Infini

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  1. Quote:
    Originally Posted by Caz View Post
    Because of the Nerve Alpha, I did slot my attacks with minimal accuracy, and if possible tried to focus on something else (endurance, damage, procs, or recharge.) About the endurance consumption. It does look bad, yes, and maybe it is. But I have an Elec/SS tank who has a higher end consumption, and has to deal with both the rage and hasten crash. And I never have end problems. Maybe I will with this guy. But I am not sure. He is 50. But he is not slotted (haven't had time.) Recharge could be an issue.. I love my recharge haha. I literally jump with joy when a controller, defender, or corrupter with speed boost is on a team with me. But 68.8% (practically 70%) seems decent to me. But maybe I will have to test it out first.
    Quote:
    Originally Posted by Caz View Post
    Oh, and about stealth. In my proposed build it does two things. One, pushes me over the soft cap. And two, is used to hold an LoTG set.
    With all of your toggles that you'd need in a fight (basically excluding SJ) toggles on you're posted build gets a net recovery of 0.95 end/s. That's just from toggles. Your attacks are going to have a further impact on that and while you may be fine with just EA while moving through spawns, long fights against fewer foes are going to make you feel it. That was the biggest issue I had at first with my Ice/Ice tank - he couldn't sustain attacking AVs. Cardiac and some more optimal slotted fixed that.

    As for Stealth, the build I posted is softcapped without it AND Nerve. The LotG you have there could go in EA, too (which you would also benefit by getting some defense in EA). It also has all that juicy recharge you like.
  2. Quote:
    Originally Posted by Caz View Post
    Here is my build. I will let others pick it apart. I'm new to the forums. But am not new to the game. It's rather fun.
    Welcome to the Forums! Enjoy your stay

    You could use quite a bit more accuracy for your attacks. Your endurance consumption is also bad, even with EA, and more so once DN gets turned on. I do like that you went for a crapload of HP (a good 200hp more than my posted build), however, you sacrifice a chunk of recharge to get it. The accuracy issue lies in the IOs you chose to slot your attacks with and easily fixed. I did notice you were using Nerve to fix it and bolster your defense, though, but since endurance is the primary issue that I see, Cardiac would be a better fit for your build.

    It's really not too difficult to softcap Ice Armor, either. You don't even need Stealth. Just have to slot things a bit differently. Just look at the build I posted earlier this month and compare it side by side with yours. Take anything you need from it
  3. Infini

    Help with DM/SR

    Quote:
    Originally Posted by SevereCalamity View Post
    It's way more expensive to get perma hasten as well as your uber dark melee attack chain with shields. I believe it's almost impossible to get the attack chain and capped defenses in shields without using purple sets.

    On some of the new trials, during the AV fights, I feel kind of sad on my shield scrapper because I dumped so much money into him and he never has more than one stack of AAO because judgement nukes murder everything around them

    That said, /shields knows how to clear some trash mobs.

    Also, I just noticed your build does not have a travel power for the DM/SR I like super speed so I can ghost certain missions.
    The dm/sd build I posted can sustain the top chain with Spiritual Core Paragon slotted and Hasten running if you slot Ragnaroks into Ball Lightning. With Posi Blast it's just slightly off by the numbers.

    As to the lack of travel powers, I stopped putting them in builds once the booster pack travel powers were introduced. My builds are waaaaay better now, as a result. IMO, travel powers are really only useful in PVP and fly/teleport is great for playing in the Shadow Shard. On squishies I might take SS to stealth, but for a character that's softcapped, you don't need stealth... just run past them and laugh as they try to kill you in vain. Just make sure to turn off taunt auras if you got them lol.
  4. Infini

    Help with DM/SR

    Quote:
    Originally Posted by Phathoms View Post
    Wow, thanks a lot guys I forgot about the rule of 5. Thanks for the pointers too...but he's only at lvl 10 and I'm wondering if shield might be better then SR now. I mean way back in the day SR was pretty awesome but now I'm not sure. Is shield more survivable then SR? Is the extra dmg and hp's better then what SR has to offer? Curious about pros and cons of both...anyone know from personal experience what each has to offer? Because I've never had either and am curious to Shield...
    Top end builds of dm/sd are pretty much the kings of single target dps (if I'm wrong about this, then it's a close race with fm/sd). That said, a dm/sd build will be more expensive than dm/sr because it takes a bit more effort to softcap /sd. If you check through the forum you're sure to find one pertaining to dm/sd. Here's a build I threw together for you so you can directly see and compare the two. It's pretty comparable to the dm/sr build I posted, I think. Two major differences between the builds: SR has Quickness, which is an extra 20% global recharge and SD has to use a PVP IO in order to hit the softcap (it's uber expensive). Generally speaking, however, the extra HP and damage you get with shields is more beneficial on top of the minor resists it gets to layer under its defense. Bottom line? Shield is better, but requires more investment that SR. Most likely I would have made a dm/sd but shields came out long after my dm/sr hit 50.

