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The Luddites thought they wanted to break those big orange pipes... until they succeeded, and found out what was inside.
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If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest. -
When the devs... seriously?
EATs getting to do the new tutorial was never on the table. The developers deciding that the plot of their game at least had to make a passing attempt at pretending to be cohesive has nothing to do with roleplayers.
Agenda much? Christ. -
I *think* Bane Spider Mace Mastery avoids redraw from the Bane Spider Mace, if that's any consolation.
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Oh, and to address your question of cost: You have several fairly expensive IOs in your build, but the good news is that none of them are PVP or Purple ones, which means that you can get them all fairly easily with the various Merits. If you were to buy everything crafted with straight influence, this build would cost you somewhere in the neighborhood of 1-2 billion, as a guess.
The most expencive IOs you have are:
LOTG +7.5% Recharge (100-150m)
Basilisk's Quad (75-125m)
Miracle +Recovery Unique (50-100m)
Obliterate Quad (50-100m)
These all cost 32 Astral or 2 Alignment Merits. Off the top of my head I think they're all 200 Reward Merits except for the Miracle, which I think is 240.
Alignment Merits you can crank at a rate of 1/2 per day via Morality Missions, + 1 per week via Signature Story Arcs, +1 per your first ever (per character) run of each Signature Story Arc, and you can also buy 1 per day for 20m + 50 reward merits if you want to go that route.
Astral Merits are super easy to collect in large numbers if you're doing the full incarnate grind, you'll probably generate upwards of 200 of them while collecting your salvage (if not more, I think my Ice/Storm Controller has collected over 300 by now, but I do a lot of trials with her).
If you had a mind to, you could collect all your expencive recipes via non-inf currencies and reduce the build cost significantly. -
Quote:I think you'd find after having Thunder Strike that you would regret it anyway, because its AoE component is somewhat mediocre and it will require you to redraw your guns to continue attacking, which get old fast. It also requires you to be in melee range, where optimally for DP you want to be a little bit back, just close enough that Hail of Bullets will hit, so that you can make good use of your cone in Empty Clips.If the benefit of Power Build Up increases the overall damage I would get from dropping Thunder Strike, then I would be open to getting it
Without changing your pool powers except for the ancillary, this is the best build I can see for you, assuming maximal recharge is all you particularly care about. This puts you at a small purple from the sofr-cap to all positions (Hail of Bullets will do it too, but keep in mind that its buff only lasts 5 seconds).
The changes I made were:
Switched to Power Mastery
Changed slotting in Far Sight (the 5% recharge bonus was over the Rule of 5 cap)
Added LOTGs to Far Sight and Maneuvers
Added Super Speed instead of Stealth at 50 (Super Speed with +Stealth IO is twice the stealth radius of the Stealth power, meanwhile, Stealth only gives you 2.13% unenhanced defense during combat because half its bonus suppresses during combat)
Changed Oblit D/R to Oblit Proc in Spring Attack (you'll get better mileage on average from this)
Changed Pistols to 5xDecimation, putting you at the limit of 5 6.25% Recharge boosts.
Added 12 points of KB protection IOs and a Steadfast +3%
Also would recommend using Dark Watcher: Chance for -Recharge instead of Tohit/Recharge, but didn't include it in the build because it messes with your recharge incorrectly in Mids.
My suggestion at this point, if you use all of my changes, would be to either switch Alpha Boosts or change some of your Recharge slotting to Defense. Without your Alpha Boost active you'd be at 213.8% Recharge, perma-hasten and perma-chronoshift (with a few seconds of leeway on both, even).
