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Posts
1942 -
Joined
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The time has come to revamp the way we respec out characters. I remember when there was NO respec, so this is not a rant against respecs. However the time has come where I believe the development team has to seriously look at the respec interface.
The Market got an overhaul and its time for our respec interface to change with times. Back in the day when all we had was SO's it was easier to respec and move things around and sell back what we didnt want anymore for the same influence or infamy it was purchased with.
However now with the Invention System oftentimes I find my self having to use TWO AND THREE respecs to pull off IO's that would be perfectly good on another character. but because I only have TEN enhancment slot I find myself having to reslot IO's I wasnt to keep for later or those I want to transfer to another toon. This is also very time consuming as well.
This system needs to change with the times. The reality is our characters develop. We get new ideas. We see new things we want to try. Many of us role play and oftentimes this might lead not to just a simply background or costime change but in power choices and enhancement slotting as well.
Please Devs consider updating our respec interface.
Thank You. -
Ok here is my build as it exists on live now. It controls quite well. I almost always use a blend of IO's and HP's to achieve the resulys I want. Damage came very very late in the build ( after 41 ) but he can cause a mob absolute fits.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Cold Domination
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Block of Ice- (A) Decimation - Accuracy/Damage
- (11) Decimation - Damage/Endurance
- (36) Decimation - Damage/Recharge
- (37) Decimation - Accuracy/Endurance/Recharge
- (37) Decimation - Accuracy/Damage/Recharge
- (37) HamiO:Peroxisome Exposure
- (A) Accuracy IO
- (9) Achilles' Heel - Chance for Res Debuff
- (11) Pacing of the Turtle - Chance of -Recharge
- (A) HamiO:Endoplasm Exposure
- (3) Gravitational Anchor - Immobilize
- (3) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (7) Gravitational Anchor - Accuracy/Recharge
- (7) Gravitational Anchor - Immobilize/Endurance
- (9) Gravitational Anchor - Chance for Hold
- (A) Endurance Reduction IO
- (5) Pacing of the Turtle - Chance of -Recharge
- (5) Impeded Swiftness - Chance of Damage(Smashing)
- (A) Malaise's Illusions - Endurance/Confused
- (15) Coercive Persuasion - Confused/Endurance
- (15) Coercive Persuasion - Confused
- (17) Endurance Reduction IO
- (17) Cacophony - Chance of Damage(Energy)
- (19) Malaise's Illusions - Chance of Damage(Psionic)
- (A) Flight Speed IO
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Healing IO
- (A) Flight Speed IO
- (A) Flight Speed IO
- (A) Endurance Reduction IO
- (21) Defense Buff IO
- (21) Defense Buff IO
- (23) Defense Buff IO
- (A) Endurance Modification IO
- (23) Endurance Modification IO
- (33) Endurance Modification IO
- (A) Resist Damage IO
- (25) Resist Damage IO
- (25) Resist Damage IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (27) Basilisk's Gaze - Accuracy/Recharge
- (27) Basilisk's Gaze - Recharge/Hold
- (29) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (29) Recharge Reduction IO
- (31) HamiO:Endoplasm Exposure
- (A) Accuracy IO
- (34) Recharge Reduction IO
- (34) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) Resist Damage IO
- (31) Resist Damage IO
- (31) Resist Damage IO
- (A) HamiO:Nucleolus Exposure
- (33) HamiO:Nucleolus Exposure
- (33) HamiO:Nucleolus Exposure
- (A) HamiO:Lysosome Exposure
- (36) Undermined Defenses - Defense Debuff/Recharge/Endurance
- (40) Undermined Defenses - Recharge
- (40) Undermined Defenses - Defense Debuff/Recharge
- (43) Undermined Defenses - Recharge/Endurance
- (46) Recharge Reduction IO
- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (39) Efficacy Adaptor - EndMod/Recharge
- (39) Efficacy Adaptor - EndMod
- (39) Efficacy Adaptor - EndMod/Endurance
- (40) Efficacy Adaptor - Accuracy/Recharge
- (50) Efficacy Adaptor - EndMod/Accuracy
- (A) Decimation - Accuracy/Damage
- (42) Decimation - Damage/Endurance
- (42) Decimation - Damage/Recharge
- (42) Decimation - Accuracy/Endurance/Recharge
