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Quote:Ummm... not quite.Jargon translation:
Sleet's cooldown is tied to Hibernate (and probably other invuln/phase shift powers). If you use Hibernate, you'e to wait several minutes instead of 90 seconds to use Sleet again.
Hibernate and Phase Powers can't be used one after another. The "no phase" period refers to the time after you use such a power, and during that time no other such powers can be used. You can't Phase -> Hibernate -> Ethereal Shift. You have to wait 90 seconds in between each power.
The OP said Sleet is being disabled, the way that (in this scenario) Hibernate and Ethereal Shift are supposed to be. The power is flagged to not work during the "no phase period."
Edit: Just to clarify. The "no phase" period has no effect on the recharge of any powers. I do not know what gave you that idea. -
Same here.
I love the -range more than anything. Even with one slot it makes many pesky enemies (like fliers and teleporters) a lot less pesky. They'll teleport/fly up much closer once taunted. Often times right up into the brute's fist! -
Quote:You're having a hard time trying to decide what to make, huh?I am pretty sure I want something flashy and I want to thrill of risk of dying, but I am not sure which one to take, which has a nice mix of st with a few aoe? And which packs more umph? Oh and most of all which would be an excellent puller, id hate to be only useful for damage need to do a little more. Thanks all.
Energy/Dev is going to be one of the safest Blasters you can make. Energy/ is full of Knockback, which makes for awesome damage mitigation when you're intentional about it. /Devices lets you defeat anything short of AVs, assuming you're patient enough to lay the Trip Mines you need.
The cons of that combination would be Energy/ lacks a Stun (unlike Sonic, AR, DP, Psy, Archery, and Radiation). Taser is a quick animating stun in /Devices, so if you have one in your primary it's pretty easy to stun bosses.
Another draw back is both these sets are whipping boys for teams. Depending on your server, people may not want to team with you at all. The knockback in Energy/ can make certain characters and builds less effective, and can even slow a team's pace down if you disrupt others' AoEs.
/Devices is just slower than most secondaries. However, it has Cloaking Device and Smoke Grenade. So you can stealth missions really well.
Energy/Energy will give you a few more team options, because you can blap. If you take the melee attacks in /Energy (or even just Bone Smasher and Energy Punch), you'll get some of that rush of dying without making your allies whine about knockback.
Electric/Electric is going to give you the biggest thrill from the risk of dying. The mitigation comes in the form of Endurance sapping. This doesn't really mitigate any damage until you've cast Power Sink and Short Circuit (5 seconds of animation, both in melee).
I've seen what two Ele/Ele Blasters can do together, sapping everything in sight, but to be honest I don't see a single Ele/Ele Blaster as terribly useful. Maybe they'd be more useful now with Electric Controllers...
Quote:I just realized psy animations are faster now it seems, and now blasters can use them how is psy/psy?
However, late game (40-50), Psi becomes one of the most commonly resisted and defended against damage types.
/Psy is actually called /Mental (Manipulation), for that I draw your attention to our previous post in this forum, and quote myself :P.
Quote:Mental gives an extra cone attack, Drain Psyche for debuffing regen and boosting your own, as well as recovery. Psychic Shockwave is an awesome attack if you take a primary that calls for you to be in melee, and it has a mild disorient. In other words, of these options, I'd consider it highly if you go with Radiation Blast. Irradiate pulls you into melee, Neutron Bomb is a targeted AoE w/o KB (so it will work well in melee), and you can stack P. Shockwave with Cosmic Burst to disorient bosses.
I'd rather see /Mental mixed with a primary with Cones or PBAoEs, however... -
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Quote:A quick note: you should export the entire build. There's plenty of people who are willing to help that don't have Mid's. Plus, since you're using the code tag anyway, it wouldn't have made the post any longer the screen.I went with softcapped s/l. All feedback appreciated.
Thanks,
Fitz
I would definitely suggest you plan for Issue 19. With Fitness going inherent, if you choose to, you can get hit S/L cap much much easier.
Even now there's some problems with your slotting to get there. You do not have nearly enough global recharge to get away with slotting Aim and Build Up with so little recharge. Your damage is going to suffer considerably if you go the "Rectified Reticle Route." You hardly have any defense enhancement in Frozen Armor at all.
