)
    Level 16: The Lotus Drops -- Erd-%Dam(A), Erd-Acc/Dmg/EndRdx/Rchg(17), Erd-Dmg(17), Erd-Acc/Rchg(23), Erd-Dmg/Rchg(25), Erd-Acc/Dmg/Rchg(25)
    Level 18: Abyssal Gaze -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(19), Thn-Dmg/EndRdx/Rchg(19), Thn-Acc/Dmg(21), Thn-Acc/Dmg/Rchg(21)
    Level 20: Kuji-In Toh -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(46), StdPrt-ResKB(50)
    Level 22: Choking Powder -- Lck-%Hold(A), Lck-Acc/EndRdx/Rchg/Hold(37), Lck-Acc/Hold(37), Lck-Acc/Rchg(37), Lck-Rchg/Hold(40), Lck-EndRdx/Rchg/Hold(42)
    Level 24: Boxing -- Empty(A)
    Level 26: Life Drain -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(27), SprBlsWrt-Acc/Dmg(27), SprBlsWrt-Dmg/Rchg(31), SprBlsWrt-Acc/Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/EndRdx(36)
    Level 28: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-Max HP%(29)
    Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31)
    Level 32: Blackstar -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-%Dam(33), Obl-Acc/Rchg(33), Obl-Dmg(33), Obl-Dmg/Rchg(34), Obl-Acc/Dmg/Rchg(34)
    Level 35: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), ShlWal-ResDam/Re TP(36)
    Level 38: Golden Dragonfly -- FuroftheG-ResDeb%(A), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Acc/Dmg(39), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(40)
    Level 41: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 44: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48)
    Level 47: Blinding Powder -- Acc-I(A)
    Level 49: Tactics -- RctRtc-ToHit(A)
    Level 1: Defiance 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- Pnc-Heal/+End(A)
    Level 1: Stamina -- PrfShf-End%(A)
    Level 49: Speed Phase 
    Level 49: Quick Form 
    ------------

     

    I'm sure there are a lot of inefficient or just bad slotting choices, but I hope it is a good start. It is at soft cap for S/L/E/N and Range. The defense was the focus, so I probably don't have enough of other stats like +rech. I also tried to keep the cost down a bit where I could since I don't have piles of inf just sitting around anymore.

     

    Any insight or advice apprerciated!

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