HacknSlash

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  1. My $.02:

    I don't particularly care for the change.

    1. IMO, there simply aren't enough power pools to keep things interesting/varied as it is. Vet rewards already got rid of the prerequisites for travel, and ninja run lets you bypass travel entirely if you want... remove fitness, and what's left to pick from? Are we going to see 'City of Medics'? [Maybe if the App's/Ppp's opened up earlier...]

    2. I liked having the option of challenging myself with fitnessless characters - like the electric/electric dominator I'm running now. Part of the fun is the balance in keeping enough mobs in the auras to keep my blue bar up without getting overwhelmed (same with my dark/fire brute).

    [Don't get me wrong... I like the 25 minute ITF's on occasion, too. Like I said - *option*.]

    3. I get the feeling we'll end up seeing another bout of complaints about the endurance management tools already provided. 'Conserve power sucks - it doesn't *do* anything'. So, what, everything's going to get the energy drain/energize treatment?

    <Shrug>
  2. Quote:
    Originally Posted by Misaligned View Post
    Ok, I gotta know. Cause... I gotta know.

    What the %#^ is wrong with someone wanting to make a petless mastermind?
    Nothing, explicitly. I myself ran a petless nin/ta before archery was ported villainside.

    Quote:
    So cut these people a break. Get off their backs and stop telling them to go roll a corr / fender. They WANT to play this. Let them!
    *I* specifically asked because of the cognitive dissonance effect in the OP's request: What's the most efficient petless primary?

    If you want efficiency *and* do not want whips or plasma rifle, then the most efficient petless primary is ... a defender or corruptor with the same damned sets.
  3. Quote:
    Originally Posted by Smiling_Joe View Post
    For what it does, its accuracy ought to be practically autohit. It doesn't return you to hide, its nearly 2 second animation may mean you die even though your foes are de-aggroed to you, and it has the same 120 second recharge as Blinding Powder.

    For comparison:

    Blinding Powder - doesn't aggro, carries a sleep, a chance to confuse, a 7.5% tohit debuff, and a chance to hold. It has almost half the cast time and 120 second recharge.

    FOR THE SAME RECHARGE, Smoke flash offers: a 1.4 accuracy AoE that de-aggros you that activates in almost twice the time. That's it. It doesn't return you to hidden status and enable you to crit, it breaks hide which makes it useless as a pre-emptive strike on high perception targets.
    <Sigh> If you're going to cherry-pick in _that_ fashion, here's the 2-second retort:

    Blinding powder's to-hit debuff means squat if you're already softcapped.
    The sleep and the confuse (which only kicks in 1/2 the time) only affect minions, leaving lts and bosses to pound on you.
    It *also* doesn't return you to hidden status.
    It's only got base accuracy.
    [Dunno where your chance to hold is coming from.]

    Quote:
    Speaking of high perception targets, most of them - like Rikti Drones - have enough defense to render that extra .4 accuracy that smoke bomb does get irrelevant.
    In which case blinding powder's definitely not going to hit.

    But that's neither here nor there.

    You were complaining of low accuracy (it's not) and the inability to placate single targets (whatever that's supposed to mean).

    I'm not saying I like smoke flash better than blinding powder - just that your specific complaints seemed unwarranted.
  4. Quote:
    Originally Posted by Smiling_Joe View Post
    Smoke Flash... well, yeah. It's intended to slow incoming damage, but IMHO it doesn't do it very well. They need to either up the accuracy considerably or give it a chance to placate individual foes, but that's a topic for another thread.
    Er... I know you said it's a topic for a different thread, but... Smoke Flash has 1.4x normal accuracy, 20' radius and 10 target limit. I'm not understanding your complaints.
  5. Quote:
    Originally Posted by TheCaitiff View Post
    I am a role-player. The character concept that I came up with is roughly based off the cowardly sniveling villain who serves as a 'yes' man for a antagonist of repute. Ala Toad to his Magneto, or Wildside to his Stryfe.
    You can play a trick arrow/dual pistol/dark/assault rifle defender or corruptor without harming that concept, can't you?