- (43) Decimation - Accuracy/Damage/Recharge
- (43) Damage Increase IO
- (A) Positron's Blast - Accuracy/Damage
- (45) Positron's Blast - Damage/Endurance
- (45) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Damage/Range
- (46) Positron's Blast - Accuracy/Damage/Endurance
- (46) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (48) Positron's Blast - Damage/Range
- (50) Positron's Blast - Accuracy/Damage/Endurance
- (50) Recharge Reduction IO
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
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Set Bonus Totals:- 4.5% DamageBuff(Smashing)
- 4.5% DamageBuff(Lethal)
- 4.5% DamageBuff(Fire)
- 4.5% DamageBuff(Cold)
- 4.5% DamageBuff(Energy)
- 4.5% DamageBuff(Negative)
- 4.5% DamageBuff(Toxic)
- 4.5% DamageBuff(Psionic)
- 2.5% Defense(Energy)
- 2.5% Defense(Negative)
- 1.25% Defense(Ranged)
- 6.3% Max End
- 47.5% Enhancement(RechargeTime)
- 40% Enhancement(Accuracy)
- 34.3 HP (3.38%) HitPoints
- MezResist(Immobilize) 5.5%
- 19% (0.32 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
- 5.67% Resistance(Fire)
- 5.67% Resistance(Cold)
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Tesla Cage and Shock Bolt stacked will allow you to hold a boss...
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Part of the problem is that the way it seems most MMO's are set up you have a class that is considered " The Healer " and in City of Heroes hero side this is the Defender Class in most cases ( although Controllers who take Empath secondary can heal as well )
The expectation of many is that anything with e Blue Shield heals or qualifies as a healer. However nothing could be further from the truth. The main job of a defender is the role of buffing and debuffing. Buffing empowering or helping your friends directly and debuffing which is weakening the enemies so they hurt you less and also making it easier for your team to take them down.
The problem with CoH is this. Many times people might not have a clue on what you are doing to actually help them or debuff the foes. However they CAN see little green numbers floating over their heads which makes them feel more secure.
Any player who understands the game realizes that a team with good buffs/debuff has less need of a true healer. You will find yourself in a place where you cannot directly influence whether a player lives or dies. Also at level 8 your character hasnt even begun to blossom yet. You really havent gotten any of your core powers nor do you have the effectiveness of SO's or IO's yet.
Dont be discouraged. Use this time to enjoy and try out different powers with your traps. You can always respec later. Also know you cannot heal stupidty, poor team play, or bad power choices or bad builds. I was on a team once where the Willpower tank KEPT dying... and we were like WTH ?? Then I clicked on his powers. he neglected to take Mind Over Body which is a CORE power for a WP tank.
Understand this as well. Defending isnt always about HEALING... Classic Case..
I was asked to join a team as a Rad/Rad defender. As i join the leader says OK we finally got a healer. I said well guys I am a Rad/Rad defender I have ONE very small AoE heal. Dont expect that to keep you alive. The leader said " Just HeaL"
So we are taking on a mob. I start laying down the rad debuffs and using my attacks. We run through about three mobs at a good clip. We got in a little over our heads because two mobs were close together and we had soe trouble but we made it through..
One guy goes.. HEY you arent healing a lot. I said well again I have a small heal and I was doing other things to help keep the team. This gusy says yeah but I saw you attacking and defenders have crappy attacks so you should spend more tike healing..
Then the leader says I got you on the team to heal so JUST HEAL...
I said ok.. fine... Next mob.. NO debuffs.. only healed... they died in about 30-40 seconds in... and all I did was heal..
Leader says WHAT HAPPENED...
I said.. WELL...
See I was throwing out Radiation Infection which has a massive to hit DEBUFF making it hard for them to hit you and a massive defense DEBUFF making it easier for you to hit them.. but i stopped doing that to heal
Oh yeah and that Enervating Field was causing them to take about 30% more damage from every attack. But I stopped doing that to heal..
