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Yep, had it at level 40 actually, but it was perma-dom "living on the edge". Meaning I had like a second, 2 max to click Dom and if caught in a long activating power (like Burst) I'd miss it. With the purples now it's easy-peasy.
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Perma Creepers is definitely possible. Recharge required is just (360/120) - 1 = 200% so with global + Hasten you don't even need to max out recharge enhancers in the power.
Plant/Thorn was discussed recently on the Dom forums, here's a link to the build I provided. Creepers were perma before the purples were slotted.
http://boards.cityofheroes.com/showp...68&postcount=7
Yes, that build has spine burst and not spirit tree. Just substitute one for the other and use Doctored Wounds and recharge stays exactly the same. -
I would ditto the suggestion above to peruse other posts with builds in the Controller forum, as well the guides forum, maybe even build workshop.
Read those and see why people are choosing what they do. For a fire/kin troller, people tend to emphasize recharge, they may emphasize defense as well.
The recharge in the last build is actually pretty decent, there are simple easy things to eek a little more out, like use an LOTG +7.5% recharge instead of the LOTG +Def IO in Maneuvers. This lowers def by 0.03%, trivial but gives you more recharge, shaving 3 seconds off Hasten.
The 6th slot in purple sets tends to be unimpressive. A few are good for ranged or psi def, but 5% toxic resists isn't going to be worth either the inf cost of the opportunity cost of using that slot elsewhere. Your purples only need 5 slots.
Let's go pick by pick.
Char - as mentioned above, this is a hold and should be slotted as such. 4-slotting Basilisk's Gaze is the norm, with another slot or 2 for Acc/Dmg and Dmg. The purple hold proc for damage actually provides the most damage potential.
Transfusion - you actually have enough globally accuracy that your accuracy is capped against +3s, so you don't need to slot acc. However one for when you're to-hit debuffed would be helpful. A typical slotting for this is 1 Acc, 5 Doctored Wounds, 5 of Touch of the Nictus isn't a bad choice either.
Fire Cages - I'd lose the immobilize IO and slot something else, a damage proc would be nice, Trap of the Hunter or Posi Blast.
Siphon Power - the other aspects of those HOs are being wasted in this power. What you have is the same as slotting 2 level 50 SOs. I'd go Acc IO and Rch, or just Acc.
Hasten - You could opt to use only 2 slots, then +5 boost them both to get the same performance and have a slot to play with.
Hot Feet - I'd get rid of the Dmg IO and slot a proc
Siphon Speed- I'd be tempted to just go with 4 slots of Curtail Speed, to boost s/l defense a bit.
Flashfire - take out the Stun (notice a trend?). Not a great place for a proc, so this may be another free slot.
Super Speed - there is not Stealth IO in your build. You could put one here. I always put it in Sprint, but others prefer it in SS so one toggles gives you pve invis.
Maneuvers - as mentioned above, use the LOTG +7.5 in lieu of the Def IO.
SB - no no no, just use a plain end mod IO. This proc would only fire when you cast sb.
Cinders - slotting ok, I just want to emphasize that you should take this, as opposed to advise saying otherwise upthread. All control sets need a secondary aoe, just in case.
Tactics - you'll need to add a few more slots for Endurance.
If you're being "value conscious" then you're not getting a lot of bang for your inf from Boxing. I bet those 2 IOs would be about 1/2 the cost of your build (varying on market flucatuations of course).
Tough - here's some basic math, 3 > 1.25. Especially 3% def to all instead of 1.25% to s/l/e/n. Of course, 3 + 1.25 = 4.125 is even better. I'd find room for the Steadfast Protection +3 Def Io here.
Fire Imps - the pet purple is an odd duck in that a non-purple set is usually a better choice. Maybe 2 Soulbounds (including proc) + 4 Expendient Reinforcements.
Fissure - should be ok
Transference - should be taken asap at 35. Even if this build is a respec of a 50, you'd want this available at level 30 tfs.
Fulcrum Shift - another for asap. You can drop one of the recharge IOs and only lose 1 second of recharge. Enhancing those level 50 IOs to +5 would negate even that loss.
Seismic Smash - since you've chosen Rock Armor, this is a really sweet spot for 4-slotting Kin Combat. Again, global accuracy covers up the normal deficiency Kin Combat has for accuracy.
Rock Armor - take a slot out, the 5th LOTG provides an irrelevant bonus.