The quick fix: Take 2 slots out of Proton Volley. Put them in Frozen Armor. With 2 Level 50 Defense Common IOs, you can replace one Rectified Reticles with Recharge. You're still at soft-cap, and better off for it.
From there, I would go ahead and drop all the slots from Proton Volley. Perhaps the entire power. Neutron Bomb and Electron Haze are both better and under slotted.
Let's just see what you can do if with issue 19, replacing Fitness with Fighting...
I also replaced Proton Volley with Stealth, to hold another LotG:Recharge, give you a power that's useful while under slotted, and make the defense goal even easier.
Code:Hero Plan by Mids' Hero Designer 1.803 http://www.cohplanner.com/ Click this DataLink to open the build! Retardo: Level 50 Natural Blaster Primary Power Set: Radiation Blast Secondary Power Set: Fire Manipulation Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Concealment Ancillary Pool: Cold Mastery Hero Profile: Level 1: X-Ray Beam -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Achilles-ResDeb%(34) Level 1: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Immob(11) Level 2: Irradiate -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(15) Level 4: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19) Level 6: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31) Level 8: Hasten -- RechRdx-I(A) Level 10: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(21), Oblit-%Dam(23), Oblit-Acc/Dmg/EndRdx/Rchg(23) Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48) Level 14: Super Speed -- Empty(A) Level 16: Tough -- S'fstPrt-ResDam/Def+(A) Level 18: Cosmic Burst -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(25), Decim-Dmg/EndRdx(31), Decim-Dmg/Rchg(33), Decim-Acc/EndRdx/Rchg(33), Achilles-ResDeb%(33) Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def(34), DefBuff-I(40) Level 22: Aim -- RechRdx-I(A), RechRdx-I(36) Level 24: Build Up -- RechRdx-I(A), RechRdx-I(25) Level 26: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(31), Achilles-ResDeb%(36) Level 28: Consume -- Acc-I(A), RechRdx-I(39) Level 30: Electron Haze -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(36), Achilles-ResDeb%(39) Level 32: Atomic Blast -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43) Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(45) Level 38: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(40) Level 41: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Acc/EndRdx(45), M'Strk-Dmg/EndRdx/Rchg(45), M'Strk-Acc/Dmg/EndRdx(46), M'Strk-Dmg/EndRdx(48), M'Strk-Dmg/Rchg(48) Level 44: Snow Storm -- Empty(A) Level 47: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50), DefBuff-I(50) Level 49: Stealth -- LkGmblr-Rchg+(A) ------------ Level 1: Brawl -- KntkC'bat-Acc/Dmg(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- EndMod-I(A), EndMod-I(39), EndMod-I(40) Level 1: Defiance Level 4: Ninja Run
Also, unless you like looking like an ice cube or really want to use Snow Storm, consider going red side, doing a patron arc, and picking up Scorpion Shield from Mace Mastery. It's better than Frozen Armor (Energy Defense > Cold Resistance), looks cooler, and won't require any prerequisite power picks. With that you could pick up Grant Invis and pop another LoTG:Recharge in it.
Edit: You could also use the slots freed to give Hasten some love (2 more Recharges) -
Quote:I personally would not skip Snap Shot on a Blaster. That's because of Defiance: you can use Snap Shot even while mezzed.How would you say it compares to blasters archery espically considering we are forced to take snap shot i hate that attack.
Honestly, I'd say the comparison is going to be the same as it is for many Defender:Blaster comparisons. The Defender gives up a considerable amount of damage (like 42% base and access to Build Up), but gets awesome debuffs in exchange. Damage wise, the way I figure it on paper, the TA/Archery Defender is going to do just under 2/3s the damage a Archery/ Blaster will. However, the extra damage and survivability added by/to teammates (because of TA/'s debuffs) will be awesome.
So I guess I'd say it teams nicely, but will not solo as well.
The Defender is at a bit of a disadvantage because it has to attack in order to maximize damage (hitting with the debuffs first), while the Blaster only has to Build Up+Aim. A Blaster could easily wipe the even level Lts and Mns from a group without having been seen. A Defender can't do that.
A good thing to consider, too, is that Defenders have considerably higher defense numbers. Maneuvers, Weave, and Scorpion Shield all offer more defense to the Defender, making it much easier and way less expensive to soft-cap smashing/lethal defense. This can make it pretty tempting if you're still fairly new and low on influence. Even without fancy IO's, you can get 35% S/L defense on just those three powers. -
Quote:Yes, yes, yes.Accepted into teams? Can it solo?