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

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(31), Mako-Dam%(40)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def(37)
    Level 2: Shadow Maul -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(3), Oblit-Acc/Dmg/Rchg(5), Oblit-Dmg(7), Oblit-%Dam(34), Oblit-Dmg/Rchg(40)
    Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def(37)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(40), Winter-ResSlow(43)
    Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(9), C'ngImp-Dmg/EndRdx/Rchg(9), Numna-Heal/Rchg(11), Numna-Heal/EndRdx(17), Numna-Heal(21)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
    Level 12: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(39)
    Level 14: Boxing -- Acc-I(A)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Dark Consumption -- P'Shift-End%(A), P'Shift-EndMod/Acc/Rchg(19), P'Shift-Acc/Rchg(19), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(43), P'Shift-EndMod(45)
    Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam(46), Aegis-ResDam/Rchg(46), Aegis-EndRdx/Rchg(50)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), HO:Cyto(25), LkGmblr-Def(37)
    Level 26: Soul Drain -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), AdjTgt-EndRdx/Rchg(31), GSFC-Rchg/EndRdx(43)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Grant Cover -- HO:Cyto(A)
    Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Dam%(34)
    Level 35: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Dmg(39), Oblit-%Dam(46)
    Level 38: One with the Shield -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(39)
    Level 41: Maneuvers -- Ksmt-Def/EndRdx(A), Ksmt-Def/EndRdx/Rchg(42), GftotA-Def/EndRdx(42), GftotA-Def/EndRdx/Rchg(42)
    Level 44: Mu Bolts -- Acc-I(A)
    Level 47: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Confront -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt/Rng(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(13), RgnTis-Regen+(31)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13), EndMod-I(45)



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  5. Infini

    Help with DM/SR

    Quote:
    Originally Posted by SevereCalamity View Post
    Nice build infini. Only slightly different than mine, but better is almost every way. Three long recharge powers take 2 or 3 seconds longer to recharge, but the extra regen and HP makes up for it. Thanks for that, I think I'll steal some of it for my own
    Haha thanks and feel free to use the build for personal use! I'm pretty excited about respecing him now and finally doing some iTrials.

    Side note: I'm curious to see what you come up with for your dm/sr now
  6. Infini

    Grav/kin/psi

    Kinetics doesn't offer much to builds by means of set bonuses, which is what makes it hard to do things like get high recharge and get high defense without delving into specific APPs. I ran grav/kin/psi for a long time (was my very first toon, in fact) and I shelved him for a couple years while playing other mains. Recently I brought him out of retirement and got him a build that's softcapped to s/l by using Stone Mastery as the poo armor has a higher base s/l defense than Ice or Mace. I don't have the build on my laptop, otherwise I'd share it. Stacking Fissure with Wormhole is fun, except I wish Fissure had a longer range than 20ft, but I've always played my grav/kin close to melee range, so I guess it works out for the best. I think my build is someone in these forums.

    *runs off to search for it*
  7. Try this. Perma-hasten and enough defense to be softcapped (to smash/lethal) with 1 luck and incarnate softcapped with 2 lucks. Still uses the sleep and confuse purple sets, but those are relatively cheaper than the others. Contagious Confusion in Confuse is utterly sweet, too.

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

    Click this DataLink to open the build!

