Granite Agent

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  1. Quote:
    Originally Posted by Postagulous View Post
    I'm assuming that the Spiritual Total Radial that was turned off was yours and not a carryover from a toon of mine. Being short of perma-hasten by 4 seconds doesn't matter at all, as I never stop attacking exactly when it shows up.

    World of Confusion...I'd take Contagious unique if I kept it. I team so I'd take Vengeance. That also allows you to get your fifth LotG 7.5 in.

    I don't think the procs in Spiderlings will do anything. I think it's your cast, and that doesn't have an enemy target, and the proc doesn't carry over to them. I might be wrong.

    Blaze needs range, for my play style. Taking acrobatics...you aren't meleeing anymore it seems. Just keep a few break-free on board. I really can't justify acrobatics. It can't even mule anything.

    This is all my thoughts. You've got some good purples, etc, but I always gotta get my full five 6.25s.

    But, it's a great build. I'm just nitpicking, and my changes might not even be better.
    Thanks for the thoughts.

    World of Confusion -- yeh, maybe I shoudl slot contagious. I had it slotted originally and kept feeling a bit short of endo when Drain Psyche wasn't up, so I switched to the Conf/End IO. Might put it back.

    Veng - You are saying replace WOC with Veng yes? Wasn't clear how much of a difference the +6.5% recharge would make from another LoTG -- I don't think it will perma-hasten. Typically my solo playstyle has been to jump into large groups (with WOC running), hit Drain Psyche, and then Webgrenade (AOE), RoF, Fireball, Shockwave, Fireball repeat with single-target for gaps. That's why range on Blaze wasn't a priority. I always find myself close to melee range (softcapped S/L helps).

    Spiderlings -- I assumed they worked like Imps, in that I have seen Trollers/Doms say the BuildUp proc works great in Imps because it has a chance to trigger when each imp attacks. And there are 3 like Spiderlings. Anyone know for sure? I have the -RES proc in my Plant Dom pet, and used to have the NEG dmg proc in it as well -- they seem to go off a decent amount. Have you heard differently for sure?

    Acrobatics -- kept it because I keep leaping into melee, and for big maps with COT or even Council, there are *a lot* of mezzes flying around including ones that S/L def won't protect against. I hate being mezzed. It gives me 1 less mez to worry about.

    Re Build not loading -- i created it yesterday using the newest MIDS download (also yesterday I believe). Is it a version thing? Can anyone else see it OK?

    Any more advice?

    Here's the respec build again. I'm on MIDS 1.94

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fyremental I-20: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Flares -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg(9)
    Level 1: Subdual -- Enf'dOp-Acc/Immob/Rchg(A)
    Level 2: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 4: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(9), Ragnrk-Dmg/Rchg(37), Ragnrk-Acc/Dmg/Rchg(37), Ragnrk-Acc/Rchg(37)
    Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dam%(13), Posi-Acc/Dmg/EndRdx(13)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(17)
    Level 12: Aim -- RechRdx-I(A), RechRdx-I(17)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Concentration -- RechRdx-I(A), RechRdx-I(19)
    Level 18: Blaze -- Apoc-Dam%(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Dmg/Rchg(21), Apoc-Acc/Rchg(21), Apoc-Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(23)
    Level 20: Drain Psyche -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/Heal(25), Numna-EndRdx/Rchg(25), Numna-Heal/Rchg(27), Numna-Heal/EndRdx/Rchg(27), Efficacy-EndMod/Acc(29)
    Level 22: Acrobatics -- EndRdx-I(A)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 26: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(46)
    Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
    Level 35: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(50)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
    Level 44: Web Envelope -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(45)
    Level 47: Summon Spiderlings -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Dmg/Rchg(48), S'bndAl-Dmg/EndRdx(48), S'bndAl-Build%(48), LdyGrey-%Dam(50), Achilles-ResDeb%(50)
    Level 49: World of Confusion -- CoPers-Conf/EndRdx(A)
    Level 50: Spiritual Total Radial Revamp
    Level 50: Barrier Total Core Invocation
    Level 50: Reactive Partial Radial Conversion
    Level 50: Pyronic Core Judgement
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(29), Numna-Heal(31), Numna-Regen/Rcvry+(31), RgnTis-Regen+(31)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(33), P'Shift-EndMod(33)


    Code:
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  2. Hello intrepid forum dwellers!

    Having been BAF-fing and LAM-ming lately, I'm finally of a mind to rebuild my pre I-19 soft-cap Fire/MM blaster to take advantage of inherent fitness and some other goodies. My current build and my possible respec builds are below.

    I'd be open for some advice on Spiderlings -- anyone have good or bad things to say about them? I tried to figure out how to get enough slots to get them close to Perma, with the build-up proc (figure they are like Imps in that regard), -RES proc, and neg-energy proc. I garner a lot of aggro myself so I'm hopefully I could keep them a live a bit. Maybe it is a waste of slots and powers?