Is damage decent? And is it fast paced?
Thank you.
Defender's with TA are going to dominate the AoE -res game. In other words, they will make their teammates do more damage to entire groups than most any other AT/Powerset is going to. It's not by too too much, however. Disruption + Acid Arrow will results in -40% damage resistance. Most of the other sets get -30% from a single power.
Oil Slick Arrow and Rain of Arrows both use psuedopets and do about as much damage as a Corruptor would, assuming "Scourge" didn't fire. So, for a Defender, these make for high damage sets.
Aside from Oil Slick Arrow, none of the powers have a base recharge above 60 seconds. It's pretty fast paced.
Build for some defense and it should solo just fine. -
Quote:There's many differences, and if you consult the Kheldian forum you can find extensive comparisons.I am considering a kheldain what is the differance between a peacebringer and warshade? Also a bit confused on builds I actually want to fill any hole the group needs and be able to transform into differant things.
For what you're talking about I would suggest Peace Bringer. Their inherent, Cosmic Balance, gives them more damage when teamed with tough ATs and more damage resistance when teamed with damage focused ATs. So with you and 4 Blaster, you'll be tough as nails in Dwarf form. With two Tanks and a Defender, you will roll out a ton of damage in Nova form.
Warshades get the opposite: more damage from damage focused ATs, more resist for tough ATs.
That being said, here's a couple brief notes that might help you decide.- Peace Bringer's secondary effect is -Def, so it can be easier to hit and you can slot -res procs.
- Warshade's secondary is slow (-recharge and -speed). Nice for keeping guys together, typically results in greater survivability, but this is a debuff that is often going to be maxed out already if you have a teammate using an Ice or Psychic set.
- Warshades are busier. They siphon from enemies for their +damage buff, they siphon from bodies for their self heal. The result is many of their powers become totally awesome with some global recharge and a team.
- Peace Bringers are simpler. They don't need bodies or enemies, so their self heal is always the same. Their +damage (Build Up) is always the same.
- The WS needs enemies to self-rez, the Peacebringer does not.
- Warshades get Teleport and Recall Friend inherently.
- Peace Bringers get Fly and Hover inherently.
- Warshade's "god mode" power can be perma'd, while the Peace Bringer's can't.
In short, Warshades are better in many ways. For some situations, Peace Bringers may outshine them though. I prefer Peace Bringers. I find them to be more fun, and more suited for what you mentioned: rounding out a team. -
Quote:This is how I feel about it. I typically being IOing at level 27. Any powers I have at that point get level 30 IOs, everything afterwards gets IOs 2 levels below when it was placed (so if I exemplar above level 27, all powers available give me their set bonus).Yes because there are AoE attacks. It's lower priority for me than melee and ranged, but Shield Defense comes with enough defense that it seems silly to not finish the job.
AoE defense is the last thing I find slots for while leveling. My current Scrapper, with Shields, doesn't get softcapped AoE defense till I respec i19. I topped it out at 40%, which has been more than enough. I use Shadow Meld whenever I'm hit with a defense debuff though, so it's above softcap often enough, I suppose. -
If you don't want to do Fire, I would suggest you do Archery/, Radiation/ or Ice/.
Ice is going to have the most variety based on how your team behaves. For example, you won't be using your crashing nuke while soloing very often, and possibly not on small teams unless things get dicey. Solo, you will likely leverage your holds to stop bosses and other tough targets. On a team, holding the "support" mobs is often times a better opening move (like Sappers, Communications Officers, Skyraider Engineers). When to Ice Storm will also vary based on the aggro management or controls on your team.
Archery is going to handle most situations one of two ways. Either open with Build Up+Aim+Rain of Arrows, or wait till the mob is gathered together then Build Up+Aim+Rain of Arrows. In my opinion, Archery is the most fun blast set.
Radiation has a little bit more of an element of uniqueness to it. Irradiate is an extra AoE attack, but it's DoT. Cosmic Burst is a little poor for a Tier 3 ST attack, but it carries a mag 3 disorient... not too shabby.