Earth's Embrace - this is a +HP and heal, not a resist power. Change this to something buffing heal/recharge, I like Numis for 3 slots.
At this point I'm running out of steam... Are you planning to team or farm? ID is a very nice power for teammates, the only source of -kb and -repel (even tp resists) in a buff set. If you're teamming, I'd take that over say, Bonfire.
I know you've been through a few iterations of this build and that can be frustrating, but you're really not that far from getting to excellent (or very good at least) from mediocre.
I've attached the build with the above modifications, and maybe one or 2 undocumented ones. Please note I'm not saying "this is THE great fire/kin build", rather I just wanted to walk you through the thought process of creating a build.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), UbrkCons-Dam%(13), BasGaze-Acc/Rchg(29), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-Rchg/Hold(43)
Level 1: Transfusion -- Acc-I(A), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(5), Dct'dW-Rchg(7)
Level 2: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(9), GravAnch-Immob(9), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(11), TotHntr-Dam%(19)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Hot Feet -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(13), Armgdn-Dmg/EndRdx(15), Erad-%Dam(15), Armgdn-Acc/Dmg/Rchg(17), Armgdn-Acc/Rchg(43)
Level 10: Siphon Speed -- CtlSpd-Acc/Slow(A), CtlSpd-Acc/EndRdx(36), CtlSpd-EndRdx/Rchg/Slow(37), CtlSpd-Rng/Slow(46)
Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-EndRdx/Stun(17), Amaze-Acc/Stun/Rchg(19), Amaze-Acc/Rchg(21), Amaze-ToHitDeb%(21)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Maneuvers -- LkGmblr-Def/Rchg(A), LkGmblr-Rchg+(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(46)
Level 18: Super Jump -- Zephyr-ResKB(A)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Cinders -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(25), Lock-%Hold(25), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(27)
Level 24: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(42), GSFC-ToHit/Rchg/EndRdx(45)
Level 26: Bonfire -- FrcFbk-Rchg/EndRdx(A), FrcFbk-Rchg/KB(33)
Level 28: Boxing -- Hectmb-Dmg(A), Hectmb-Dam%(45)
Level 30: Tough -- RctvArm-ResDam/Rchg(A), RctvArm-EndRdx/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-EndRdx(40), S'fstPrt-ResDam/Def+(43)
Level 32: Fire Imps -- S'bndAl-Dmg(A), S'bndAl-Build%(33), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg(34), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Fissure -- Posi-Acc/Dmg/EndRdx(A), Posi-Dam%(37)
Level 38: Transference -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(39), Efficacy-EndMod/EndRdx(39), Efficacy-EndMod/Rchg(39), Efficacy-EndMod(40), Efficacy-EndMod/Acc(40)
Level 41: Fulcrum Shift -- Acc-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 47: Rock Armor -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def(48), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx(48)
Level 49: Earth's Embrace -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(50), Numna-Heal/EndRdx/Rchg(50)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Mrcl-Rcvry+(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-End%(36)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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I'd suggest reposting the build to include the data chunk and/or datalink, so people can view in Mids. Without either of those, most people (such as myself) will simply move on rather than recreate the build in Mids themselves.
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The +dmg bonus from fury applies to the damage aura(s), however they don't crit, so in general auras favor Brutes.
To play devil's advocate, I would ask if you've IOd your Kat/Dark scrapper for defense. I did so recently and it would be a pretty edge case where the Brute HP advantage would keep you alive where your scrap would die. Personally, I wouldn't re-roll a Kat/DA scrap for a Brute just for whatever that survivability advantage may happen to be. -
Quote:Force Bolt solves the "Con", unless you run into the rare boss FB won't kb.I've done a lot of thugs/ builds.
Thugs/FF -
Pro - Your henchmen are totally invincible (defense way above soft cap, so even def debuffing enemies are powerless to get them.)
Con- Nearly every boss you ever face will run in terror, requiring you to chase them. The soft capped defense falls apart if your thugs break formation so using an AOE immobilize on mobs is essential to survival.
As for Bruiser handcap, to the chagrin of all Super Strength users, his handclap was changed to knockDOWN, not back. SS players still have kb.
I can "3rd" that Necro/Storm is surprisingly effective. Warning - Storm is extremely endurance prohibitive, frustratingly so at times.