    Unless you want fire whips or a plasma blaster, there's no harm no foul, afaict.
    You can even skip the powers you wouldn't get as a mastermind, if you'd like.

    [Nevermind that the your concept is the very *antithesis* of the mastermind archetype in the first place.]
  6. Quote:
    Originally Posted by Redlynne View Post
    I know that there is a great love of the Inverse Ninja Law ... in which the more ninjas there are, the weaker they all are ... so that when you face only one ninja alone, that one ninja is supremely powerful. This happens all the time in chop-socky/wire fu films and anime, and is one of the more common tropes of the genre ... but it's something that really doesn't translate all that well into game mechanics.
    Sure it does. It's just that they gave gang war to *thugs*.
  7. Quote:
    Originally Posted by Castle View Post
    Your Decker should be hacking the enemies Smartlinks or tossing Drones at them during the action part of a run. In that regard, 4th and 4a are considerably more friendly than previous editions. You're right though, in that during the legwork portion the parts of the team not involved in such can get bored...but then, that's the case in any game where some characters specialize in non-combat and others specialize in combat.

    A good GM can keep things going and/or integrate even the most hardcore min/maxed sam into the legwork mix.
    Like on "Leverage"...
  8. Quote:
    Originally Posted by Miladys_Knight View Post
    One of the fastest blaster farmers I've ever seen was an Arch/Ment. He would stealth into a spawn, buff up, RoA > Drain Psyche > Psi Shockwave and move on to the next spawn.
    Dual pistols can do that as well, and it makes more sense with the pbaoe nuke.

    I'd think that a ranged chain would make more sense with archery?
    e.g. buff, RoA, Explosive, Psi-scream/Fistful the stragglers.

    Shockwave's at 68 base dge in 1.97s animation.
    Explosive+Fistful is 112 base dge in 2.17s animation, with a whole lot less maneuvering.

    [If the KB's a problem, flip-flop fistful/explosive, eh?]
  9. Quote:
    Originally Posted by Madam_Enigma View Post
    Yeah, I'm weird. But I'm enjoying my DP/Dev blaster a lot. Not having to slot accuracy frees up even more options when it comes to slotting. The devices taser is good for stacking with suppressive fire to disorient a boss too. And it gives plenty of 'skippable' powers since dual pistols makes for a tight build.
    That's what I rolled with, and it's a lot of fun.

    Teamed, you can basically ignore your secondary, so there's no redraw issues - just a ton of lead flying.

    Solo, stacked mez + gun drone and/or a suitable application of trip mines makes safe work of even mez-heavy opponents. +2 malta? Pfft.
  10. Quote:
    Originally Posted by Crazyfist View Post
    -Crack whip is also optional. Between healing, taunting, forging, & wrangling demons, you shouldn't really have any time for personal attacks. I know the whip is totally cool, but does it actually decrease your clear times or improve your overall performance as an MM? I think not.

    -I like assault. I'm beginning to think you and me are the only two mm's that use it. Most don't these days. Here is my thinking behind it.
    6 x (1.1 x DPS) > 6 x DPS. Every time. (But its only 10%?) <-- is the typical argument you see. True, but this 10% becomes significant when your pets consistently throw sizeable numbers, (like demons do).
    Crack Whip does decent damage in its own right (even takes 2 dge procs), and provides -9% RES (which is about equivalent to +18% dge after slotting). It's also decent AoE mitigation with its KB.

    So... me? I took both (crack whip AND assault).
  11. Quote:
    Originally Posted by Post_Apocalypse View Post
    Hello all Dom Guru's.


    This is my very first Dom ever, im curious what to take and what to leave behind. I've gotten to lvl 34 so far and have taken everything primary and secondary except for Stone Prison and Salt Crystals. Seems like this is a fun combo for my personal playstyle. Im also looking at taking Mu Mastery as my Patron. But im curious if anyone has any good perma Dom builds for this? Please help.