Then for a secondary, I'd probably go with /Energy, /Ice, or /Mental. All three have a "Build Up" power (Mental's is called Concentration) to add some wallop to your ranged attacks. All three have decent to really awesome melee attacks to mule Kinetic Combat if you go for Smashing/Lethal defense.
Ice gives you an extra hold and some fun mitigation/terrain manipulation with Ice Patch. (That is, I like to grab their attention, turn a corner and lay an ice patch so the first guys who catch up will slip and fall.)
Energy gives Boost Range, which makes Cone attacks and placing Rain of Arrows a lot of fun, and often times safer. Power Boost extends the duration of your stuns or holds. Power Thrust is a unique level 1 power, doing knockback rather than immobilize and DoT.
Mental gives an extra cone attack, Drain Psyche for debuffing regen and boosting your own, as well as recovery. Psychic Shockwave is an awesome attack if you take a primary that calls for you to be in melee, and it has a mild disorient. In other words, of these options, I'd consider it highly if you go with Radiation Blast. Irradiate pulls you into melee, Neutron Bomb is a targeted AoE w/o KB (so it will work well in melee), and you can stack P. Shockwave with Cosmic Burst to disorient bosses.
If you enjoyed the mage in WoW, you should enjoy any of these combinations. -
Quote:I agree with most of this, other than the assertion that a defender is a "better way to go." I don't think you can say this for everyone, because the damage gap is still rather large between Corrs and Defs when talking about Traps. For sets with varying -res values (Sonic, Rad, TA), the Defender can easily contribute more damage by boosting her allies' damage to a greater degree. For Traps, that's going to require 5 damage-focused allies and even then it's only against that which the Acid Mortar hit. Based on how erratic that can be, I'd be surprised if in game the Defender ever overcomes the Corruptor's damage with Traps.Traps/Pistols defender is a better way to go than a Pistols/Traps Corrupter. The higher resistance debuff values for defenders helps close the damage gap between the two and you can quite easily cap defense on a defender - a little tougher on a corrupter.
Edit: I forgot to mention that AR doesn't fit thematically with a 007 character. Gotta go pistols!
Granted, the damage gap is still slightly smaller than sets that share -res values (Cold, Storm, Dark).
The extra defense from PPF and Power Pools will in fact make it much easier to softcap a Defender, but the damage output suffers tremendously in exchange for the survivability. If you add Maneuvers into the equation, on top of the increased -dmg and -tohit, the team's survivability will also rise.
OP: If you're having trouble deciding between the options already suggested, I would consider how much you will team.
For mostly soloing, I'd do DP/Dev Blaster
For half/half, I'd do DP/Traps Corruptor
For mostly teaming, I'd do Traps/DP Defender -
Quote:I think I'm done posting for a day or two. I somehow forgot you could enhance DDR. Yikes.According to RedTomax, I get 92.28% defense, unenhanced, from toggles, Practiced Brawler, and passives. No Elude.
Thanks for the information. -
Quote:Well the wiki says you're right and I'm wrong. To be honest, I can't trace back in my mind why I thought it worked that way. Subjectively, it seemed to me that the second dose of DDR on Shields (another AD and GC) was less useful than the first dose (the first AD and BA). Unless some new information arises, disregard my original comment about the DDRRight, I only brought up duration because that's what status resistance actually affects and why (I believe) it uses a different formula than DDR.
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The risk of cascading failure is still there, however it works.
Plus, correct me if I'm wrong (again), but for /SR to hit 95% DDR don't they need to have Elude running?
Edit: which is relevant because it'd be hard to even notice defense debuffs when you've got close to 100% defense w/o IOs. -
Quote:Under what I would consider your best case scenario under normal circumstances (double Active Defense and Grant Cover running), you'd have 77.8%. Unfortunately that sounds like more than it really is. Defense Debuff Resistance works like status resistance, not damage resistance. This translates to defense debuffs having about 44% less of an effect. Against heavy -defense enemies (like Arachnos or Longbow), your defense can still melt very quickly.I blame it more on the defense debuffs. You probably have about 50% DDR, less if you don't run Grant Cover, which means debuffs still hurt, especially if they're +anything in level.
Dark Armor has heavier resists and an amazing heal to fall back on. Shields is more one trick pony. There's resist there, for sure, and +max HP, but without defense, Shield's only saving grace is the ability to kill enemies before they kill you.