Using the constraints of "no bots/no traps", I'd say the favorite MM I have actually played to 50 is Thugs/FF. Out of what I haven't played, I would think that Thugs/Time would be a better, overall well-rounded combo. -
I too have an elec/energy dom that one day I may IO. I won't put as much inf into it as this build though, since it's not a "favorite". Anyway, comments:
You're missing a -kb io. You have a lot of options of where to put it, I think the simplest may be in Fly in leiu of Soaring:Flyspeed.
This is season to taste, but for Stimulant, I'd rather the one slot have endurance reducation rather than recharge. Not a big deal.
For Conductive Aura, you can get the same (better actually) enhancement values from using 3 of a set, plus get some bonuses. Same is true for Charged Armor and Surge of Power. Better values plus a smidge more HP.
Here are those minor mods.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Dominator
Primary Power Set: Electric Control
Secondary Power Set: Energy Assault
Power Pool: Flight
Power Pool: Medicine
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Tesla Cage -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Hold(7)
Level 1: Power Bolt -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(7), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(11)
Level 2: Chain Fences -- HO:Nucle(A), Ragnrk-Dmg(11), Posi-Dam%(13), TotHntr-Dam%(13), GravAnch-Hold%(15), EndMod-I(48)
Level 4: Power Push -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(17), Apoc-Acc/Rchg(17), Apoc-Acc/Dmg/Rchg(19), Apoc-Dmg/Rchg(19)
Level 6: Jolting Chain -- HO:Nucle(A), Apoc-Dmg(21), Dev'n-Hold%(21)
Level 8: Conductive Aura -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc(23), Efficacy-EndMod(23)
Level 10: Power Blast -- Decim-Acc/EndRdx/Rchg(A), Decim-Dmg/Rchg(25), Decim-Dmg/EndRdx(25), Decim-Acc/Dmg(27), Decim-Acc/Dmg/Rchg(27)
Level 12: Static Field -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(29), FtnHyp-Acc/Rchg(29), FtnHyp-Sleep/EndRdx(31), FtnHyp-Plct%(31), EndMod-I(36)
Level 14: Hover -- LkGmblr-Rchg+(A)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(31)
Level 18: Paralyzing Blast -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(33), UbrkCons-Acc/Rchg(33), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Hold/Rchg(34)
Level 20: Whirling Hands -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(34), Armgdn-Acc/Rchg(34), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Dmg/Rchg(36)
Level 22: Stimulant -- EndRdx-I(A)
Level 24: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Rchg(39)
Level 26: Synaptic Overload -- CoPers-Conf/EndRdx(A), CoPers-Conf%(39), CoPers-Acc/Rchg(39), CoPers-Acc/Conf/Rchg(40), CoPers-Conf/Rchg(40)
Level 28: Total Focus -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Dmg/Rchg(42), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 30: Fly -- Frbd-Stlth(A), Zephyr-ResKB(50)
Level 32: Gremlins -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(43), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-Dmg/EndRdx(43)
Level 35: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(45), TtmC'tng-ResDam(45)
Level 38: Afterburner -- LkGmblr-Rchg+(A)
Level 41: Ball Lightning -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(46), Posi-Dmg/Rng(46), Posi-Dam%(46)
Level 44: Surge of Power -- TtmC'tng-ResDam/Rchg(A), TtmC'tng-ResDam/EndRdx/Rchg(48), TtmC'tng-ResDam(48), RechRdx-I(50)
Level 47: Stealth -- LkGmblr-Rchg+(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
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Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Quote:To be honest... it was because I hadn't used Afterburner yet and I wanted to give it a whirl. Plus it was a LOTG mule. Also I needed 1-slot wonders. I may rethink those choices later, maybe for some Leadership.@Deacon_NA
It looks like a very good, very damaging build but one thing, I know we are entitled to choose what ever travel power we want but why "Fly, Hover & Afterburner"? It seems so much like a melee range kinda toon, you know what I mean?
I did get my guy to 50 a couple of weeks ago. At level 40 I had perma dom but it was the type of perma dom that, if I activated a long animating power, I could miss the nanosecond the dom button was on. Now I have the purples in the build and all is well. This character offered a different leveling experience in that fights ended quicker (and rewards earned correspondingly faster) the higher the number of mobs. Except for Nems, who stayed at 0/1, not fun for Plant. More mobs meant more aoes for them to attack with. The challenge then becomes to find the mob(s) you missed with Seeds asap.