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Slow-Motion: Level 50 Magic Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Time Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Power Mastery
Villain Profile:
Level 1: Pistols- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (3) Decimation - Damage/Recharge
- (5) Decimation - Accuracy/Endurance/Recharge
- (9) Decimation - Accuracy/Damage/Recharge
- (A) Tempered Readiness - Accuracy/Slow
- (5) Tempered Readiness - Accuracy/Endurance
- (A) Positron's Blast - Accuracy/Damage
- (11) Positron's Blast - Damage/Endurance
- (13) Positron's Blast - Damage/Recharge
- (13) Positron's Blast - Damage/Range
- (15) Positron's Blast - Chance of Damage(Energy)
- (19) Achilles' Heel - Chance for Res Debuff
- (A) Dark Watcher's Despair - To Hit Debuff
- (7) Dark Watcher's Despair - To Hit Debuff/Endurance
- (11) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (15) Dark Watcher's Despair - To Hit Debuff/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (39) Blessing of the Zephyr - Knockback Reduction (4 points)
- (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Positron's Blast - Accuracy/Damage
- (19) Positron's Blast - Damage/Endurance
- (21) Positron's Blast - Damage/Recharge
- (21) Positron's Blast - Damage/Range
- (23) Positron's Blast - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (40) Karma - Knockback Protection
Level 14: Hasten- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (17) Basilisk's Gaze - Endurance/Recharge/Hold
- (23) Basilisk's Gaze - Accuracy/Recharge
- (25) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (27) Lockdown - Chance for +2 Mag Hold
- (A) Obliteration - Damage
- (25) Obliteration - Accuracy/Damage/Endurance/Recharge
- (29) Obliteration - Accuracy/Recharge
- (29) Obliteration - Chance for Smashing Damage
- (31) Obliteration - Accuracy/Damage/Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (31) Basilisk's Gaze - Accuracy/Recharge
- (31) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (33) Basilisk's Gaze - Recharge/Hold
- (A) Decimation - Accuracy/Damage
- (33) Decimation - Damage/Endurance
- (33) Decimation - Accuracy/Damage/Recharge
- (34) Decimation - Damage/Recharge
- (34) Decimation - Accuracy/Endurance/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (34) Doctored Wounds - Heal/Endurance/Recharge
- (36) Doctored Wounds - Endurance/Recharge
- (36) Doctored Wounds - Heal/Recharge
- (36) Doctored Wounds - Heal
- (A) Positron's Blast - Accuracy/Damage
- (27) Positron's Blast - Accuracy/Damage/Endurance
- (37) Positron's Blast - Damage/Endurance
- (37) Positron's Blast - Damage/Recharge
- (39) Positron's Blast - Damage/Range
- (A) Luck of the Gambler - Defense
- (37) Luck of the Gambler - Defense/Recharge
- (39) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (40) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (A) Obliteration - Damage
- (40) Obliteration - Chance for Smashing Damage
- (43) Obliteration - Accuracy/Recharge
- (43) Obliteration - Damage/Recharge
- (45) Obliteration - Accuracy/Damage/Recharge
- (45) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Analyze Weakness - Defense Debuff
- (42) Analyze Weakness - Accuracy/Recharge
- (45) Analyze Weakness - Accuracy/Endurance/Recharge
- (46) Analyze Weakness - Accuracy/Defense Debuff
- (46) Achilles' Heel - Chance for Res Debuff
- (A) Doctored Wounds - Heal/Recharge
- (42) Doctored Wounds - Heal/Endurance/Recharge
- (43) Doctored Wounds - Recharge
- (46) Doctored Wounds - Endurance/Recharge
- (48) Doctored Wounds - Heal
- (A) Recharge Reduction IO
- (A) Aegis - Resistance
- (48) Aegis - Resistance/Endurance
- (50) Aegis - Resistance/Endurance/Recharge
- (50) Steadfast Protection - Resistance/+Def 3%
- (50) Steadfast Protection - Knockback Protection
- (A) Recharge Reduction IO
- (A) Celerity - +Stealth
Level 50: Void Radial Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Phantom Radial Superior Ally
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Level 2: Swift- (A) Empty
- (A) Miracle - +Recovery
- (A) Empty
- (A) Endurance Modification IO
- (7) Performance Shifter - EndMod
- (9) Performance Shifter - Chance for +End
- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 12: Chemical Ammunition
Level 12: Cryo Ammunition
Level 12: Incendiary Ammunition
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Set Bonus Totals:- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 4.88% Defense(Smashing)
- 4.88% Defense(Lethal)
- 7.06% Defense(Fire)
- 7.06% Defense(Cold)
- 8.63% Defense(Energy)
- 8.63% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 6.75% Defense(Ranged)
- 6.44% Defense(AoE)
- 4.5% Max End