    Level 50 Natural Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Thorny Assault
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Mesmerize -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(15)
    Level 1: Thorny Darts -- Range-I(A)
    Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(37), Dmg-I(43), Dmg-I(50)
    Level 4: Skewer -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(37), Acc-I(46)
    Level 6: Confuse -- CoPers-Acc/Conf/Rchg(A), CoPers-Acc/Rchg(7), CoPers-Conf/Rchg(7), CoPers-Conf/EndRdx(25), CoPers-Conf%(43)
    Level 8: Mass Hypnosis -- FtnHyp-Acc/Sleep/Rchg(A), FtnHyp-Acc/Rchg(9), FtnHyp-Sleep/Rchg(9), FtnHyp-Sleep/EndRdx(25), FtnHyp-Sleep(43)
    Level 10: Impale -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(11), Decim-Dmg/EndRdx(34), Decim-Dmg/Rchg(37)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- EndRdx-I(A)
    Level 16: Aim -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(48), RechRdx-I(50)
    Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(29)
    Level 20: Fling Thorns -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Dmg/EndRdx(34), Posi-Dam%(48)
    Level 22: Thorn Burst -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(23), Oblit-Acc/Dmg/Rchg(23), Oblit-Dmg(34), Oblit-%Dam(48)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/EndRdx(29), Posi-Dam%(42)
    Level 28: Thorntrops -- Posi-Dam%(A), ImpSwft-Dam%(50)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(31)
    Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-Acc/Conf/Rchg(33), Pplx-Acc/Rchg(33), Pplx-Acc/Conf/Rchg(33), Mlais-EndRdx/Conf(40)
    Level 35: Ripper -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Dmg(36), Oblit-%Dam(40)
    Level 38: Thorn Barrage -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(39), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(40)
    Level 41: Sleet -- Achilles-ResDeb%(A), LdyGrey-Rchg/EndRdx(42), UndDef-Rchg/EndRdx(42)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), RedFtn-Def/EndRdx(45), LkGmblr-Def(45), S'fstPrt-ResDam/Def+(46)
    Level 47: Stealth -- LkGmblr-Rchg+(A)
    Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 0: Born In Battle
    Level 0: Marshal
    Level 0: Invader
    Level 0: High Pain Threshold
    Level 50: Cryonic Core Final Judgement
    Level 50: Diamagnetic Core Flawless Interface
    Level 50: Clockwork Radial Superior Ally
    Level 50: Ageless Core Epiphany
    Level 50: Nerve Radial Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), RgnTis-Regen+(46)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(17)
    Level 4: Ninja Run



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  8. Infini

    Help with DM/SR

    After slotting to hit the softcap you should focus on a mix of +hp, +regen, and +recharge. Not necessarily in that order, mind you. The +hp will help with those events where big hits get past your defense. I try to shoot for at least 1% hp/sec for regen. The +recharge means you get Soul Drain and Dark Consumption back sooner and can run the top attack chain for DM, which includes a very effective heal midchain if you slot it right.

    I don't have my dm/sr's current build on this computer, but I'll see if I can rebuild it or the respec i've been contemplating on for incarnate content.

    EDIT: Ok. Threw a build together for incarnate content. Hits the incarnate softcap (59%) with one Luck and still remains 45% softcapped with Maneuvers turned off (to melee/range - aoe just falls short). 1539hp (1807hp with accolades), a 257hp heal every 4-5 seconds depending on if hasten is active, and 1.26% hp/sec regen (19.4hp/sec - 22.8hp/sec with accolades. Toss in the Spiritual Core alpha and you're looking at perma-hasten, more regen, and Siphon Life becoming a 292hp heal every 3-4 seconds. Global recharge sits at 73.75% without hasten.

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

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(43)
    Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def(37)
    Level 2: Shadow Maul -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(3), Oblit-Acc/Dmg/Rchg(5), Oblit-Dmg(7), Oblit-%Dam(15), Oblit-Dmg/Rchg(43)
    Level 4: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def(37)
    Level 6: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(40), S'dpty-Def/Rchg(42)
    Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(9), C'ngImp-Dmg/EndRdx/Rchg(9), Numna-Heal/Rchg(11), Numna-Heal/EndRdx(13), Numna-Heal(23)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(34), Winter-ResSlow(45)
    Level 14: Boxing -- Acc-I(A)
    Level 16: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(40), S'dpty-Def/Rchg(42)
    Level 18: Dark Consumption -- P'Shift-End%(A), P'Shift-EndMod/Acc/Rchg(19), P'Shift-Acc/Rchg(19), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(29), P'Shift-EndMod(31)
    Level 20: Quickness -- Run-I(A)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), HO:Cyto(25), LkGmblr-Def(37)
    Level 26: Soul Drain -- Sciroc-Acc/Rchg(A), Sciroc-Acc/Dmg/EndRdx(27), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Acc/Dmg/Rchg(29), AdjTgt-EndRdx/Rchg(46), GSFC-Rchg/EndRdx(50)
    Level 28: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(40), S'dpty-Def/Rchg(42)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Dmg/EndRdx(34), TotHntr-Dam%(43)
    Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36)
    Level 38: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(39), Ksmt-Def/EndRdx(39), Ksmt-Def/EndRdx/Rchg(39)
    Level 41: Char -- Acc-I(A)
    Level 44: Fire Blast -- Acc-I(A)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Confront -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt/Rng(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(13), Mrcl-Rcvry+(34), Mrcl-Heal(45), RgnTis-Regen+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc(46)