Anyway, looking back, I loved leveling up this combo, I give it 9/10, with -1 due to it not being great at dealing with tertiary threats. After Seeds and Vines all you can do is hope Creepers and Trops can buy you some time. -
I won't be watching again. I don't like any reality show, so it started with 2 strikes against it. The 3rd strike is that it was simply terrible. The show isn't even worth me typing more about it.
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Quote:The text I bolded is incorrect. Perhaps you're thinking of Sonic Siphon, but the Sonic blasts self-stack. Feel free to use your Power Analyzer to verify.Error. This isn't a Scrapper, we aren't trying to create a max DPA attack chain. This is a Defender, and Shout has a -20% Resist debuff. For the maximum possible AV debuffing you definitely want Shriek, Scream, Shout, Howl, and Screech. You can omit EVERYTHING else from Sonic Blast if you want, but don't settle for only -80% Resist from that set when it has the potential to do -100% Resist by itself. Remember that you CANNOT stack the same attack's -Resist with itself, only with other attacks.
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AVs don't have different caps. The -speed cap is 90%, -rch cap is 75%.
AVs do, of course, have resistances to these effects, details here: http://wiki.cohtitan.com/wiki/Arch-villain
I happen to have an ice/time, my most recent 50. You can have some noticable effect on an AV's recharge and speed, though you won't max out the debuffs against them. I didn't take Shiver but that would further the debuff(s) against AVs. -
Quote:Lolz, you can't even get the easy stuff right can you Beau? 2 minutes to refresh buffs? I think I'm going to start looking for your posts specifically for the rich comedic value.What you might stop to consider for a moment is that you generally want your primary power set to be the one you use primarily.
Which isn't the case with Force Field. You've got some target-ally buffs you use every 2 minutes or so, a toggle buff you just leave on all the time and a bunch of knockback/repel powers you probably won't even take. It's a power set that screams 'secondary'.
So if you were to play such a character, you'd ordinarily want to play a Beam Rifle/Force Field Corruptor (rather than Defender). Since you can't, may I recommend the next best thing: Beam Rifle/Sonic Corruptor?
Sonic Resonance gives you the same benefit as Force Field for personal defense. Resistance is actually better than Defense for your purposes since you'll already have the status protections. Sonic Resonance also gives you -resistance debuffs to increase your damage. But Sonic Resonance is still a 'bubble' set that is mainly long duration fire-and-forget powers that won't interfere with blasting away. -
I hate when I have to watch an ad, to be able to watch an ad...
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Quote:It stacks additively. I happen to be playing a sonic character at this very second and just used Power Analyzer to verify.Not a fanboi of sonic except that it is a good set. I have some semi-retired sonic attack characters, none that I'm playing actively at this time. What I don't like is the misinformation being spewed by Beauregard disguised as facts "because he has numbers". He's using bad math wrongly to make a point and my concern is that someone may read what he's spewing and believe it.
http://tomax.cohtitan.com/data/power...d.Sonic_Attack
Sonic chain consists of shriek, scream in various combinations as fast as you can tap 'em. Each puts out 20% -resist (on defenders), shriek's res debuff lasts for 5 seconds and scream's lasts 7... you can squeeze up to 5 of these -res on a target. This -resist stacks. I have not tested, but I don't believe it stacks additively (ie. I *think* you don't get 5x-20, but you get 1 -20%, 1 -20% of whatever is left, 1 -20% of whatever is left etc... not a straight up -100%)
Your first paragraph is my main concern too, that a newbie may erroneously be swayed. -
Quote:No, man up, get in melee and take some of that juicy +DMG buff for yourself. You can bounce back out if you want.It normally has a range of 70', would you see any operational benefit to slotting for range?
Actually, getting "close" to melee is good enough. One buff has a 20 foot radius. You could hang back a smidge. Still, that means +rng isn't a good thing to slot for. -
My good lord, you don't stop giving wrong, not just bad, but wrong advice do you?
Quote:2. Stealth belongs to Stalkers and Illusion Controllers. For all intents and purposes, Stealth only has a limited number of useful breakpoints. You can be visible to everything. You can be invisible from normal mobs at long range. You can be invisible from normal mobs at close range. Or you can be invisible to snipers and normal mobs.
Only Illusion Controllers/Snipers can achieve the latter. Super Speed + Celerity: +Stealth achieves all of the other levels. This tends to make the Concealment pool pointless.
