Granite Agent

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  1. Quote:
    Originally Posted by Igor_The_Mad View Post
    The build already has 5 of the LOTG global +rech slotted so more wouldn't do anything - Phalanx fighting isn't enhanceable so it's a great spot for the kismet 6 percent acc IO. You certainly don't need the glad PVP unique to create a great /shield build, it simply frees up some slots and makes the build better. It's also a good bit more difficult to fit in aid self without it - usually I would say drop it for maneuvers to cover the 3 percent loss.

    The top build you linked only has 85 percent DDR, so when a roman hits you with a standard melee swing (-10 percent def) you will drop 1.5 percent defense as opposed to .5 percent with 95 percent resist which makes cascading defense failure a real possibility. I personally wouldn't want to play without capped DDR but your mileage may vary. Granted you could carry some purples in case that happened, but if you're going to do that you might as well play something that can't be inherently DDR capped, like regen or WP. I dislike carrying inspirations to cover something that I can eliminate the need for by building for it, be it purples or blues. I tend to create my builds in mids rather obsessively so that when I'm ingame, I can run around like a retarded kitty exploding everything that looks at my teammates crossways - whenever I join a team it usually ends in either comments about how great my build is, or the leader will sternly inform me that I need to stay behind the tank and stop one shotting spawns without his permission...

    Also, as you mentioned, the endurance may not be sustainable without heavy reliance on blue insps which I wouldn't want to play either (again, personal choice - I'd rather save room in my tray for greens or reds). Not including things like the 10.4 end every 60 secs from hitting AD to keep it double stacked, the 15 end per 120 sec for hasten drops, the 10.16 end for each use of dragon's tail, or the endurance from using aid self, the SK CS SK CAK chain burns (as slotted) 4.03 end/sec. The toggles run 1.08 eps leaving 2.71 assuming .2 eps recovery from the perfshifter proc in stamina. You'll be losing 1.32 EPS which means you'll be forced to stop using attacks after 83 seconds, or you'll need to hit a blue inspiration every ~19 seconds. If you want to solo a pylon or kill some AV's(which this build is certainly capable of) you'd need to carry a lot of blues.

    Also, I think the fire EPP is hugely overrated as an EPP pick - mids shows fireball as having 142 dmg base but when I look at it ingame it shows 35 damage base. Same for fireblast and char, ingame tags say they have about 1/5 of the damage mids shows. No clue if that's correct, but if it is I'm not really sure if a ~100 pt aoe every 10 seconds is worth 3 power picks (especially with dragon's tail which does 264 every 4 secs)- that's more of a personal choice though. I've just never felt the need for more aoe due to how powerful shield charge is for insane bursts of aoe damage, and I'm used to dark/shield where that's the only aoe (though now that I have a t4 judgement, I'm even happier). YMMV.

    Probably wall of textish and more information than you wanted but those are my personal reasons for building /shield the way I do. Definitely not trying to tell you that your build "lol sucks" or anything of the sort - just going through the reasons I chose the EPP and slotting that I did. There's many many different philosophies about creating builds in this game and you have to find your own playstyle and make it yours. Werner plays a katana/dark that he's done amazing things with - I just wouldn't ever want to play it
    I didn't realize the extra Membrance was buffing DDR more, just thought it was buffing recharge time.

    I take your point about DT -- it's on such a short recharge that maybe having FB is redundant.
  2. Claws works less well on Brutes than scrappers because Brutes dmg buff from Follow-Up is less. However, Brutes get heavier damage out of Spin (and maybe 1-2 other attacks that might have been adjusted).

    What this means is that for high-end DPS builds using FU-Focus-Slash or some variant thereof, you will be better off on a Scrapper. Which I learned the hard way with my tricked-out Claws/SR. But otherwise you should have a fun ride with a claws brute if that's not your goal (top DPS).
  3. Cool. I really like the build. I was poking around with it to add Fireball in place of the conserve power / pp pool.

    Lost some endo rec, and endo probably isn't sustainable but you get Fireball

    I think there are probably 2-3 slots that could come out of Aid Self without really losing much, just not sure where to put them - one could go into Phalanx for a 7.5% LotG.