If you only have one instance of AD and are not running GC, then you have half that DDR, which translates into defense debuffs having 28% less of an effect. That is just awful when, as Dechs said, defense is really the only trick that pony knows.
Against Arachnos, it's a good idea to identify which sort of enemies are going to be a problem for you or your team. It can vary wildly. For /Shield, before 40 I hit the Night Widows first. A boss with +15% ToHit at that level is heart breaking. Once they turn to Lts, then the soldier's -Defense is my first concern, followed by Night Widows.
In both cases, the defense-focused sets or a character who's added defense with IOs, I just try to keep a purple or two or three on hand and monitor my defense. Once the first debuff hits, I use a purple to keep it at soft cap. Otherwise, the debuffs will keep rolling in till I'm dead!
I also took Shadow Meld on my Shield Scrapper for this purpose. That doesn't help you out with Tanker concerns though.
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Quote:Of the healers, I think you're right. Overall this distinction belongs to Sonic Resonance howeverYou'll have perhaps the best ability to protect allies from mez effects.
. It has a Clear Mind clone (Clarity) and Sonic Dispersion offers some protection as well.
I digress. The AT variations have been very well explained. I would be curious what someone who has played RAOC would say the best analog to a cleric is in CoH.
If you really want to hit on the "healer" feel, I would suggest an Illusion/Empathy controller. It will do its job very nicely out of the box, and down the line when you get some INF and some invention/market experience, it can really benefit from Invention sets.
Above all else, welcome to the game! -
Quote:It is certainly worth keeping in mind, but not all builds are going to have to be rebuilt from the ground up with i19. With this build, for example, he could just pick up Concealment Pool, and use Stealth, Grant Invis, and Invis to mule 3 LotG:Recharges. Though picking up an Epic might be nice...It's a decent build. My main criticism is that it'll be obsolete within a couple weeks, since there will be inherent Fitness and alpha slots when i19 goes live. So you will be able to choose 3 different powers and a different pool if you want, and a common or uncommon Alpha boost will probably change the way you'll want to slot things.
As for the build, you have a lot of the build focusing on Regen and Recovery bonuses. That's not a bad thing, but because you are looking at other bonuses all that nickel and diming does not amount to much. Health and the procs are doing most of the work with your regen anyway.
I would suggest rethinking the slotting so that all the sets share some goal. Rather than a bit of this kind of defense, a bit of that kind of defense, some regen, a wee bit of recharge, try to just get your Smashing/Lethal defense up. 45% is the "softcap" and a great target, but on resistance builds I'll sometimes shoot for 32.5% (because that's 45% with one small purple inspiration). You could consider building just for recharge, but with these powersets that would not be my second priority.
How devoted are you to these choices? What are your must have powers?
If nothing else, replace the Doctored Wounds in Healing Flames with the Healing/Recharge piece from 4 different sets. That will net you more healing and recharge in it, and it's worth giving up those little bonuses for. -
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IIRC, isn't the Brute's damage modifier higher and then comes down to 0.75 around level 20? If that's the case, then if nothing else we can say that pre-level 20 is not going to give an accurate comparison of post-level 20. SO's only exacerbate that inaccuracy.
Quote:If you are rolling a /SD character, go with a Scrapper. Shield Defense is just so much better for that AT. Against All Odds is far better for the Scrapper AT and Shield Charge does more damage as a Brute is penalized by the 400% pet damage cap, which will often make any +damage from Soul Drain or Power Siphon completely wasted on the Brute.
I prefer to play as Brutes in general, but Shield Defense is something that is markedly superior for Scrappers.
The higher resistance caps will not come up often as a Brute (SD is not a resist-based set), they have the same defense modifier so it's just as easy to softcap the Scrapper, so really the only case where the Brute is going to come out ahead is when teammates offer extreme +damage buffs (bringing you to the cap) and the only extra survivability you can reasonably expect is extra hit points.
In my opinion, the extra hitpoints and occasional scenario where you're at damage cap do not out weigh the ridiculous amount of extra damage the Scrapper will do with either of these sets.
I say you do DM/SD. Exotic damage type, levels nicely because the -ToHit stacks with your defense, and with an expensive build, DM/SD is absolutely mind blowing. -
Quote:You're actually breaking ED w/o the Contagious Confusion: Confuse IO. I believe this is the case with the other purple mez sets. I would just drop that and replace it with the Contagious Confusion proc if you haven't already.I'd really love it if I was just a little less slot tight. Just one more and I could slot the confuse proc.