And that Lingering radiation that DEBUFFED the recharge of their powers.. yeah i didt do that so I could heal..
Oh yeah and I stopped throwing my Neutron Bomb and using my Irrdiate which both have decent sized defense DEBUFFS..
Oh yeah and I stopped casting Accelerate Metabolism before each mob which BUFFED your recharge time. your end recovery AND causes you to do MORE damage..
Needless to say they got the point... -
Do you have a build you have started in Mid's yet ??
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Quote:SWEET !! Avalanche will be there !!!!The Tanker Tuesday on Justice will be having an Ice themed event "Summer Freeze". (Unless Nuclear changes his mind.) Bring out your Ice Aura or Ice melee tanks.
As always an Ice Aura or Ice Melee tank is not required for the event, the idea is to showcase Ice's ability to tank. So if you've got one on Justice bring it on out to play. -
My motto for tanks is in the signature....
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Make the Stealth on Mercs worth SOMETHING.. give them Stealth Snipe or a Critical Hit every once in a while..
And for the love of God reduce the timers on the tear gas and flashbang grenades.
And fix the friggin medic.. he buffs and heals everyone EXCEPT me.. -
I was thinking of doing something a lil different. Using the Cryo Bullets almost full time and having a Corruptor who is basically stole a prototype Cryo Armor from Crey.
Any running one of these and any thoughts. I probably will not be talking the shields or frostwork to fit it leadership pool. -
BTW the build I posted is PERMA Dull Pain.. not almost perma or 2 seconds from perma...
PERMA.. Excaibur is a big fat bag of hit points with a balance of defense, recharge and regen.. you can TRY and kill him... its just really hard to do so.. I rarely if ever hit Unstoppable and Ive gotten pretty good at timing the crash.. -
Seriously.. you should be able to survive almost anything between The Defense of Ice, The Heal and Hit Point boost of Hoarfrost, the OH CRAP of Hibernate, the ability to fill your end bar with Energy Absorption and the mitigation that exists in Stone.. I have one at level 50 and I have survived everything so far.
And I forgot about Chilling Embrace itself reducing incoming damage. -
I went Melee myself.. and im around 34% melee defense which helps a lot.
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Here is my build. It is expensive but this toon worked well when it was an SO only build. INV is a very good set and I have found anything that I cant tank. Now some stuff is more of a challenge than others but i havent found anything I CANT do...
This build isnt capped out on defense but when a few foes get in range of Invincibility he reaches the softcap. I tried to build in a decent amount of Regen and Recharge because the Regen will help build the health bar while they are missing badly and the Recharge has allowed me to get very very close to Perma-Dull Pain.
So basically a lot of stuff I can simply outlast. I only have Unstoppable as a last resort and in all honesty I hardly ever use it.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Excalibur: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability- (A) Impervium Armor - Resistance/Endurance
- (3) Impervium Armor - Resistance/Recharge
- (3) Impervium Armor - Resistance/Endurance/Recharge
- (5) Impervium Armor - Resistance
- (A) Pounding Slugfest - Accuracy/Damage
- (5) Pounding Slugfest - Damage/Endurance
- (A) Doctored Wounds - Heal/Endurance
- (9) Doctored Wounds - Endurance/Recharge
- (9) Doctored Wounds - Heal/Recharge
- (11) Doctored Wounds - Heal/Endurance/Recharge
- (11) Doctored Wounds - Heal
- (13) Doctored Wounds - Recharge
- (A) Crushing Impact - Accuracy/Damage
- (13) Crushing Impact - Damage/Endurance
- (15) Crushing Impact - Damage/Recharge
- (15) Crushing Impact - Accuracy/Damage/Recharge
- (17) Crushing Impact - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Defense/Endurance
- (7) Luck of the Gambler - Recharge Speed