    Best Regards,

    Post.
    Per our in-game -> my mini-tanker:

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Daydream Meadows: Level 50 Natural Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Earth Assault
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Fossilize -- Lock-Acc/Hold(A), Lock-Acc/Rchg(7), Lock-Rchg/Hold(7), Lock-EndRdx/Rchg/Hold(11), Lock-Acc/EndRdx/Rchg/Hold(11), Lock-%Hold(17)
    Level 1: Stone Spears -- Acc-I(A)
    Level 2: Stone Mallet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(46)
    Level 4: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(27)
    Level 6: Quicksand -- TmpRdns-EndRdx/Rchg/Slow(A)
    Level 8: Swift -- Run-I(A)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), Stpfy-KB%(17)
    Level 14: Combat Jumping -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(34)
    Level 16: Super Jump -- Zephyr-Travel/EndRdx(A)
    Level 18: Earthquake -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(27)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(34)
    Level 22: Heavy Mallet -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dmg/EndRdx(23), T'Death-Acc/Dmg(25), T'Death-Dmg/Rchg(25), T'Death-Dam%(43)
    Level 24: Boxing -- Empty(A)
    Level 26: Volcanic Gasses -- Lock-Rchg/Hold(A), Lock-%Hold(34), Lock-EndRdx/Rchg/Hold(50)
    Level 28: Seismic Smash -- Mako-Dam%(A), Mako-Acc/Dmg(29), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(31), Mako-Dmg/EndRdx(31), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 30: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(31), S'fstPrt-ResKB(40)
    Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-+Res(Pets)(40), ExRmnt-EndRdx/Dmg/Rchg(45)
    Level 35: Weave -- RedFtn-EndRdx/Rchg(A), RedFtn-Def(36), RedFtn-Def/EndRdx(36), RedFtn-EndRdx(36), RedFtn-Def/Rchg(37), RedFtn-Def/EndRdx/Rchg(37)
    Level 38: Fissure -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Dam%(40)
    Level 41: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-EndRdx(42), TtmC'tng-ResDam(42), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-EndRdx/Rchg(43), TtmC'tng-ResDam/Rchg(43)
    Level 44: Power Sink -- EnManip-Stun%(A), Efficacy-EndMod/Rchg(45), P'Shift-EndMod/Rchg(45), Efficacy-EndMod/EndRdx(46)
    Level 47: Summon Guardian -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(48), SvgnRt-Acc(48), SvgnRt-PetResDam(48), SvgnRt-Acc/Dmg/EndRdx(50), SvgnRt-Acc/EndRdx(50)
    Level 49: Surge of Power -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 0: Ninja Run



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  12. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I'm betting you have Executioner's Shot on those builds though. Trying to solo a Defender (or heck any character) with only a single single target attack sounds excruciatingly painful to me. I know on my AR characters I always feel limited by only have two single target attacks (since the setup and cast time on ignite means I only bring it out against bosses).
    Er.. yes? And piercing (which I count as ST) as well.

    Ooh... OP was looking to skip Executioner too?
    Eep! Then I think I'd drop Dual Wield and take Executioner and Empty Clips. =-P
  13. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I contemplated suggesting that but doing that is going to make soloing VERY slow. Given the limitations presented I would skip either Piercing Rounds or Suppression Fire depending on whether I felt a need for more damage or more mitigation to stack onto my primary which would lean towards Piercing Rounds for most primaries except Kinetics and maybe Storm.
    Well... I didn't miss Pistols on my DP/dark corr, or my DP/dev blaster, so I figured skipping Dual Wield wouldn't be too crippling on most defenders. OTOH, I do have 2 vet powers (technically 3, but I don't usually take the 3rd).

    Of course, you could always take both (Pistols, Dual Wield) & respec later...
  14. Quote:
    Originally Posted by Celestial_Lord View Post
    Well, I only have room for six DP powers in my Defender's build. Pistols is mandatory, so I figured Pistols, Dual Wield, Bullet Rain, Swap Ammo, Supression Fire for the hold, and either Empty Clips or Piercing Rounds.
    Personally, I think I'd skip Dual Wield and take both Empty Clips and Piercing Rounds on a defender, *especially* if I'm taking Supression Fire (since I'm in less of a hurry and can line mobs up a bit better) or have a vet power or two.
  15. Quote:
    Originally Posted by Madam_Enigma View Post
    Now my brain hurts. Fire/fire doesn't do enough damage?! On my ice tank I can just barely keep aggro off fire blasters due to how much damage they deal.
    I'd wager that has more to do with damage-over-time and fear/avoid effects than total damage - basically, fire/fire blasters are *constantly* re-aggroing.