Quote:Nice, Gilia, assuming your info is correct, here's what I got from it. 190%recharge, soft capped so s/l. Shield breaker in Sleet. If it will go there. I'll have to make sure. Not to say I don't believe you. I really hope you're right..
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Quote:I agree with this, and there's even more reason to go with Cold Mastery. Frozen Armor is an awesome shield, especially if your invention enhancements have Smashing/Lethal defense in mind, and Snow Storm is a great way to slow mobs from running away.I can recommend Mako of the villainside patrons if only for Knockout Blow which is great melee damage and mez for a Blaster, but for using with Fire/Mental then Ice Mastery is always a nice pic with Hoarfrost (+hp and heal clickie) and Hibernate (basically combat Rest, makes you uneffected by everything while regenerating HP/End crazy fast, great panic button).
Additional notes: I highly recommend getting Leadership and Medicine. Assault, Tactics, Aid Other, Aid Self, Resuscitate. It will make you far more desirable in a team on top of your considerable AoE damage which comes with that pairing.
You want to keep them together to leverage Rain of Fire and Drain Psyche, as well as keeping them in place for Fire Breath and Psychic Scream. Those powers, plus Fireball, are going to be the crux of your build I would imagine. The level 1 attacks plus Blaze will make for a fine ST attack chain as well.
Alternatively, if you do go villain side, the Mace Mastery epic also has a S/L shield, an AoE immobilize, and a hold. The hold and the immobilize are good powers to give some extra S/L defense with invention sets. (The hold takes slow sets, so Curtail Speed is the set I'd use, and Enfeebled Operation in Web Envelope).
If you get 45% smashing and lethal defense, then just try to get your build to have enough recharge that you've got Drain Pscyhe perma'd. That can be a tall order without the use of very expensive sets (like the PvP +3 defense IO, and purple sets for +recharge), but the closer you get the better you'd be. -
If you're playing a Blaster, you already do. The speed went up in i18, and it's coming a bit down in i19. Blasters only got a 33% increase in i18 though, which is what every other AT is being brought down to.
Strangely enough, I actually noticed that my Blasters were the only ones not at speed cap w/o enhancements.
Feel free to look this gift horse in the mouth. Fly's base cost is 1 e/s, while Raptor Pack's is 0.19 e/s. Even enhanced, Fly will cost more.
In regards to the OP, I'm glad for the change. Most of my characters with "real" travel powers use Fly. -
In the exported text, just find the url= tag that contains "Click this link to open the build!" Then you take that whole thing, from url= to /url, and change the text in the middle if you like.
I also like using the code tag to put builds into a box, as you will see below.
Quote:so I'll do it the long way. I mess with both. The first started as Tylerst's and I got it to 203, but I have to figure a way to get another .6 defense out of it. And the second is Mael's, 192, softcapped. This high, there's not much you can do, without sacrificing the other. When messing with Tylerst's, I kept juggling soft cap and recharge, going from 200ish, then back down to the mid 190s as I went back to soft cap. Seems like it might not be possible to break 200 with soft cap.
It's possible to have the soft cap and 200 recharge. I based this on the first build. I'm not sure if the concessions are worth it though (less slots in Power Boost & Hasten, using Mesmerize as an attack, Terrify isn't enhanced for fear). If you wanted to keep costs down, replace Hecatomb with Absolute Amazement. That means giving up one of your awesome attacks though, which isn't a concession I would make.