- 93.75% Enhancement(RechargeTime)
- 8% Enhancement(Heal)
- 45% Enhancement(Accuracy)
- 5% FlySpeed
- 64.25 HP (6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Immobilize) 5.5%
- MezResist(Stun) 6.6%
- MezResist(Terrorized) 4.4%
- 17% (0.28 End/sec) Recovery
- 30% (1.34 HP/sec) Regeneration
- 7.25% Resistance(Fire)
- 7.25% Resistance(Cold)
- 10% RunSpeed
Set Bonuses:
Decimation
(Pistols)- MezResist(Immobilize) 2.75%
- 12.05 HP (1.12%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Time Crawl)- 1.5% (0.03 End/sec) Recovery
(Empty Clips)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Time's Juncture)- 16.06 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 5% Enhancement(RechargeTime)
(Super Jump)- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- Knockback (Mag -4), Knockup (Mag -4)
(Bullet Rain)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- Knockback (Mag -4), Knockup (Mag -4)
(Distortion Field)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Spring Attack)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Time Stop)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Executioner's Shot)- MezResist(Immobilize) 2.75%
- 12.05 HP (1.12%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Temporal Mending)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Piercing Rounds)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Farsight)- 10% (0.45 HP/sec) Regeneration
- 12.05 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Maneuvers)- 10% (0.45 HP/sec) Regeneration
- 12.05 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Hail of Bullets)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Slowed Response)- 10% (0.45 HP/sec) Regeneration
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
(Chrono Shift)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Temp Invulnerability)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Temp Invulnerability)- 1.5% (0.03 End/sec) Recovery
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
- Knockback (Mag -4), Knockup (Mag -4)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
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Another quick question before I start suggesting anymore changes:
Are you married to any of your pool powers, especially your ancillary pool choice?
Time really benefits incredibly from Build Up or Power Build Up being in the build, for example, but you're limited to either Soul or Power Mastery for that. -
Do a search in the Scrapper forums for bAss_ackwards's DM/Invuln build. It's soft capped to, I think, everything but Psi and positionals and also, IIRC, has perma-hasten/soul drain and runs the best DM attack chain.
It's super duper expencive just to warn you, if you go looking.
Edit: Here's their user CP if you feel like looking through the post history instead of rummaging through the Scrapper forums. -
To export your Data Chunk:
In Mids, go to the Import/Export Menu at the top center
Click Short or Long Forum Export
At the bottom left, check either "Only Export Data Chunk" or "Export Data Chunk as well as a DataLink"
I will take a second pass at it when you've got that -
Personally, I'd be inclined to tell you that if you want to go /Poison, to take advantage of the fact that it's been Proliferated and make a Fire/Poison Controller.
If you're set on a Mastermind? Eh... Necromancy maybe. -
I think you're going to be disappointed in the survivability of your pets.
If you don't go with a Defense based secondary, you might see the Bots hit 30% Def/All if you slot the Protbots for +Def, slot the 5% Aura, and run fully slotted Maneuvers. The damage resistance you're going to provide as Sonic is not going to make up for that last 15% defense to softcap (and it's quite a bit more in Trials).
If you have 30% defense, you're being hit 20% of the time. If you have 45% defense, you're being hit 5% of the time.
That means you're taking 300% more damage with 30% defense than 45% defense.
Robotics also does not, as mentioned, mesh well with Sonic's debuff anchor. -
Immediate problem I'm seeing.
Don't slot Farsight for ToHit buff. Slot it for Defense. You won't need the extra ToHit and one of the key points of Time is that power boost+farsight can get you so much def/all.
Edit:
You're crippling yourself by going dual wield and slotting it for KB, it's already the weaker of your early blasts. You say you don't care about single target, but you're using incarnate powers, so I'm assuming you'll be running trials. You will want a decent, sustainable ST rotation for the AVs. Take Pistols instead and slot it with 5x Decimation if you can get another 6.25% or either 4x Devastation or 6x Thunderstrike if not.