    [Also, once an archery/mental blaster hits aim+concentration+rain of arrows, things are just *dead*, so there's no aggro problem. ]
  16. Quote:
    Originally Posted by RiverOcean View Post
    So out of boredom I took my old Plant/Thorn dom (my first 50) and retrofitted him into a defense based dom. I don't use MIDS but was able to get the numbers below with minimal spending. (The goal was to see if it could be done without breaking the bank, etc.. )

    I have around
    - 41% Energy DEF
    - 34% Smashing/Lethal DEF
    - 22% Range DEF
    - 27% Neg Energy DEF
    - 13% (Melee, PSI, etc...)

    I'm pretty surprised at how survivable he against some enemy groups (Council,COT, Freaks...) and how vulnerable he can be to others (Carnies..I hate you...).

    Power Pools taken for defense were Black Scoripion, Fighthing, and Leaping. Link below with screenie of the build. Plant Thorn Defense build

    I'm not really looking to redo the build, it works for what I use it for (running the The Code Merlin arc). I'm just curious if anyone else is using dom builds that are primarily high defense and not Permadom. Permadom get's a lot of attention, but with the recent reworking of Doms, high defense or +Damage builds seem like they would be just as useful. And probably more attainable (i.e cheaper).
    I have two.

    The plant/thorns I just wanted to max ranged defense for completely safe tossing of seeds of confusion.

    The earth/earth was intended to be a mini-tanker. ~30% ranged/melee def, 50% S/L res, with godmode, demonic, stony, and guardian on top of dominator controls... pretty darned survivable.

    My plant/thorn:

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Countess von Stachel: Level 50 Magic Dominator
    Primary Power Set: Plant Control
    Secondary Power Set: Thorny Assault
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Strangler -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(5), Lock-EndRdx/Rchg/Hold(19), Lock-Acc/EndRdx/Rchg/Hold(25), Lock-%Hold(31)
    Level 1: Thorny Darts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
    Level 2: Skewer -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(3), Mako-Dmg/EndRdx(43), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(45)
    Level 4: Fling Thorns -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(5), Det'tn-Dmg/EndRdx(7), Det'tn-Dmg/EndRdx/Rng(15), Det'tn-Dmg/Rchg(46)
    Level 6: Hasten -- RechRdx-I(A)
    Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(9), Mlais-Acc/EndRdx(9), Mlais-Conf/Rng(13), Mlais-Acc/Conf/Rchg(13), Mlais-Dam%(21)
    Level 10: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
    Level 12: Swift -- Run-I(A)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(17)
    Level 18: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(31)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(46)
    Level 22: Thorn Burst -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(23), Erad-Dmg/Rchg(23), Erad-Dmg(31), Erad-Acc/Dmg/EndRdx/Rchg(48), Erad-%Dam(48)
    Level 24: Vines -- Lock-Acc/Hold(A), Lock-Acc/Rchg(25), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(27), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-%Hold(29)
    Level 26: Carrion Creepers -- RechRdx-I(A), RechRdx-I(34), Posi-Dam%(50), ExStrk-Dam%(50)
    Level 28: Thorntrops -- Posi-Dam%(A)
    Level 30: Roots -- TotHntr-Acc/EndRdx(A)
    Level 32: Fly Trap -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Dmg(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Acc/EndRdx(34)
    Level 35: Ripper -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Dmg/Rchg(36), Erad-Dmg(36)
    Level 38: Thorn Barrage -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 41: Dark Embrace -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx(42), RctvArm-EndRdx(42)
    Level 44: Soul Drain -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Rchg(45), Erad-Dmg/Rchg(45), Erad-Dmg(46)
    Level 47: Combat Jumping -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(48)
    Level 49: Stealth -- GftotA-Run+(A), GftotA-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 0: Ninja Run