- (7) Luck of the Gambler - Defense/Endurance/Recharge
- (50) Luck of the Gambler - Defense
- (A) Impervium Armor - Resistance/Endurance
- (19) Impervium Armor - Resistance/Recharge
- (19) Impervium Armor - Resistance/Endurance/Recharge
- (21) Impervium Armor - Resistance
- (21) Steadfast Protection - Resistance/+Def 3%
- (A) Jumping IO
- (A) Accuracy IO
- (A) Jumping IO
- (A) Miracle - Heal
- (17) Miracle - +Recovery
- (42) Numina's Convalescence - Heal
- (43) Numina's Convalescence - +Regeneration/+Recovery
- (43) Healing IO
- (43) Healing IO
- (A) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Recharge Speed
- (46) Luck of the Gambler - Defense/Endurance/Recharge
- (46) Luck of the Gambler - Defense
- (A) Endurance Modification IO
- (23) Endurance Modification IO
- (23) Endurance Modification IO
- (42) Performance Shifter - Chance for +End
- (A) Cleaving Blow - Accuracy/Damage
- (25) Cleaving Blow - Damage/Endurance
- (25) Scirocco's Dervish - Accuracy/Damage
- (27) Scirocco's Dervish - Damage/Recharge
- (27) Scirocco's Dervish - Accuracy/Recharge
- (29) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Crushing Impact - Accuracy/Damage
- (31) Crushing Impact - Damage/Endurance
- (31) Crushing Impact - Damage/Recharge
- (33) Crushing Impact - Accuracy/Damage/Recharge
- (40) Crushing Impact - Accuracy/Damage/Endurance
- (42) Crushing Impact - Damage/Endurance/Recharge
- (A) Impervium Armor - Resistance/Endurance
- (33) Impervium Armor - Resistance/Recharge
- (33) Impervium Armor - Resistance/Endurance/Recharge
- (34) Impervium Armor - Resistance
- (A) Luck of the Gambler - Defense/Endurance
- (29) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance/Recharge
- (46) Luck of the Gambler - Defense
- (A) Resist Damage IO
- (A) Luck of the Gambler - Defense/Endurance
- (34) Luck of the Gambler - Recharge Speed
- (34) Luck of the Gambler - Defense/Endurance/Recharge
- (37) Luck of the Gambler - Defense
- (A) Crushing Impact - Accuracy/Damage/Endurance
- (36) Crushing Impact - Damage/Endurance
- (36) Crushing Impact - Accuracy/Damage
- (36) Crushing Impact - Damage/Recharge
- (37) Crushing Impact - Damage/Endurance/Recharge
- (37) Crushing Impact - Accuracy/Damage/Recharge
- (A) Crushing Impact - Accuracy/Damage
- (39) Crushing Impact - Damage/Endurance
- (39) Crushing Impact - Damage/Recharge
- (39) Crushing Impact - Accuracy/Damage/Recharge
- (40) Crushing Impact - Accuracy/Damage/Endurance
- (40) Crushing Impact - Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
- (45) Recharge Reduction IO
- (45) Recharge Reduction IO
- (A) Mocking Beratement - Taunt
- (48) Mocking Beratement - Taunt/Recharge
- (48) Mocking Beratement - Taunt/Recharge/Range
- (48) Mocking Beratement - Taunt/Range
- (50) Mocking Beratement - Recharge
- (50) Mocking Beratement - Accuracy/Recharge
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 0: Ninja Run
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Set Bonus Totals:- 5.5% Defense(Smashing)
- 5.5% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 8.63% Defense(Psionic)
- 4.25% Defense(Melee)
- 3% Defense(Ranged)
- 4.56% Defense(AoE)
- 8.55% Max End
- 73% Enhancement(Accuracy)
- 62.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 105.4 HP (5.63%) HitPoints
- MezResist(Held) 2.75%
- MezResist(Immobilize) 8.8%
- MezResist(Terrorized) 2.2%
- 11% (0.18 End/sec) Recovery
- 70% (5.48 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 3.13% Resistance(Negative)
- 1.26% Resistance(Toxic)
- 8.76% Resistance(Psionic)
Set Bonuses:
Impervium Armor
(Temp Invulnerability)- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 2.25% Max End
(Barrage)- 8% (0.63 HP/sec) Regeneration
(Dull Pain)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
- 1.26% Resistance(Toxic,Psionic)
(Energy Punch)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Combat Jumping)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Unyielding)- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 2.25% Max End
(Unyielding)- 3% Defense(All)
(Health)- 2.5% (0.04 End/sec) Recovery
