Doomguide

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  1. Doomguide

    Blappers

    Quote:
    Originally Posted by Biospark View Post
    Hmm, that does sound good. I am not planning on the Leadership toggles, but will be running Tough/Weave/CJ/Hot Feet. Maybe with Hasten and good use of IOs I could squeeze more toggles, but I will probably just stick with Hot Feet because of its larger radius. The big down-side is that Hot Feet will go away alot when doing exemplared stories and TFs. Might have to consider having Blazing Aura for just those times.
    note my edit in the prior post. Debil in da details, the +recovery is 15 seconds duration. Still very nice but not quite what I was thinking unfortunately. Leaves me at 15 up and about 60 seconds down (where I'd be at around 2 end/sec net recovery). And this is a defensive minded build not a high recharge build (S/L and melee are around 32-33% to leave me 1 small purple or teammate ally shield shy of soft capped).
  2. Doomguide

    Blappers

    Quote:
    Originally Posted by Biospark View Post
    I have been playing around alot with mids regarding Blazing Aura and Hotfeet. Its not looking very good from solo standpoint but maybe Consume will make it all be fine. ...
    Having barely reached Consume much less slotted it up I can't say for sure but looking at Mids: 3 in aoe = unslotted stamina+full end bar, 5 in range = slotted stamina+full end bar. That's a single use, not sure if it stacks but it appears it would and is very doable to stack the buff while only using recharge in the power itself (no outside buff/global needed). 10 icons is roughly half the base strength of Recovery Aura. That takes my build from a net recovery around 2 end/sec to 4 end/sec which short of Nukes should be darn hard to use up. I'm figuring if I can keep a 5 or 6 icon buff on myself I should be close to if not infinitely sustainable (while running Tough, Weave, Maneuvers, Tactics, Hotfeet, and Charged Armor)

    EDIT: Hrrmpph missed and messed that up ... duration on the +recovery is 15 seconds.
  3. End use is fairly heavy but I'll point out that the second endred in AAO is saving a net of 0.04 end/sec. I'm guessing this second endred slot could be moved somewhere and save at least as much if not more.
  4. Doomguide

    Blappers

    Might have to try Rad/Fire ...

    The Elec/Fire I have puts out a huge amount of pbaoe damage (planned build has 5 of 7 pbaoe attacks in it). It's also very timing critical/squishy solo so far but almost any teammates around (even ones not prone to holding/drawing aggro) and stuff just dies. This is mid-20's and on all SO's/generic IO's so far. Looking at the build the new Consume with its +recovery appears to be a godsend for sustainable endurance.

    Rad Blast would seem to have similar amounts of aoe goodness.
  5. Doomguide

    AT Duo question

    Any/Any ... where any is not a melee AT. Seriously if you are just looking for a solid pairing for fun it's pretty darn near impossible not to make a duo of whatever/whatever work.

    If you want by SO's and beyond to be all but invincible then Emp/Sonic + Emp/Sonic and you'll be looking for stuff that can threaten you at +4/x8. Take em Redside and have a pet each (both pets easily perma with IO builds).
  6. Quote:
    Originally Posted by imvicious2u View Post
    Great thanks, So with the stealth pool, i should be able to get 4 LoTG recharges i guess.
    Depends, if you have the room, 3 powers from the Concealment pool should take defense sets, Stealth, Grant Invisibility, and Invisibility. Along with the 2 you have slotted those 3 would put you at the max for the Rule of 5.
  7. I'd be concerned about the low overall accuracy, especially in Havoc Punch and Chain Induction (powers 4 slotted with Kin Combat alone). Any foes with +def and/or to hit debuffs (which includes Carnies and Cimerorans) are going to produce a lot more misses than I would be comfortable with and doubly so at higher settings.

    Slot Active Defense with Membranes not Enzymes. You want recharge to help stack AD for the ddr buff.

    Suspect the builds net recovery (even accounting for more from Fitness) will be troublesome.

    Slot Gloom and Dark Obliteration to deal damage not debuff.