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    My earth/earth:

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Daydream Meadows: Level 50 Natural Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Earth Assault
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Fossilize -- Lock-Acc/Hold(A), Lock-Acc/Rchg(7), Lock-Rchg/Hold(7), Lock-EndRdx/Rchg/Hold(11), Lock-Acc/EndRdx/Rchg/Hold(11), Lock-%Hold(17)
    Level 1: Stone Spears -- Acc-I(A)
    Level 2: Stone Mallet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(46)
    Level 4: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(27)
    Level 6: Quicksand -- TmpRdns-EndRdx/Rchg/Slow(A)
    Level 8: Swift -- Run-I(A)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), Stpfy-KB%(17)
    Level 14: Combat Jumping -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(34)
    Level 16: Super Jump -- Zephyr-Travel/EndRdx(A)
    Level 18: Earthquake -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(27)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(34)
    Level 22: Heavy Mallet -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dmg/EndRdx(23), T'Death-Acc/Dmg(25), T'Death-Dmg/Rchg(25), T'Death-Dam%(43)
    Level 24: Boxing -- Empty(A)
    Level 26: Volcanic Gasses -- Lock-Rchg/Hold(A), Lock-%Hold(34), Lock-EndRdx/Rchg/Hold(50)
    Level 28: Seismic Smash -- Mako-Dam%(A), Mako-Acc/Dmg(29), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(31), Mako-Dmg/EndRdx(31), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 30: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(31), S'fstPrt-ResKB(40)
    Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-+Res(Pets)(40), ExRmnt-EndRdx/Dmg/Rchg(45)
    Level 35: Weave -- RedFtn-EndRdx/Rchg(A), RedFtn-Def(36), RedFtn-Def/EndRdx(36), RedFtn-EndRdx(36), RedFtn-Def/Rchg(37), RedFtn-Def/EndRdx/Rchg(37)
    Level 38: Fissure -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Dam%(40)
    Level 41: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-EndRdx(42), TtmC'tng-ResDam(42), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-EndRdx/Rchg(43), TtmC'tng-ResDam/Rchg(43)
    Level 44: Power Sink -- EnManip-Stun%(A), Efficacy-EndMod/Rchg(45), P'Shift-EndMod/Rchg(45), Efficacy-EndMod/EndRdx(46)
    Level 47: Summon Guardian -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(48), SvgnRt-Acc(48), SvgnRt-PetResDam(48), SvgnRt-Acc/Dmg/EndRdx(50), SvgnRt-Acc/EndRdx(50)
    Level 49: Surge of Power -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 0: Ninja Run



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    |-------------------------------------------------------------------|
  17. Quote:
    Originally Posted by ketch View Post
    I recall when COV first launched I wanted to try a plant dom as plant was the only control set not available blue side. I didn't make it very far before the frustration of poor control (one part shorter mez durations outside of Domination, one part unexpected enemy mez protections) and the ups and downs of Domination turned me away.
    ?

    Seeds of confusion has a base 29.8 duration and 60 second recharge on a dominator.

    No controller set has better numbers than that for its 'every spawn' power.
    [Except, of course, plant itself.]
  18. Quote:
    Originally Posted by MeleeMadness View Post
    Again, I have been gone for some time but I am seeing ppl stay as a huntsman instead of going as a bane....is that right? (based on my forum readings...still downloading the expansion).

    What is the advantage of doing that, if you don't mind?
    For clarity: The base set is "Arachnos Soldier". There is no "stay a huntsman" option.

    Thus, as others have mentioned, a "Huntsman" is a "Bane" who leans on the "Arachnos Soldier" rifle for better aoe/range {at the cost of redraw}.
  19. Quote:
    Originally Posted by Landrig View Post
    I seem to remember it being said by a Dev that they cant suppress toggle auras while hidden. It can be done with Rest, but that suppresses everything. Targeted Suppression is not possable.
    Aren't the Dual Pistols ammunition toggles coded as targeted suppression?

    i.e. The pistol attacks are coded with all side-effects, which are selectively suppressed via the "status" given by the current ammo toggle.