This also means that if you're thinking of Stealth'ing the mission and teleporting the group to you, you're doing the wrong build - the Stalker/Illusion Controller in your group is better suited for it. Especially given that your build won't be able to survive long enough when you get spotted by immune-to-stealth enemies (which do exist).
1) stealth IO
2) Super Speed
3) Stealth from the Concealment pool
for pve purposes provide the same invisibility to mobs as Stalkers/Illusionists. Period.
Here's from the category of "beating a dead horse wrong"
Quote:4. Kinetics/Sonics sounds a lot better than it is for buffing/debuffing. The problem is that the two sets are totally at odds with one another.
Kinetics is only truly great for buffing +damage against groups of enemies. Sonic is only worthwhile for debuffing resistance against single enemies. Kinetics requires you take a lot of time using Kinetics powers. Sonic requires you chain-cast Sonic attacks to build up resistance debuffs.
Quote:especially with a slow activation set like Sonic
Quote:2. Increase Density. Yes, it provides +resistance. But it's only one type of resistance and, let's face it, you can just heal the damage. Normally this is the power you'd take at 49 just because you want the option of removing status effects and you need a power with no extra slots to fit your Steadfast/Gladiator's into.
Quote:4. Dreadful Wail. 'Crash' powers like these are generally horrible for support archetypes since they shut you down. Once you use this power, you're now standing in the middle of a mob of enemies - the most dangerous of which are both alive and not stunned - and all of your tools for staying alive and killing them are unavailable. Good luck.
To the OP, if you want to see a good example of a Kin/Sonic build, I give two eager thumbs up to Ohmyn's. -
I don't see how Burnout will help you with Creepers, at least if you have them perma. Once you summon new CC, the old ones go away.
I can see it being sort of helpful for Vines. Personally I tend to hold Vines in my back pocket for those situations since Seeds does recharge rather quickly. Still, I wouldn't take Burnout unless I were at level 49 and just did not know of anything more compelling (there usually is). -
I sincerely hope for a tip mission done for speed, which means running at 0/1 (or -1/1) you're not waiting for all bots (and you) to be bubbled before engaging.
-
Quote:I suppose it's sufficient to say we have different playstyles. Or at least we run in different circles. I'd be surprised if I used Transfusion more than once every 30 seconds. And if a 20% debuff is problematic... aye-yi-yi.
Getting 100% debuff on a single target is impossible. As a Kinetics, getting even a 20% debuff 100% of the time is problematic enough. -
Quote:With respect to Sonic paired with Kinetics, the information above gets 10/10 wrong points. Implying that Rad Blasts use of Achilles Heel is comparable gives you enough reason to disregard that "advice".While you've made your choice, I thought I might clarify some problems you might run into.
Kinetics is a very 'active' set. That means you're ultimately going to spend an enormous amount of time doing Kinetics powers... and have very little time for any other powers.
What that means is that as you level, you'll be laying in those -resistance debuffs for Sonic less and less. Moreover, the generally poor damage/animation of the set will become more and more of a problem because you have so little animation time to use in the first place.
Then you'll run across a Kinetics/Radiation and he'll explain about Achilles' Heel. Finally, you'll run across a Kinetics/Electric, Kinetics/Fire or Kinetics/Ice and you'll just feel sad at how they're converting the very limited nuking time available into useful damage - while being significantly better solo and in the run-up to an AV.
Ultimately, you'll probably do what most of the folks I've seen who've tried Kinetics/Sonic do once they realize just how little time they have to nuke in a serious do: hang up the character and try again.
In terms of Controller options, you have slightly different issues. First of all, Confuse is actually a pretty good damage ability... that isn't buffed by Kinetics. That's why you're far more likely to see Illusion/Radiation or Plant/Storm than you are to see them paired with Kinetics. Second of all, when you first engage a spawn you'll be torn whether to be a Controller (and control the spawn) or a Kinetics (and Fulcrum Shift it).
These issues tend to affect Controllers in various degrees, but probably Fire the least. It doesn't have a Confuse and it does have Smoke (which provides something of an answer to the "how do I start the fight with the spawn?" answer).
If you put an Achilles Heel in every Rad Blast attack, you know what the MAX -resist you'd achieve? 20%, period, it doesn't stack. Sonic stacks amazingly, getting a 100% debuff on a single target is easy enough. That means, when you fulcrum shift and get your team to the damage cap, sonic lets you double it (does not account for purple patch or resists). AOE resists from Howl can stack, oh, twice for -40% for the crowd.