Code:Villain Plan by Mids' Villain Designer 1.803 http://www.cohplanner.com/ Click this DataLink to open the build! Domino stax forum: Level 50 Mutation Dominator Primary Power Set: Mind Control Secondary Power Set: Energy Assault Power Pool: Speed Power Pool: Concealment Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Ice Mastery Villain Profile: Level 1: Mesmerize -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(13), Entrpc-Dmg/Rchg(17), Entrpc-Dmg/EndRdx/Rchg(23), Entrpc-Heal%(23) Level 1: Power Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(34), Decim-Acc/EndRdx/Rchg(36), Decim-Dmg/Rchg(37), Decim-Acc/Dmg/Rchg(37) Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(15) Level 4: Bone Smasher -- Amaze-Stun(A), Amaze-Stun/Rchg(5), Amaze-Acc/Stun/Rchg(5), Amaze-Acc/Rchg(13), Amaze-EndRdx/Stun(15) Level 6: Confuse -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(7), CoPers-Conf/EndRdx(9), CoPers-Conf%(9) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 10: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(11), FtnHyp-Acc/Sleep/Rchg(37), FtnHyp-Acc/Rchg(40), FtnHyp-Sleep/EndRdx(40) Level 12: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def(21) Level 14: Super Speed -- Zephyr-ResKB(A) Level 16: Invisibility -- LkGmblr-Rchg+(A) Level 18: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(25) Level 20: Total Domination -- BasGaze-Acc/Rchg(A), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Rchg/Hold(43), BasGaze-Acc/Hold(43) Level 22: Power Boost -- RechRdx-I(A) Level 24: Boxing -- KntkC'bat-Acc/Dmg(A) Level 26: Whirling Hands -- Armgdn-Dmg/EndRdx(A), Armgdn-Acc/Rchg(27), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Dmg/Rchg(31), Armgdn-Dmg(34) Level 28: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31) Level 30: Tough -- S'fstPrt-ResDam/Def+(A) Level 32: Mass Confusion -- Mlais-Acc/Conf/Rchg(A), Mlais-Acc/Rchg(33), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(34) Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), HO:Enzym(36) Level 38: Terrify -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(39), SipInsght-Acc/Rchg(39), SipInsght-ToHitDeb/EndRdx/Rchg(39), SipInsght-Acc/EndRdx/Rchg(40) Level 41: Power Burst -- Apoc-Dmg/EndRdx(A), Apoc-Acc/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Dmg/Rchg(42), Apoc-Dmg(43) Level 44: Sleet -- CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(45), CtlSpd-Acc/EndRdx(45), CtlSpd-Rng/Slow(45), CtlSpd-EndRdx/Rchg/Slow(48) Level 47: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), HO:Enzym(48), LkGmblr-Def(50) Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50) ------------ Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- ULeap-Stlth(A) Level 2: Rest -- RechRdx-I(A) Level 1: Domination Level 4: Ninja Run
Also, no big deal, but I really like the Kinetic Combat procs in Brawl and Boxing. When exemplaring very low, it makes them handy little damage mitigators for not much influence. -
Quote:I believe, like other procs, you should add the "Healing Delivered" or "Healing Received" channels to whatever tab you want to watch for it in.Thanks for the post that leads to another post that does not answer my question. At least you tried!
Can anyone verify for me what window the healing would show in? I take from the broken english in one of the links that the % to heal only occurs on the initial cast. Can anyone elaborate on that?
thanks
For most psuedo pets (say like Rain of Fire or Sleet), the procs will check on everyone in range when the power is activated, and the proc will "pulse" every 10 seconds while that psuedo pet is still around. So if a rain power lasts 30 seconds, it could check as many as 4 times, but over the thirty seconds.
The problem is certain ones treat the psuedo pet as the caster. That sounds like what's going on here, so that you won't get the healing, the indestructible patch of lightning gets it.
To be honest, Call of the Sandman's proc is pretty underwhelming even firing an AoE sleep off every 10 seconds. Once you hit 50, the purple set's proc, a chance to placate, is quite a bit more useful in my experience. Of course, the nature of procs and these sorts of powers, I'm not so sure it'd even work in Static Field. -
I already have Concealment and 5 LotGs, but I went with //Psi to hold two of them. With the extra power choices, I will grab the Fighting pool and respec into //Cold. That will give me the two spots for LotG, and will net me a lot more damage. Technically I could have grabbed Invisibility, but I prefer to grab powers I might actually use.
My post respec build has about 35% S/L defense, but tbh I'm just looking at it as gravy. I've never needed defense before now. Perhaps it will come in handy on the new task forces.
I also considered taking the Medicine pool. Aid Other and Aid Self on a high recharge build (I run about +200%) and Power Boost are both effective with minimal slotting. However, with //Cold I will have more proactive mitigation in defense and Hoarfrost. After giving it some thought, I don't see myself using Aid Other much as now when someone's health drops I just let loose all my ready to go AoE mezzes.