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  9. Quote:
    Originally Posted by Fiery-Enforcer View Post
    Both. You can easily achieve permadom and softcap S/L defense.

    Yes, you have controls, but defense is really helpful on fast paced teams and against things you can't mez right away.



    Is that global recharge or including Hasten? If it's global recharge, that's enough for permadom without the need for Hasten. If it's with Hasten then you need more recharge for permadom.

    Mind/Psi should be fairly easy to permadom and softcap S/L defense. My Mind/Fire has permadom without Hasten and is softcapped. If you get as much recharge as me, you would be really hard to kill with the defense and near perma Drain Psyche.
    Perma-dom first and then defense. And as Fiery-Enforcer said, you can have both, though it can get pricey. That said, for /psi users, perma-dp is pretty awesome on its own (my mind/psi has no defense but perma-dp).
  10. Infini

    Momentum

    Quote:
    Originally Posted by Leo_G View Post
    I don't think the devs ever said anything about 'momentum' improving damage, just speeding you up.

    That said, I predict it'll be a more lax combo mechanic in that, there's no bar or anything, just your weapon attacks 'stack' like DBs attacks do to make combos except they won't rely on specific attack sequences.

    Basically, hit tier 1, the attack is put in your buff bar and your attacks are a bit faster. Hit tier 3, put the icon in your buff bar and you're a bit faster. Maybe the momentum only goes up to a certain speed (like 3 stacks) but you can stack the momentum up higher so that, when you have to stop to move or click something else, your momentum won't completely bottom out.

    Continued speculation, I think it'd be unique if the tier 9 was *REALLY* powerful. The balancing factor being the tier 9 will *drain* some of your momentum and the attack itself is *REALLY* slow to animate. So you could just start out with the tier 9 but take 4-8sec animating it, or you can ramp up to it and drag that animation down to 2.5 but eat into your continued momentum.
    Like a melee 'nuke'? that would be pretty cool. I'm wondering since they're supposedly huge 2-handed weapons if a majority of the attacks will be cones/pbaoe with the tier 1 being single target in addition to another big hitting single target attack.
  11. Quote:
    Originally Posted by magikwand View Post
    This may be off topic, but am I the only one who feels uncomfortable by the mention of a supportive mind/psy?
    Well, technically, Mind Control is pretty supportive as you can always have some way to debilitate a spawn. So is Drain Psyche during fights with AVs and up. That said, I do agree it is a bit odd to call it supportive as it is a Dominator. It is understandable as the OP has never played the AT before, though.
  12. You definitely have enough recharge to reliably maintain perma-dom. However, you goal of acquiring defense forces you to sacrifice important things - namely ACC in Drain Psyche. Going for defense is great and all but completely unnecessary for a Mind/Psy dom. If you choose to stick with your defense, I'd swap out WoC for Psi. 'nado. This is because you have more range defense than anything else so you should mez a spawn (Mass Hypno), hop in and use DP, then hop out and start tossing out AoEs - leading with Terrify.

    I'm going to share my Mind/Psi/Ice build with you. My goal was to get DP perma and I achieved this goal with the help of the Spiritual Alpha (used the Radial branch to boost Tactics). Ice mastery is also a decent 'team support' EPP because of Sleet, which will effectively increase the damage of your whole team. I tried out Psi mastery, but its version of Link Minds pales in comparison to the Widow version (which I have one of those, too).