    Just having to rely on the Glad Armor IO to softcap makes me a sad panda though ......

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    and here's a version that slots up Char and Fire Blast for some utility (hold, ranged dmg) while maintaining 45% ranged def.

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  4. Quote:
    Originally Posted by Igor_The_Mad View Post
    I was able to squeeze out another 12.6 percent s/l resists while maintaining soft cap defense. Got another 20 or so hp, lost a little bit of end recovery but your endurance will still be sufficient for your attack chain (SK CAK SK CS) ad infinitum since conserve power has 50 percent uptime. Little bit more recharge, same regeneration rate. Got enough innate accuracy to hit +4's at 95 percent with the exception of cobra strike which is 93.8 (which won't matter once you get your t3 alpha slot and get the level shift). Fit a recharge proc into dragon's tail for lulz - it's very very good in footstomp so I figured it was probably worth it in DT as well. You will notice a pretty good sized difference going from 22 percent s/l resists to 35 - I'm a big advocate of slotting tough and deflection for resistance since you can hit your t9 and come close to the cap with 1 small orange (and hit it with 1 medium).

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    I'm confused. You say the attack chain is SK-CAK-SK-CS. But when I look in MIDS, I see SK with a rechage of 1.954 seconds, where CAK/CS have cast times of 1.848 seconds. Am I missing something? This is using Aracnatime. If you turn on the Spiritual Core paragon, then yeh you drop SK to 1.706 seconds. Maybe that is the requirement? Actually it looks like it falls to 1.7 and change even with the entry level Spiritual.
  5. Quote:
    Originally Posted by Auroxis View Post
    I might be mistaken, but it looks like you think Fiery Embrace works better on fire attacks, which hasn't been the case for a long while.
    I believe the Dominator power "Embrace of Fire" retains this +dmg for Fire Dmg mechanic, but the regular "Firey Embrace" has moved on ..........
  6. Granite Agent

    db/da scrapper?

    Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Here's my current build...
    45.3% S/L defense
    37.2% E/N defense
    Runs BF->AV chain

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    Pretty sick. Nice! Worth trying to squeeze a Glad Armor -RES into Sweeping Strike somehow?
  7. Quote:
    Originally Posted by Lifewind View Post
    Good Idea.. totally 4got about test server.. would anyone else be interested?
    Sure maybe this weekend some time in the AM eastern time

    Plant/Fire/Fire on Freedom
  8. Quote:
    Originally Posted by Dechs Kaison View Post
    Sounds to me that what you want is a MFing Warshade.



    Link's in my sig.
    Does a warshade have mez protect outside of lobster form?
  9. Quote:
    Originally Posted by Zandock View Post
    For a damaging, survivable Dom I don't think you can do much better than Plant/Fire/Ice. Permadom will give you mez protect. Frozen Armor makes it easy to softcap to S/L. Sleet and Ice Storm are really great to amp up the damage, too. I haven't made a build for one recently, but it shouldn't be too hard for you to figure it out.
    Agree, except Plant/Fire/Fire gets the burney goodness of Firey Embrace + Fireball + ROF. Think of it as adding to survivability by basically killing every motherucking thing in the room.
  10. Granite Agent

    i20 and Farming

    ION is bugged now right? Dmg getting buffed when it's not supposed to. Was thread on scrapper board.
  11. Granite Agent

    most fun wth DA?

    Been reading up on DA and agonizing over how to make a fun, powerful toon. I know Werner loves his Kat/DA.

    My problem is that I've always used the other scrapper secondaries. Right now I'm *this* close to rolling up a BS/SD ... but I'm really trying to see if DA could be the awesome scapper secondary I'm looking for.

    What do you like best as /DA toons and why?

    -G.A.
  12. Granite Agent

    Spines are ugly!

    Quote:
    Originally Posted by Ephemeris View Post
    Here's my spine/fire scrapper Oklo.



    And his other costume:
    What helmet options are you using??
  13. Quote:
    Originally Posted by Auroxis View Post
    I'm assuming you took Cardiac, right? If he took Spiritual and the Regen Destiny buff, his HP/Sec should match yours if not surpass it.