    A single Endred in AAO should do. The second endred is saving you 0.04 end/sec.
  8. Doomguide

    Incarnate System

    Yep think of them (the Incarnate Slots) more as separate universal or globally effective slots. Whatever you slotted into it effected everything in your build that normally would be effected by whatever it was enhancing at least in the case of the Alpha slot. So, for example, the Cardiac Radial boost would be as if you had the 33% Endred in all your powers that could take Endred enhancement and 20% Damage Resistance enhancement in all your powers that could take Damage Resistance enhancement.
  9. Doomguide

    DM/SR Build

    Quote:
    Originally Posted by LastPhantomZoner View Post
    Also. Just curious why you picked conserve power?
    Would this build require some endurance help?
    Again currently with my build I don't have any endurance issues at all.
    Also, how you say in my build my attack chain has gaps and your build doesn't.
    Is that more due to your overal recharge rate or specifically the way you have those attack powers slotted? Just wanting some knowledge about how to build attack chains.
    I don't generally figure out my end use that tightly (I shoot for something along the lines of 2.5 net, with pushing 3.0 being the golden mark) ... but I suspect Gaiden's build would be much less likely to need CP or run low on end in any given fight. Mostly his build uses much less and both builds produce nearly the same once Perf Shifter is averaged in leaving his net recovery in much better shape to deal with the attack chain usage.

    More than whether your attack chain is truly gapless or not I'd be concerned about the low accuracy, though how concerned is largely a matter of what you intend to fight. Fighting +2's it's largely not a concern. Against +4's, however, it will see you missing far more than I'd be comfortable with. Currently against +4's it would be common for at least one of your attacks to miss each time thru the chain. That's a large chunk of dps effectively gone. The gapless factor is also a much greater concern fighting a single hard target such as an AV where pushing the dps is more significant. In general team play there's so much interruption (to move, to swap targets, to pop inspires, to chat, to whatever) that as long as the gap isn't "large" it really doesn't matter if one exists.
  10. Doomguide

    Rad/Dark How to?

    And color me confused ...

    Is this a Dark Miasma/Radiation blast defender or Rad Emission/Dark Blast defender we are talking about?

    Or more precisely which is the OP looking for advice on?
  11. Quote:
    Personal Force Field could probably due with just one enhancer. I'd either put a single Luck of the Gambler: +Recharge here, or (if I already had 5 LotGs slotted) put the Kismet: +Accuracy there.
    I would not put a Kismet +6% in there. The Kismet special works when the power it is in is active and does so regardless of its own level. Kismet needs to go, ideally, in a toggle chosen at low levels you run constantly, particularly in combat. LotG +7.5% or a Karma -kb would probably be the first couple IO's I'd be thinking about in PFF.
  12. Doomguide

    DM/SR Build

    Minor nit ...

    Far as I know ALL enhancement values of any sort of enhancement (from TO's to SO's to IO's and HO's) are subject to exemplar scaling per http://paragonwiki.com/wiki/Exemplar...n_Enhancements. That includes Purple IOs, PvP IOs and Hami O's.

    What aren't effected are the set bonuses for Purple sets and PvP sets. For those you do not need to be within 3 lvls of the IO for the set bonus(es) to apply. In the case of both Purples and HO's they both have higher base enhancement values than similarly aspected IO's and hence end up with higher values after exemplar scaling kicks in.
  13. For me it basically comes down to 2 scenarios.

    Scenario A) I am soft capped at essentially 45% with no ddr. The first hit requires the foe get 'lucky' and hit me. Roughly 1 in 20 chance. Second foe and later foes however now have chance to hit me that is much greater, relatively, as I am now no longer soft capped. Give or take a bit many of those -def attacks are -10%. My defense against subsequent attacks is now roughly 35% vs 45% and a potential cascade defense failure is imminent against a large mob of foes. Basically 1 'lucky' hit sets me up for major issues.

    Scenario B) I am soft capped at around 55% with no ddr. The first 'lucky' hit drops my defense to 45%. I am still soft capped, the next to hit roll is still floored and needs to get 'lucky', it hasn't effectively removed me from the soft cap. Basically the foes need 2 lucky hits to set me up for a cascade failure. So Scenario A is 1 in 20 to avoid cascade issues, while Scenario B is 1 in 400 to avoid cascade failure issues.

    Now obviously that's very simplified, but I think is essentially what it comes down to. The size of the mobs and the amount and frequency they use -def attacks is what to consider in deciding whether the 'extra' defense cushion is worth it (and to an extent how much cushion).
  14. Here's a bare bones Elec_SR on generic IO's with a couple footnotes. 1) Been a while since I've run my Elec scrapper with enough frequency to be comfortable saying which attacks to take and which, perhaps more importantly, are less than ideal. And 2) the slot placements are for the IO set build.

    First IO's I'd add: 2x Perf Shifter +end, Miracle +recovery, Numina's +regen/+recovery, Steadfast +3%, Kismet +6%. Between a complete Guassians slotted in Focused Accuracy and the Steadfast +3% you'll go from around 39% defense to essentially soft capped (44+).