(Health)- 12% (0.94 HP/sec) Regeneration
(Invincibility)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Whirling Hands)- 1% (0.02 End/sec) Recovery
(Whirling Hands)- 10% (0.78 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
(Bone Smasher)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
(Tough)- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 2.25% Max End
(Tough Hide)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Weave)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints (Exceeded 5 Bonus Cap)
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Energy Transfer)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints (Exceeded 5 Bonus Cap)
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
(Total Focus)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints (Exceeded 5 Bonus Cap)
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
(Taunt)- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 7.5% Enhancement(RechargeTime)
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INV has always been a good set and got some recent changes with the removal of the 5% defense debuff from unyielding and some changes to the passive resist powers. With proper IO slotting can pretty much survive anything you throw at it. There is nothing I have found yet tht my INV cant handle and that includes Psi due to the ability to gain a little defense and resistance to PSI and massive hit points and a Dull Pain that is a few ticks from perma.
Energy Melee however has taken a massive hit over the years. It is a decent single target set but has been hurt by changes to recharge time. activation times and animation changes. Energy Melee is pretty much considered to be one of the lackluster melee sets. However I still play mine and have lots of fun doing so. -
Quote:The realy question sometimes is what do you like and what do you like to do..I can't find the right build i like. I tried Earth/Fire but i m just looking for some suggestions. I m really having a hard time finding the right arch type to play just wondering if i should play Dominator and if so whats a good build
I like three things in general.
Controllers. Defenders and Corruptors because they pretty much can screw up a bad guys day.
Blasters because they can make a bad guys day end quickly...
Tanks and Brutes because you can punch them in the face all day.
So dominators work for me because they combine two of my favorite things. -
I have an Ice/Storm and an Ice/Cold. Both are excellent. The Ice/Cold particularly on teams is very good because he can basically slow a mob down to a crawl and buffs with shields and debuffs as well. However he didnt do damage until very very late in his career ( like 45-47 ) So he needed teams all the time. The Ice/Stom has the flexibiity of both hard and soft controls and did damage earlier once he got Tornado @ 35 and Lightning Storm @ 38.
All that being said Rad wold also be an excellent choice but then again its ALWAYS an excellent choice. Now you can even color the rad effects white to make it look like snow or ice....
hmmmmmmmmmmmmmmmmm
runs off to look at Mid's..... -
Liquefy sucks. Disruption field should not be attached to an ALLY. It should be a location AoE or it should attached to a FOE like Enervating field. The knockback power should be removed. Force Field had its removed.
And the graphic just plain hurt. If you change the colors they dont fade after a while and are just painfu;. I quit a TF a few weeks back because I jut couldnt take it anymore. My eyes hurt and i got a bad headache. -
I dont think I will ever roll a defender again once GR comes out.
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True End cost is higher but I dont need to buff each and every Soldier. Thats one of the reasons I left the build as is. I dont use Stamina with it. This is my only Non Stamina build. Dont really need it.
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This power should have been changed to knockDOWN years ago just like Foot Stomp was. Period...