    Against Energy in the BAF, yeah Elec wins out. But in Lambda the main issue is the S/L damage dealt by Marauder, and Inv wins there hands down.
    I had my Fire/INV brute on Lambda, soft-capped with 1 foe (Marauder) in range. Without Unstoppable up, he would hit me with over 2500 with his NOVA FIST. I'm like, WTF was that. Then some second follow up attack would pwn me dead. Now granted other people said it was hitting them for 3500+ but I'm like, WTF I'm supposed to be INVULN (I think I have 70%+ RES with toggles & tough). Made me feel very squishy.
  14. Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Dark Miasma
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Call Thugs -- HO:Nucle(A), HO:Nucle(9), HO:Nucle(11), ExStrk-Dam%(15)
    Level 1: Twilight Grasp -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-EndRdx/Rchg(23), Theft-+End%(43)
    Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(15)
    Level 4: Darkest Night -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(5), SipInsght-ToHitDeb/EndRdx/Rchg(7), SipInsght-Acc/EndRdx/Rchg(7), SipInsght-Acc/Rchg(9), EndRdx-I(17)
    Level 6: Equip Thugs -- EndRdx-I(A)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Howling Twilight -- RzDz-Acc/Rchg(A), RzDz-Immob%(17), RzDz-Stun/Rng(46), RzDz-Acc/Stun/Rchg(46), RzDz-EndRdx/Stun(46)
    Level 12: Call Enforcer -- HO:Nucle(A), Dmg-I(25), Dmg-I(29), DefDeb-I(29), LdyGrey-%Dam(40), Achilles-ResDeb%(45)
    Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(42)
    Level 16: Shadow Fall -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-EndRdx(33)
    Level 18: Gang War -- ExRmnt-+Res(Pets)(A), C'Arms-+Def(Pets)(19), EdctM'r-PetDef(19), SvgnRt-PetResDam(21), RechRdx-I(21), RechRdx-I(23)
    Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(37), P'Shift-EndMod/Rchg(40), P'Shift-End%(40)
    Level 22: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-ToHitDeb/EndRdx/Rchg(25), SipInsght-Acc/ToHitDeb(33), SipInsght-Acc/EndRdx/Rchg(34), SipInsght-Acc/Rchg(34), DarkWD-Slow%(34)
    Level 24: Combat Jumping -- DefBuff-I(A)
    Level 26: Call Bruiser -- HO:Nucle(A), Dmg-I(27), Dmg-I(27), ExStrk-Dam%(43), EndRdx-I(48)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
    Level 30: Petrifying Gaze -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Acc/Hold(36), BasGaze-Acc/Rchg(37), Lock-%Hold(42)
    Level 32: Upgrade Equipment -- EndRdx-I(A)
    Level 35: Super Speed -- Clrty-Stlth(A)
    Level 38: Dark Servant -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(39), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-Slow%(39), Nictus-%Dam(42), Heal-I(43)
    Level 41: Assault -- EndRdx-I(A)
    Level 44: Scorpion Shield -- DefBuff-I(A), GftotA-Def/EndRdx(45), GftotA-Def/EndRdx/Rchg(45)
    Level 47: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(48), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Immob/Rng(50), GravAnch-Hold%(50)
    Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 0: LEGACY BUILD
    Level 4: Ninja Run



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  15. I soft-capped my Thugs/Dark to S/L. I'll see if I can post it later.
  16. Really great advice, thanks. Here's a rebuild that hits 80% recharge, takes your advice, and preserves soft-cap with a little buffer.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  17. Quote:
    Originally Posted by Mr_Grumpums View Post
    Plant/Fire works VERY well.

    Also, name it "Grassoline". XD
    WIN! I named mine "Mr. Plantastic" but now I wanna switch lol....
  18. Quote:
    Originally Posted by Supernumiphone View Post
    Earth/Thorny/Ice.