    If I'm right, it seems like the same effect could be used to suppress an effect (like, say, fear) on the "status" of hidden.

    Of course, that's new tech, so whatever Dev (if any) said that before wasn't wrong at the time, regardless.
  20. Quote:
    Originally Posted by Miladys_Knight View Post
    It's very good hyperbole. Last time I checked each primary had 9 powers in it. Ice/ must be pretty good if you only need to use 3 to provide maximum mitigation for both yourself and the team vs +4 mobs.

    You only need to cast ice slick once per spawn, the - rech in Shiver lasts 18 seconds, the -rech in frostbite lasts 15 seconds. 1 application of each of those powers (plus Arctic Air) is -135% to rech which keeps +4s (or lower con mobs with some slow resistance) just under the -rech cap.

    Stacking Frostbite again keeps +4s at (over) the -rech cap. Since you can't slot for -rech (and doing so would be redundant if you could) you can 5 slot posi (every thing but the dam/range) and throw Crap of the Hunter proc into Frostbite and not only maintain your mitigation vs +4s but deal decent damage at the same time.

    What's not to like about that?
    If the dominator has sufficient mitigation to survive a 3.1+2.2+2.4=7.7 second setup time (not counting the "run into melee and let AA 'kick in' comment") while fighting +4's, then it's generally safe to say that the team already has enough mitigation that the 75% rch slow doesn't mean crap.

    Also, Frostbite with 2 procs is not really "decent damage" for a dominator. Heck, Crushing Field with 3 procs wasn't "decent damage" *before* the buff, and procs do proportionally less damage now (admittedly a gigantic area of effect, though).
  21. Quote:
    Originally Posted by Miladys_Knight View Post
    That's what Ice Slick is for. You drop it to mitigate the alpha. Throw in shiver, close to melee and wait til AA takes hold then frostbite the spawn.

    At that point Ice Slick has done it's job, the +4s are at the -rech cap and all you have to do is Shiver and Frostbite every time they recharge and just smash the rest of the time.
    So... if I continually maintain 4 powers from my primary on an entire spawn, I can get decent mitigation. Yay! [Ok, maintain 3, but I'm going for hyperbole here.]

    The complexity of said task is representative of why I suggest that Ice seems decent as a controller primary, but not a particularly good one for dominators.
  22. Quote:
    Originally Posted by Oedipus_Tex View Post
    Ice Slick actually has a 1% greater chance per tick to knockdown than Earthquake. That may not sound like a lot, but Ice Slick ticks at a rate of .2 seconds. After 2 seconds of activation, Earthquake has a 7*10 percent chance to hit, or 70%. Ice Slick has a 8*10%, or eighty percent.
    Independent probabilities don't work that way.

    Ice Slick: (1-.08)^10 = 43% chance of missing all KB rolls.

    Which means Ice Slick has a 57% chance of knocking down a given mob at least once in those 2 seconds.

    Earthquake: (1-.07)^10 = 48% chance of missing all KB rolls.

    So Earthquake's has a 52% chance of knocking down a given mob at least once in those 2 seconds.
  23. Quote:
    Originally Posted by Miladys_Knight View Post
    Artic Air + Shiver + Frostbite will keep +4 mobs at the -rech cap (75% which is the same as saying that enemy powers take 4 times as long to recharge) That's virtually identical to having 75% damage resistance (both cases reduce incoming damage by 75%)
    With "if you can survive the alpha strike" being the "virtual" difference...
  24. Quote:
    Originally Posted by Blue_Fenix View Post
    -Another minor question: What is the most FUN (not *best*, most *FUN*) build you've ever played without stamina?
    Dark Melee/Fire Aura/Soul Mastery brute.
  25. Quote:
    Originally Posted by Gypsy_of_Paradox View Post
    Hehehe I have two Ninjitsu stalkers at 50 and could not answer the question of if it breaks hide off hand. Then again most stalkers that have smoke bomb, don't normally open with it
    Yeah, I actually went "no friggin' way" and logged on my own L50 ma/nin to check.