4 Dark Watchers' Despair will serve you better than 5 Dampened Spirits in Time's Juncture.
Drop a slot from Hasten. The amount of recharge you're getting out of the third one with Spiritual Core Paragon is miniscule.
I would not bother slotting Temporal Selection with anything but a Recharge IO (I personally don't take it, but I'm not a big fan of single target, long recharge buffs. I have better things to manage, especially with such a busy set).
Get the last slot added to your Spring Attack for the defense bonus.
Consider a Lockdown proc in Distortion Field. Achilles can be slotted into Empty Clips or Slowed Response (or both).
Try 5x Doctored Wounds in Chronoshift for one of your 5% recharges. Then change the slotting of your Soul Drain to focus on Accuracy and Recharge.
Get some LotG 7.5s. Put them in Combat Jumping and Far Sight at least. Maneuvers would probably be a better choice than Assault too, considering Time can cap all defenses if built correctly. They're not much more expensive than the Basilisk quad and you can get them easily with minimal effort from Alignment, Reward, or Astral Merits.
Change your Stamina slotting to EndMod, PerfShifter EndMod, PerfShifter +10% Proc.
A Miracle Unique in Health would also be wise. Time is endurance heavy.
Without being able to import it, that's all I've got for you. -
Quote:This was exactly the point of my post... you said Positron being the new guy in charge if Statesman were the one to bite it wouldn't change things up at all, and then five seconds later turned around and said how it can't be Statesman that dies because that would change things up too much.Hmmm? What? Every comic book universe needs it's Superman type hero. Marvel has one (obviously not as popular), Wildstorm had one. It's needed! And for CoH that's Statesman.
Personally, it is my opinion that the cliche you're describing is exactly why it's Statesman who needs to go. -
Quote:As excited as I am for Titan Weapons (read: extremely), I am actually conflicted about which of these things I am more looking forward to....The current plan is to have an update for you around the time Titan Weapons make it live (or until I get bored and make a release with just the new Incarnate slots, instead).
Edit: Figured I'd ask here - are there any plans to add power info for the abilities of pets and/or pseudopets to Mids? It would be especially super awesome if they could show enhanced values from the pet power's slotting correctly, and even more super awesome if they inherited procs from the pet power correctly - so, for example, if you slotted an Explosive Strike: Chance for Smashing Damage into Robotics/Battle Drones, Mids' could show you correctly which of the Battle Drones' powers would (being any power that has a chance to knockback/down/up) and would not (any power that doesn't KB) proc it. This would most be useful for complex pet powers like Carrion Creepers which take several different types of procs and get wildly different mileage out of them. -
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I wouldn't really care if it was Synapse, Citadel or Back Alley Brawler.
I would actually enjoy it being Statesman (and no, not because of Jack Emmert, because the 'Star Spangled Super Guy' is the absolute most hackneyed cliche there is in this industry and I find Statesman to be a very uninspiring instance of it).
I would rather keep Positron, Numina, Sister Psyche, and Manticore. -
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Quote:The bolded portion is incorrect. The proc fires at a rate stated by the specific Interface power. The math you're repeating is correct, but assumes the 75% chance to proc on attack, or Radial T4, to get 50.1 damage per attack. Note that the chance for each additional tick to occur after the first does not change and is always 75%, so the math is much cleaner looking when you also have a 75% chance to fire the proc per attack.From my understanding (from others who seem to know what they're talking about), the DoT procs every time an attack hits. It's the tick's of damage (up to 5 ticks from each attack) that have the 75% chance to proc. Each tick does something like 13.36 damage... so on average, each attack will do (0.75)*(5)*(13.36) = 50.1 damage....
The average damage per proc is actually 13.36 + 13.36*(4)*(0.75) = 53.44 (which is trivially different but still worth noting). I also fixed the wording of my first post to reflect the difference.
This is very easy to prove if you happen to have an Interface with a DoT proc slotted. Hit something with single target attacks and watch for the initial Interface proc. You will, over time, see that it does not fire every time you attack.