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Here is my build. It was based off when you had to buff EACH pet so the Equip powers might be a little over slotted for now.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Skorpion: Level 50 Technology Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Trick Arrow
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leadership
Villain Profile:
Level 1: Burst -- Acc-I(A), Dmg-I(3), Dmg-I(3), Dmg-I(5)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Soldiers -- BldM'dt-Acc(A), BldM'dt-Dmg(5), Acc-I(7), Dmg-I(7), Dmg-I(9), Achilles-ResDeb%(9)
Level 4: Slug -- Acc-I(A), Dmg-I(11), Dmg-I(13), Dmg-I(13)
Level 6: Equip Mercenary -- RechRdx-I(A), EndRdx-I(11)
Level 8: Glue Arrow -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21), Slow-I(21), P'ngTtl--Rchg%(23)
Level 10: Hover -- Flight-I(A), Flight-I(23), Flight-I(25)
Level 12: Spec Ops -- HO:Endo(A), HO:Perox(15), BldM'dt-Acc(15), BldM'dt-Dmg(17), Dmg-I(17), Achilles-ResDeb%(19)
Level 14: Fly -- Flight-I(A)
Level 16: Poison Gas Arrow -- RechRdx-I(A), IComa--Rchg%(25)
Level 18: Aid Other -- RechRdx-I(A), Heal-I(31), Heal-I(31), Heal-I(33)
Level 20: Acid Arrow -- Acc-I(A), LdyGrey-DefDeb(33), LdyGrey-DefDeb/Rchg(33), LdyGrey-DefDeb/Rchg/EndRdx(34), LdyGrey-Rchg/EndRdx(34), LdyGrey-%Dam(34)
Level 22: Aid Self -- RechRdx-I(A), Heal-I(36), Heal-I(36), Heal-I(36)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(37)
Level 26: Commando -- BriL'shp-Acc(A), BriL'shp-Dmg(27), BldM'dt-Acc(27), BldM'dt-Dmg(29), Dmg-I(29), EndRdx-I(31)
Level 28: Disruption Arrow -- EndRdx-I(A), RechRdx-I(50), RechRdx-I(50), RechRdx-I(50)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(39), Rec'dRet-Pcptn(39)
Level 32: Tactical Upgrade -- EndRdx-I(A), EndRdx-I(40), RechRdx-I(40), RechRdx-I(40)
Level 35: Oil Slick Arrow -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), Dmg-I(42), Dmg-I(43), Dmg-I(43)
Level 38: EMP Arrow -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(43), Efficacy-Acc/Rchg(45), Efficacy-EndMod/Acc/Rchg(45), Efficacy-EndMod/EndRdx(45), Efficacy-EndMod/Acc(46)
Level 41: Ice Arrow -- Acc-I(A), Acc-I(46), RechRdx-I(46), RechRdx-I(48), Hold-I(48), Hold-I(48)
Level 44: Flash Arrow -- Acc-I(A)
Level 47: Resuscitate -- RechRdx-I(A)
Level 49: Vengeance -- DefBuff-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 0: Ninja Run
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Set Bonus Totals:- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 10% Enhancement(RechargeTime)
- 9% Enhancement(Accuracy)
- 21.1 HP (2.63%) HitPoints
- 20% Perception
- 8.5% (0.14 End/sec) Recovery
- 22% (0.74 HP/sec) Regeneration
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
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Yes DO IT !!!!!!!! Seriously I would do it..
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I will keep saying this until the shut the servers down.
RANT ALERT
Sonic has major suckage. And I have a Sonic/Psi sitting at 50 that I NEVER play.. Is it because he is no good.. nah.. he is ok.. but there are things in Sonic I just cannot stand.
I cannot stand the big bubble. Its too hard to see through. Now with the ability to change colors it doesnt fade like the old one does. I have actually quit teams because the firggin sonic bubble makes my eyes hurt... badly..
I hate the fact that the AoE debuff has to be targeted on a ally which makes it a power that is absolutely USELESS for me solo. The friggin TRICK ARROW can cast a disruption field AT foes from a distance away. But the MASTER of all things sonic needs some tank or scrapper or brute to cast this end hoggin heifer of a power onto. ABSOLUTELY stupid design.
Sonic Repulsion. Stupid power. A carbon copy of a power from Force Field Manipulation that even FORCE FIELD no longer uses because it was utter crap. Power should be replaced with something offensive that has a small -res or small debuff of some type.
Liquefy sucks. It is about one of the most dissapointing Tier 9 powers in the game. Radiation Infection works better, comes earlier and does it in less slots
Simply put. This entire set needs a revamp...
Along with SNIPES.. ( im just saying )
RANT OFF