    Running the pool toggles might depend a bit on what +recovery/+end teammates are offering or how many blues you have on hand ---> Steadfast +3% plus a small Luck would have you are the soft cap while allowing you to turn off Tough, Weave and Maneuvers. The end saved plus accolades and likely you will see most of any end issues disappear while you get a hold of the rest of the special IO's above.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Electric_SR: Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Havoc Punch -- Acc-I(A), Acc-I(3), EndRdx-I(3), Dmg-I(5), Dmg-I(5), Dmg-I(11)
    Level 1: Focused Fighting -- EndRdx-I(A), DefBuff-I(7), DefBuff-I(9), DefBuff-I(15), Empty(29)
    Level 2: Focused Senses -- EndRdx-I(A), DefBuff-I(7), DefBuff-I(15), DefBuff-I(29)
    Level 4: Agile -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(42)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(11)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Thunder Strike -- Acc-I(A), Acc-I(13), EndRdx-I(13), Dmg-I(17), Dmg-I(23), Dmg-I(40)
    Level 14: Super Speed -- EndRdx-I(A), Run-I(43)
    Level 16: Health -- Heal-I(A), Heal-I(17), Heal-I(21), Empty(31), Empty(37), Empty(40)
    Level 18: Chain Induction -- Acc-I(A), EndRdx-I(19), Dmg-I(19), Dmg-I(23), Dmg-I(25)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(31), Empty(37)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- EndRdx-I(A), ResDam-I(25), ResDam-I(34), ResDam-I(37)
    Level 26: Weave -- EndRdx-I(A), DefBuff-I(27), DefBuff-I(27), DefBuff-I(31)
    Level 28: Quickness -- Run-I(A)
    Level 30: Build Up -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40), ToHit-I(50), ToHit-I(50)
    Level 32: Lightning Rod -- Acc-I(A), RechRdx-I(33), RechRdx-I(33), Dmg-I(33), Dmg-I(34), Dmg-I(34)
    Level 35: Evasion -- EndRdx-I(A), DefBuff-I(36), DefBuff-I(36), DefBuff-I(36)
    Level 38: Dodge -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(42)
    Level 41: Focused Accuracy -- EndRdx-I(A), EndRdx-I(42), EndRdx-I(43), ToHit-I(43), ToHit-I(46), ToHit-I(48)
    Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45), EndMod-I(45), Heal-I(45), Heal-I(46), Heal-I(46)
    Level 47: Lucky -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(48)
    Level 49: Maneuvers -- EndRdx-I(A), DefBuff-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 2: Ninja Run



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  15. For SR
    Take all 3 toggles - Focused Fighting, Focused Senses and Evasion. Plan on devoting a minimum of 3 slots in each, and likely 4+
    Take all 3 passives - Agile, Dodge and Lucky. Minimum 2 slots often 3+ for the passives.
    Take Practiced Brawler
    Quickness - I personally would not skip
    Elude - I personally tend to skip even if not soft capped (yet), I'll just use inspires. That said it's solid power for an SR who's shy of the soft cap for those "oh *&^*%" moments. And then there's i19 just ahead. Elude can take both Defense and Universal Travel IO's which between them contain a huge number of special IO's useful in many builds including SR. Might become a very handy place to drop an IO in that doesn't involve yet another pool or require anything beyond the base slot.
  16. Yep, least that's the thinking.
  17. For silly amounts of influence something more along these lines. Not quite perma Hasten (about 4 seconds downtime) so room for more tweaking yet, but it does hit all the points on Werners basics list while Hasten is up:

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Master of Silly Tricks (v1.00.i18): Level 50 Science Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5), Achilles-ResDeb%(7)
    Level 1: Focused Fighting -- SW-Def(A), SW-Def/EndRdx(7), SW-Def/EndRdx/Rchg(9), LkGmblr-Rchg+(11), Ksmt-ToHit+(13)
    Level 2: Focused Senses -- SW-Def(A), SW-Def/EndRdx(9), SW-Def/EndRdx/Rchg(11), LkGmblr-Rchg+(13)
    Level 4: Agile -- GftotA-Def(A), GftotA-Def/EndRdx(31), GftotA-Run+(39)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Boxing -- Acc-I(A)
    Level 10: Practiced Brawler -- EndRdx-I(A)
    Level 12: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(15), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-EndRdx/Rchg(19), AdjTgt-Rchg(23), GSFC-Rchg/EndRdx(37)
    Level 14: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(15), TtmC'tng-ResDam(42), TtmC'tng-ResDam/EndRdx(43), TtmC'tng-ResDam/EndRdx/Rchg(43)
    Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Regen/Rcvry+(19), Mrcl-Heal(21), Mrcl-Heal/EndRdx(23), Mrcl-Rcvry+(37)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(25), P'Shift-End%(37)
    Level 22: Dodge -- GftotA-Def(A), GftotA-Def/EndRdx(31), GftotA-Run+(39)
    Level 24: Weave -- SW-Def(A), SW-Def/EndRdx(25), SW-Def/EndRdx/Rchg(40), LkGmblr-Rchg+(42)
    Level 26: Soaring Dragon -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(27), Hectmb-Acc/Rchg(27), Hectmb-Dmg/EndRdx(29), Hectmb-Dam%(29), EndRdx-I(34)
    Level 28: Lucky -- GftotA-Def(A), GftotA-Def/EndRdx(31), GftotA-Run+(39)
    Level 30: Quickness -- Run-I(A)
    Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), EndRdx-I(34)
    Level 35: Evasion -- SW-Def(A), SW-Def/EndRdx(36), SW-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(36)
    Level 38: Maneuvers -- SW-Def(A), SW-Def/EndRdx(40), SW-Def/EndRdx/Rchg(40), LkGmblr-Rchg+(42), EndRdx-I(50)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(45), P'Shift-End%(45), RgnTis-Heal/EndRdx(45), RgnTis-Heal/Rchg(46), RgnTis-Regen+(46)
    Level 47: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(48), AdjTgt-ToHit/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(50), GSFC-ToHit/EndRdx(50)
    Level 49: Vengeance -- SW-ResDam/Re TP(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 2: Ninja Run



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  18. And then, of course, does the Fury of the Gladiator -resist proc stack on top of this. Guessing yes they would and do but having no access to a FotG proc currently ... .
  19. Quote:
    Originally Posted by Airhammer View Post
    /Cold is a very good set and works will with many primaries. One of the key benefits you will get with cold is the ability to use Heatsink as a source of both end drain and recovery for you. The shield will definitely help the Gremlins survive better.

    The combination of Artic Fog and Conductive Aura should be quite impressive.
    As well as the combo of Synaptic Overload + Arctic Air's confuse aspects. Edit: Doh oops not sure where my brain went there. No Arctic Air obviously in this pairing.

    And Heat Loss does do a significant amount of -end (as in when slotted it's well over -50 end) to the foe targets though no -recovery. Then again Electric Control really doesn't need its secondary to help with -end or -recovery it's quite capable of doing the sapping on its own. What Electric Control really wants is other things from its secondary to support the primary while it saps.
  20. Doomguide

    DM/SR build help

    Quote:
    Anyway, biggest thing im worried about i guess is end and since i like to run ITFs a lot will only having a little over 45% def be enough?
    Yes, you have a ddr over 95%. You'll be dead from rng hate long before you get seriously defense debuffed particular as you have Siphon Life to heal (and the To Hit debuffs from DM adding a bit more cushion as well).

    Same for your net recovery ... it should be fine and Dark Consumption will be gravy in the mix, (or vice versa) for general pve missions and task forces.

    You would almost have to go looking to build a team for missions and task forces that won't provide a smidge more defense or +recovery somehow among your teammates and what you have is plenty using inspires even if you were solo.

    Slot Siphon Life and Dark Consumption to hurt stuff first and their other effects second. I'd do the same to Soul Drain but without reworking the build doing so would lose the +def for the set bonus in GSFC (and drop you below 45% mark for defense).

    ---> The potentially very serious drawback to GSFC in Soul Drain is SD has to hit to grant you its buffs and the set has no accuracy in it. If you aren't pretty much putting the entire build together at once and without significant +accuracy (globally) you find you'll be firing SD and seeing a utter sea of "Missed" going up. This will be doubly true if you're standing in the midst of densely packed Cimerorans. Ideally I'd rework the build to keep the soft cap without using a To Hit set in Soul Drain but rather a PBAoE set such as Obliterate.

    Reduce Hasten to 3 slots. Many better and more effective ways of getting Hasten Perma that also benefit the builds overall recharge as well.

    I'd second the suggestion to swap into Ball Lightning over Static Discharge. It will work at range just as well for aoe, has a higher target cap, does more damage and work when you're standing in the middle of them much better than Static Discharges cone.