    Explain more, share builds? I was messing around with this the other day in MIDS and thinking about it. But I just don't see a lot of Thorn Assault doms, so it made me wonder if there is something wrong with the set (lethal?).
  19. OK so I'm wondering if this really is too much single-target damage to feel powerful? Vs. another set like Fire with more AOE goodness? Anyone else been running an Elec/Earth who can comment?
  20. Quote:
    Originally Posted by Shred_Monkey View Post
    As I recall, with double-stacking follow-up a claws scrapper does more damage then a claws brute does with the current fury rules.... and adding more global damage tips the scale further toward the scrapper.
    Very true and proved to my great disappointment on my tricked-out Claws/SR brute running FU-Focus-Slash
  21. Any comments at all? Figured a lot of people would have worked out this combo by now.
  22. The idea of Elec/Earth intrigues me. Did some board research and came up with the following.

    - soft-caped to S/L with a little margin
    - permadom
    - powerboosty sleet/hoarfrost goodness

    Any thoughts? I really like my Plant/Fire dom. Wondering how the single-target nature of Earth Assault plays. (I HATE Tremor -- such a stoopid animation).

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Seismic Shock: Level 50 Magic Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Earth Assault
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(37)
    Level 1: Stone Spears -- Acc-I(A)
    Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), HO:Nucle(5)
    Level 4: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob(9), Enf'dOp-EndRdx/Immob(13), Enf'dOp-Acc/EndRdx(34), GravAnch-Hold%(36)
    Level 6: Jolting Chain -- Dev'n-Hold%(A), Dev'n-Acc/Dmg/EndRdx/Rchg(15), EndMod-I(34)
    Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Acc/Rchg(9), P'Shift-EndMod/Acc/Rchg(13)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Static Field -- FtnHyp-Plct%(A), FtnHyp-Sleep(15), FtnHyp-Sleep/Rchg(17), FtnHyp-Acc/Sleep/Rchg(25), FtnHyp-Acc/Rchg(27), EndMod-I(36)
    Level 14: Boxing -- Empty(A)
    Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(34)
    Level 20: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx(23), HO:Nucle(23)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(29)
    Level 26: Synaptic Overload -- CoPers-Conf%(A), CoPers-Acc/Conf/Rchg(40), CoPers-Acc/Rchg(40), CoPers-Conf/Rchg(43), CoPers-Conf/EndRdx(45)
    Level 28: Seismic Smash -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(29), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/EndRdx/Rchg(31), HO:Nucle(31)
    Level 30: Aid Other -- Empty(A)
    Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
    Level 35: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(36)
    Level 38: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dam%(39), Posi-Acc/Dmg/EndRdx(40), FrcFbk-Rechg%(46)
    Level 41: Sleet -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Dam%(43)
    Level 44: Hoarfrost -- Numna-Heal/EndRdx/Rchg(A), Dct'dW-Heal/Rchg(45), Mrcl-Heal/Rchg(45)
    Level 47: Ice Storm -- Posi-Dam%(A), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(25), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(7), P'Shift-End%(7)



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  23. Granite Agent

    Archery/Energy

    You can lose 1 slot of recharge from Aim and BU without sacrificing much recharge time for those powers.

    You probably overslotted ROA with range as it's already farther than explosive and usually the 1-2 punch (Rain + Explosive) is fun times.

    You're missing a chance to slot Surveillance with the Achilles' -RES proc.

    If you're purpling, sleep grenade with 5 Fortunatas is a cheap 10% rchg by purple standards.

    Why slot the +3 Def IO when a -KB IO probably is better for you (since you're def isn't high anyway).

    You might want to board search a bunch as there have been some really good Arch/EM threads with cool things like capped range that will cost a lot less than this build.
  24. Plant/Fire/Fire remains the Brute of Doms.

    Now with APP for added firey goodness!!

    Seeds + Roots + Fireball + Rain = even more win.
  25. Quote:
    Originally Posted by ultrawatt View Post
    Seems like there isnt one. Everybody likes to use a different one, which i think is good so one mish doesnt become too popular but im paranoid. >.<

    Anywho, I use either #423253 (bosses off or teamed) or #460877 (solo with bosses). Don't think anyone else here does though haha.
    Thanks. I had tried the Fuzzy Kitten Frontload one but it seemed really short?