    Other attempts in the new build were to reduce the reliance on Kinetic Combats and slot up some other powers. I had to go Leadership for this -- maybe it would have been better to keep the Kinetics in brawl, and take utility powers like teleport friend?

    Grateful for your advice and input.

    Here is my current build:
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|


    Here is the proposed respec:
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  3. For thoughts and comparisons, here's my soft-capped (S/L) Fire/MM/Mace for comparison. I need to get around to respeccing him into inherent fitness

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
  4. Here's what I ended up with on my Brute, for thoughts for you. Gets around ~193-195 dps.

    Here's the thread
    http://boards.cityofheroes.com/showt...05#post3483105



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  5. Quote:
    Originally Posted by Comfort View Post
    Since I stopped using fire blast I've noticed a big bump in dps.

    I would have never have even guessed I needed to drop the 2nd primary power in my power set.
    I thought Blaze-Blast-Flares was the top ST chain for Fire blasters (or at least Fire/MM)?
  6. I would imagine you want enough recharge to run the mallets and Seismic Smash.

    I am short of this on my permadom Elec/Earth so I mix in Fissure but that's a ****** dps attack for ST I think.

    I'd guess you want something like Seismic-HM-SM, or Seismic-SM-HM-SM [repeat].
  7. The build I was using is below. I found the damage somewhat lacking and have been stripping the toon of IOs. I think it was around 180dps, will see if I can dig up my old thread.

    GC- Hecatomb set (proc) and -RES achilles
    SD - no proc
    GD - Armageddon set (proc)

    I'd imagine in DB you could slot the Achilles -RES in Ablating, along with a Hecatomb set. The Armageddons and -RES Glad could go in Sweeping. Then you're left with what procs you can fit into BF and Vengeful while still meeting the chain's recharge etc.


    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  8. I agree with Rat that Elec/Earth(/Ice in my case) seems OK to play. But it simply doesn't melt face in the aggressive, brutey way that my Plant/Fire/Fire does.

    I think the knock for Fissure is that it should do more dmg for a Tier 9.

    The knock on Tremor is the long activation time and relatively low damage -- you can't compare it to Foot Stomp (in a Tanker set!) as Foot Stomp is in a set with Rage and will always be Rage boosted.
  9. Quote:
    Originally Posted by Auroxis View Post
    Some thoughts I had on this matter which might be of interest:

    The top DB attack chain with about 350% total recharge has the same DPS as the top Katana attack chain. At this point the only advantage you have over Katana is the extra damage bonus from Blinding Feint, which can help if you have a damage aura. SR however, does not. You can get more recharge to lower the downtime on Ablating Strike for more DPS, but Katana can get damage bonuses which will be more effective considering the superior base damage of the attack chain.

    So for a top-end SR, Katana with Musculature will give you more DPS than DB with Spiritual.
    I will admit to not being up on the math, but I thought the BF-AV chain on Dual Blades out-DPS's the Kat chain of GC-SD-GC-GD?

    On my Kat/WP scrap, I was running a seamless GC-Sd-GC-GD chain absent the -20% res proc in GD, and I was only getting around 180dps vs. pyons (without alpha slot). I thought the pre-alpha BF->AV chains were showing higher DPS.
  10. Quote:
    Originally Posted by Thirty-Seven View Post
    No... you don't. It got rolled into ALL of the powers a dominator uses automatically byt increasing the Damage Mod that Doms use.
    I thought the damage mod increase still fell short of the bonus we used to get under domination.

    Example: Blaze+Dominion(old) > Blaze w/ new dmg mod

    I don't have the numbers handy but I thought I remembered that being the case. Maybe someone can check: would be happy to be wrong. All I know is I *used* to basically be like 1 red from the damage cap with Domination + Firey Embrace and now it doesn't seem that way?
  11. I rolled up and kitted out an Earth Assault / Elec Control dom assuming it wouldn't be the damage monster that my Fire Assault / Plant Control dom is. I was right.

    It's more about group mezzing, sleeps, and single-target smackdown with the 2 mallets and Seismic smash.
  12. I'm confused.

    If this is busted on Lore Pets right now do the Devs know about it? Are the Clockwork Pets (a) not doing damage to mobs with this power, or (b) doing damage to players witht his character, or (c) all of the above.
  13. Congrats! Now you're 2/3 of the way to buying a +3 Glad Def IO.
  14. Quote:
    Originally Posted by Motley_Cruel View Post
    Also, if you don't have much enough recharge:

    Incinerate-Gloom-Cremate-GFS

    does more DPS than the non-gloom chain but slightly less than the non cremate, but only needs like 50% global recharge
    Have this on my FM/INV brute and was doing ~195dps prior to I20. Posted my I20 times in the Rikti Pylon thread in scrapper forum. I think T3 Reactive added ~25dps.
  15. Granite Agent

    Empathy and DPS

    How did you keep the WW from taking damage? I admit to not knowing much about empathy buffs but from your video it looked like they were hardly being hit at all.