This is almost always going to be false, because, again, the debuffs done by Interface procs are resistable and absolutely no target that your mathematical, theoretical DPS is going to matter on is going to be fully affected by it. -
Bots/Traps Mastermind and SS/Fire Brute are two of the common superkillers.
I rather enjoy my Fire/Earth/Ice Permadom for silly, silly, silly AoE damage (Hot Feet, Mud Pots, Tremors, Fissure, Sleet, Ice Storm), but be warned that this combo is EXTREMELY endurance heavy if you make one.
Trap/Sonic Defender can cap all positions or S/L/E/N easily and F/C with a little more work while pumping out stupid -res/-regen which gives it tankability and good effective DPS for hard targets.
Fire/Kin Corruptor is the less appreciated cousin of Fire/Kin Trollers, but also quite potent.
Elec/SD (Heavy AoE) and Dark/SD (Heavy ST) are also great scrappers, to add to Fire/SD someone else mentioned, though both are more specialized than Fire/SD.
Oh, and there's basically nothing a perma-PA Ill/Rad or Ill/Cold can't kill solo, but it's slower going this route. -
Add another vote for Blaster here. The original, Defender/Corruptor version of the set is just too weak.
Blaster Radiation/ pairs best (in my opinion) with Fire, Mental, Dark or Electric, to take advantage of your life in melee range and focus on area damage. -
The DoT averages something to the effect of 50 damage per EDIT: attack (not per proc).
The damage resistance debuff caps at -10% with 4 stacks, and the stacks last 8 seconds. Subsequent procs do not refresh the whole stack, each application has its own timer and procs after 4 appear to replace the one with the least duration remaining.
I very highly doubt you will ever get comparable performance from the debuff that the DoT proc will give you, especially considering the debuffs from Interface are resistable.
As a note, the Spectral and Preemptive DOTs do the same damage as Reactive, and Cognitive and Degenerative do 80% of that damage, but in (theoretically) more exotic types. -
Quote:Not true.It doesn't stack for the same user with the same power... but different powers should stack. So many may seem overkill but to me it's simply 'upping' the chance of the proc.
Achilles' Heel does not stack with itself at all. The way that proc works is by granting the target a "power" which decreases all its resistances by 20%. Any given target can only have exactly one instance of the Achilles' Heel "power" at a time. It does not matter how many different powers you slot the proc into or how many different people are firing powers with the proc at a target, it will never have more than -20% resistance from Achilles' Heel.
It's usually totally sufficient to have it slotted into one or two fast-recharging powers that you use frequently.
Now, the Gladiator -20% proc works exactly the same way, in that it doesn't stack with itself... but it does stack with the Achilles Heel one. It's a bit pricey, but if stacked debuffs are what you're going for, it might be a worthy option. -
Definitely go with Barrier for a MM.
Rebirth will frustrate you every time in Incarnate content. My pets *never* get whittled down in Trials. They're at full health, or something oneshots them... unless I pre-emptively Barrier before getting into a situation where they'll take hits. The huge resistance bonus on top of the defense will do a lot more to keep them alive than a heal will, and the regeneration is worthless on a pet because their max hp is so horribly low. -
If what you're after is an AV killer, Bots/Traps is what you want.
The combination is very durable, has insane debuffing potential, and impressive damage output all things considered.
A high recharge trapper can get close to 50% uptime on 3x Acid Mortar, which is like.. -60% resistance (from memory), and it can also take the Achilles Heel proc and keeps it up fairly well.
It can easily maintain 100% uptime on Poison Trap's -1000% regen debuff, and gets a bit of -tohit from their Seekers and the two protbots' as well, plus has the defenses of the protbots and FFG to rely on.
Then there's how brutally effective DoT Interfaces are on Bots/Traps because of the normal pets' stacking plus Acid Mortar... and of course you can also spam toe-bomb Trip Mine.
The other benefit of bots/traps is that, not only is it good at crushing AVs... you don't feel weak in normal content either because the Bots are hellishly AE heavy. -
In my experience, the thing that makes UGT a 'long' time investment isn't actually the trial... it's collecting 23 other people willing to do the trial.