Personally, in my inventory I have a Kin/Rad and a Kin/Sonic and they're simply not comparable (with the Sonic winning, in case it's not clear), sorry. That Sonic has "poor animation" is such nonsense it's not worth addressing other than to say "hogwash". The t1 and t2 blasts take the same amount of time to animate as... Rad (and many more). Sonic's cone, Howl, takes less time than Rad's cone! How about that?
Anyway, I hated to see the OP getting persuaded by bad advice and thought I'd offer some assurance that, if you're enjoying playing it (which it seems you are) then keep on. If there comes a time you don't, sure, move on. -
Eventually, you get to know the missions by rote.
Did you get "Some nut on talk radio"? That involves one click and one named boss. Dismiss the pets at the beginning and resummon at the back room.
Is it "Your Life Story! Wait What?" Again dismiss at the beginning and free the hostage and fight the way back.
Really the key is a willingness to dismiss and resummon, which for some reason, is anathema to many MMs. Yes it takes 10-15 seconds to resummon and upgrade. That's a lot faster than defeating all.
Not to be elitist, but a mission should never take 30 minutes for someone wanting to speed tips, rather you should be done with all 5 tips in that time, even with a MM.
As with any AT, the bottom line answer to "What’s the quickest way to stealth a mission?" is to do only what's required and no more. -
At a very quick glance -
Slowed Response should be taken. Any power that keeps a -27% aoe resistance debuff up is mandatory to me.
With only 1 recharge IO, Farsight is perma.
This may be "season to taste" but I'd put LOTG 7.5% IOs in some of those defense slots. -
Quote:Firelord was hungry for some pizza. Seriously, that was the setup for that fight.
3. Firelord, herald of Galactus. HOW that happened is still a mystery. Firelord must have been only at 1/1000000th of his normal power levels in that fight considering what a herald of Galactus can usually do. (space flight, hyperspace, matter rearrangment, energy blasts, fly through stars and black holes, etc).
As for Thor vs Storm, even if you take meleeing out of it and keep Thor from throwing his hammer, I remember reading somewhere (some canonical) that Thor could create weather from nothing whereas Storm had to manipulate current conditions and his Storm Summoning power were vastly superior to hers.
Anyway, I won't be buying it, I dropped out of comics about 5 years ago. -
I think the time was right for it to end. It was a good run but I'd rather it end while I'm still fond of it and before it became a chore to watch, and for me it was trending in that direction.
I'll sign a petition for a tv movie to wrap up that which was not wrapped up, but not to continue an ongoing series. -
Some high level thoughts from a Kin/Sonic enthusiast:
Building for recovery really isn't needed. To be frank, I wouldn't make that a primary objective at all. You can build up some nice bonus, uh, bonuses through building up other attributes, since the 2nd slot will give some. On your build, Transference is recharged in less than 11 seconds. That really will covery your endurance needs. Yes, sometimes it misses, keep a blue insp or 2 on hand for those times.
If you put the Stealth IO into Sprint, you can reach mission objectives much easier. Using only SS to stealth through mobs will subject you to some damage.
Siphon Speed is an outstanding power and a must-have, even if only slotted with a base slot (I'd dedicate 2 at least, Acc and Rch).
The Range IOs in Siphon Power and Fulcrum Shift are slots better spent elsewhere. Personally, I want to get close to melee for FS so I get the buff too.
I personally view Howl as a crucial tool for increasing team damage, with its aoe -res debuff.
Conserve Power is definitely something you don't need. See the statement about Transference above.
You may find more use out of Teleport than TP Foe. It only works reliably on minions and sometimes lieuts. Handy tool solo, worthless on teams. On the other hand, Teleport can get you out some jams. Of course you only need Recall Friend for your mission stealthing needs.
I count 4 "rule of 5" violations for 2.5% recovery. I'd ditch the pvp ios that you're 2 slotting. They're expensive and add little to no value. This is something you really need to fix, moreso than anything else.
Kin and Sonic both have a lot of fast recharging powers. I personally wouldn't take Burnout, which would only help with the nuke.
Speaking of, I do think the nuke is a very nice tool to keep onhand with Kin so I advise keeping it.
I'd also keep Maneuvers and Tactics. Assault on the other hand, not as much value with FS and Siphon Power around.
I would advise going "back to the drawing board" to not emphasize recover and choose something else like recharge and/or defense.