    On my Dark/Thugs MM, I have to taunt the crap out of the Pylon to keep it off the pets.
  16. Quote:
    Originally Posted by ultrawatt View Post
    Granite, you might be trying to reactivate veng while it still up. Which doesnt work, you have to wait for it to wear off before you can reapply it. But it could just be timed weird so that this always ends up happening during a rage crash. Thats all i can come up with.
    I believe you nailed it, thanks.
  17. I've been running the FIRE! farm +4/+8 with bosses and it definitely takes me more than 4 minutes. More like 10 maybe?

    I'm using a variation on what I think was an ultrawatt build refined by Devian. Post it below. The issue is that I still get hit even with veng up -- also the rage crash seems to wipe out veng, or do something weird to it. Rage crash seems to apply the def debuff now, I thought it didn't do that if you stacked it?

    Anyway, with eating reds, I run between 400-600% dmg (with fury). But it seems to take a long time to kill things with all the rezzing and the bosses. What am I missing?

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  18. Granite Agent

    db/da scrapper?

    Iggy how do you find survivability and dps, vs. your other scraps? I'm wondering if DR every 13 seconds is enough, given middling resists?

    I'm really torn between finally making a DA scrap on your build or going KM/Inv or similar.
  19. Granite Agent

    DB/Dark or /Inv?

    Claws/Inv is a good idea for a Scrapper for sure. Work in Aid Self and you up your survival a lot. My FM/INV has it.

    There are some great /INV posts on the Scrapper forum. A lot driven by BassAckward's DM/INV godly build and then Nihili's inputs.

    I was going to mention Iggy's DB/DA build but I see he beat me to it

    The only thing that worries me about DB/DA is whether having Dark Regen on 13 sec recharge is too long ... Can the resists of DA hold up well enough on things like ITFs to survive 13 secs between heals?

    I'm stuck with a similar dilemma pondering a DB/DA scrap or a X/INV scrap ... I may go KM/INV with Aid Self. Not sure if BF->AV chain will do more DPS on a Scrap than the standard KM chain. Anyone know?
  20. Quote:
    Originally Posted by Kinrad View Post
    I tried to open this in MID's but keep getting an 'Arithmetic Error' when doing so.
    Ditto.
  21. Quote:
    Originally Posted by Solo_One View Post
    i personally dont think doms need to build for defense once they go perma but at least the ice epic has a sweet damage boosting debuff in it vs mace which only has some energy def. included to help its case.
    p.s. full disclosure, i never played plant/fire but i have alot of plant/psi and mind/fire experience and some on earth/fire.
    I only built for ~ 32% ranged def in my build so I could hit 45% with one small purple. You make a valid point about Roots and dmg-slotting, so I will take a look at that and see how it affects my +rchrg time for Domination.

    However with a /Fire dom, especially Plant/Fire, I do really like the Fire epic instead of Ice. But I'm probably wrong. Someone needs to do the math on whether having Sleet up every X seconds (38?) will, overall, provide a greater damage enhancer (through Sleet's -RES) than having Embrace of Fire do its +dmg with Fireball and Rain of Fire every X seconds.
  22. Granite Agent

    DB/Dark or /Inv?

    My Fire/Inv brute puts out about 195dps prior to any Incarnate +dmg powers and is endo-sustainable.

    It's not really fair to compare Inv to /Shield (especially for a Scrapper) as Shield gives massive +DMG (moreso on a scrapper). [For the same reason, Scappers get more milage out of Db's blinding feint or Claws' follow-up ... higher base dmg modifier).

    What INV gives you -- esp on a Brute -- is significant survivability. Mine is def soft-capped to S/L/E/N (with 1 foe in melee range) and has 2600hp with perma-dullpain (before accolades), in addition to 70% S/L resists (that go up to 90% I think with Unstop due to tanker-level caps on Brutes). So I can take a hit from Maurader's Nova Fist and live, outside of Unstoppable.

    So what is the question, again?
  23. Purely subjectively, it does feel like blasters could use a damage buff given what they trade off in survivability.

    I have a Fire/MM that is soft-cap to S/L and pretty survivable -- runs pylons in decent time etc. But his dps pales compared to shield scrappers or even some of the more absurd single-target builds like Crabs or Cold/* trollers.
  24. I love my Plant/Fire/Fire "Mr. Plantastic" -- today I ran him on a shard-hunting ITF with my RO buds, and it was the most fun I've had in a long time. Always something to do. Truly is the "Brute" of Doms.

    Firey Embrace + Fire EPIC (Fireball, Rain of Fire) + Roots = toasty goodness. I'd go Ice on a different Dom for S/L but on Plant/Fire, you're crazy not to go fire epic. Seeds and Creepers > S/L softcap.

    I just wish Doms had more damage. I miss when Domination used to buff your damage -- that was outstanding!


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