    Here's your build, very rapidly tweaked, making some set changes (and moving one slot out of Hasten to Evasion) incorporating some of the above suggestions:

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1395;703;1406;HEX;|
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    |-------------------------------------------------------------------|
  21. Quote:
    Originally Posted by gronga View Post
    This guide is quite probably th best i've come accross for many reasons, not the least of which is that you are still answering posts and supporting it.

    Thank you.

    I started a Ill/Rad based on this thread, and I love it. I have a question though, Since I love Ninja Run, and would like to combine that with hurdle for my basic movement, it frees up a couple of powers, namely air superiority and fly. What can I add back in to take the place for the enhancements I need for zero down time with PA?
    What does your build currently look like (or is planned to look like)?
    If you don't currently have 5 LotG +7.5% those are generally going to be the fastest route using the least slots to add recharge to any build.
  22. And a bit longer yet.

    Pretty much any multi-aspect IO if a level 25 IO (or lower) will not be effected by exemplar scaling. Any individual enhancement bonus with a value or 20% or less is not effected. As it happens level 25 dual aspect enhancements are equal or less than 20% in value. That is a LotG Def/End has the values of 12% def/20% endred both of which are equal or less than 20%. If the value was greater than 20% that portion would be effected by exemplar scaling.

    For even more nitty gritty details:

    http://paragonwiki.com/wiki/Exemplar...n_Enhancements
  23. I'll take the team I had a few issues back on a Master of the STF run. We walked all over the task force and ended up bum rushing the final 4 patron AV's on a whim.

    Team wide capped defense, resists, recovery, and regen.
    Two "Cagers" able to cage lvl 54 AV's and the towers
    Capped damage with substantial resist debuffs
    Strong regen debuffs
    Strong to hit buffiing, usually in excess of +120%
    Breaking the rules here >>> no melee AT in sight

    6 Defenders:
    1) Me >>> Emp/Rad/Dark
    2) Emp/Rad/? Dark also I think
    3) Emp/Sonic/?
    4) Sonic/Sonic/Psy
    5) FF/Arch/Psy
    6) Cold/Arch/Dark

    And 2 Controllers:
    7) Fire/Kin/?
    8) Mind/Emp/?

    Was mentioned in team chat afterwords that someone did apparently go 'red' briefly during the 4 Patron AV fight. I never saw it, I did see the Fire/Kin take a heavy hit during the move to the second tower after the first was dropped. Other than that never saw anyones green or blue bar do more than twitch except for those brief dips post Nuke. But no one died and I came away with a MoSTF badge.
  24. Quote:
    Originally Posted by Nightchill_EU View Post
    (DEFENSE based of cours, sorry)

    How do you deal with crazy accuracy buffs (Nemesis vengeance, DE's crystals)?
    Nemesis: *shrug* might preemptively use a small luck, kill Lts last if possible, mostly, unless solo vs high numbers, I just smash them and watch my health --> a precipitous drop means I use a medium purple and medium orange +/- more oranges, greens (and yellow and red) depending on what's floating around in the tray. For the most part I don't do anything particularly special vs Nemesis, they aren't that problematic for my claws/sr.

    DE: Use a macro to target Guardians and Quartz. Both destroyed asap, moving out of the los of any DE within the area of the Quartz buff. Liberal use of Shockwave's kd/kb

    Rularuu: Kill the eyeballs and be glad they don't buff the entire mob like Quartz do. Relatively rare to fight ... really have to go looking for them to end up fighting them much.

    Arachnos: Much fun. Tarantula Mistresses and Fortunata Mistresses get the most attention. Probably have the least +to hit buffs but far more exotic (toxic and psi) damage types across the board than the others above. Banes are annoying, spend a lot of time catching them within Shockwave targeted at other arachnos (or just not required to target --> Spin) due to placating. In general the toughest foes to eliminate a particular one to make the mob significantly easier, almost the exact opposite of DE who become trivial by comparison once the Quartz/Guardians are dispatched.
  25. Electric/Fire ... I have range attacks? Okay maybe I do. I seem to recall using them to kill stuff still standing after after my 3+ pbaoe attacks, assuming there is anything still standing.

    EDIT: Just looking at that when the irony struck me .. I have potentially 7 pbaoe attacks (Combustion, Fire Sword Circle, Short Circuit, Burn, Blazing Aura, Consume, and Hot Feet), but I have a ranged, RANGED Nuke. Who says the Devs have no sense of humor