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

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Psionic Assault
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Mesmerize -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(15), Dev'n-Dmg/EndRdx(46)
    Level 1: Psionic Dart -- Range-I(A)
    Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(13), BasGaze-Rchg/Hold(34), Dmg-I(43), Dmg-I(45)
    Level 4: Mind Probe -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(37), C'ngImp-Dmg/EndRdx(45)
    Level 6: Confuse -- CoPers-Acc/Conf/Rchg(A), CoPers-Acc/Rchg(7), CoPers-Conf/Rchg(13), CoPers-Conf/EndRdx(37), CoPers-Conf%(45)
    Level 8: Mass Hypnosis -- FtnHyp-Acc/Sleep/Rchg(A), FtnHyp-Acc/Rchg(9), FtnHyp-Sleep/Rchg(9), FtnHyp-Sleep/EndRdx(34), FtnHyp-Plct%(42)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Hover -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46), Flight-I(46)
    Level 14: Super Speed -- Clrty-Stlth(A), Clrty-EndRdx(50)
    Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/EndRdx(31), Posi-Dmg/Rng(43)
    Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(34)
    Level 20: Drain Psyche -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal(23), Dct'dW-Heal/EndRdx(23), Acc-I(25)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A)
    Level 24: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(25)
    Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/EndRdx(31), Posi-Dmg/Rng(43)
    Level 28: Subdue -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(29), Dev'n-Dmg/EndRdx(29), Dev'n-Hold%(31), Thundr-Acc/Dmg/Rchg(37), GravAnch-Hold%(50)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-Acc/EndRdx(33), Mlais-Acc/Conf/Rchg(33), Mlais-EndRdx/Conf(33), Mlais-Conf/Rng(40)
    Level 35: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/ActRdx/Rchg(36), Mantic-Dmg/EndRdx/Rchg(36), Mantic-Dam%(40)
    Level 38: Psychic Shockwave -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Dmg(40)
    Level 41: Sleet -- Achilles-ResDeb%(A), UndDef-Rchg/EndRdx(42), LdyGrey-Rchg/EndRdx(42)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A)
    Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rng(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Spiritual Radial Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Heal-I(A), Heal-I(7)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(5)



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  13. Interesting that you went for range defense. However I think you would be better off sticking to typed defense as most others do with resist sets. S/L defense will cover a majority of attacks as there are few pure exotic range attacks and even fewer pure exotic melee attacks. Additionally, DR needs some ACC.
  14. Just to add to your comment on using Thunderstrikes for e/n defense. If you can 6 slot it, you actually get 3.75% e/n defense (6th pieces give 1.25% + 3rd piece's 2.5%). Chances are you won't have the slots to do so, but just wanted to point that out.

    I just started a DB/Elec brute today and solo PL'd him to 22. I have no experience with DB but I have a 50 SS/Elec. Quite enjoying the new DB/Elec, though. My planned build for him is ~33% s/l defense. I'd only get about 29% e/n defense so I skipped that in favor of getting 75% global recharge for more Energize goodness.
  15. Quote:
    Originally Posted by Cainus View Post
    Damn it, now there are two more combos for me to try out (Ice/Elec and Ice/KM), and I'm all out of room on my main server. Thank goodness for Tanker Tuesdays, which allows me to run characters on other servers, and still have a good time.
    I've only tried out Ice/Ice and Ice/Fire. Of the two, Fire is probably my favourite secondary, as the AoE damage output is fantastic for a Tanker. /Ice seems far more single target oriented, and can draw out fights against large mobs.
    /Ice actually does better AoE damage (compared to its ST damage) post Frozen Aura. Great minion/LT mower. Bosses take forever until you get an epic ST attack or actually take GIS (epic attack is more recommended).

    Quote:
    Originally Posted by Tesla_Rogue View Post
    What about Ice/Dark? -ToHit plays with +Def, naturally. Dark Consumption plays with Energy Absorbtion and suddenly you have even fewer End problems.
    Siphon Life is actually more beneficial to the set than the -tohit. EA, if slotted well, covers your extra defense and endurance issues - especially with IOs and cramming in lots of global recharge. While leveling, /DM has clear advantages, but in the endgame it starts to lessen with incarnate powers and whatnot.

    /KM has gotten several votes in this thread due to the synergy of dmg debuffing. The capacity to potentially floor the enemy's damage output is nothing to scoff at and plugs up that pesky psi hole in Ice/. Take Permafrost and you don't even have to worry about the -rech, either.
  16. Data link is broken and try to avoid using the long forum export... takes forever to scroll through.

    Moving on.

    Put a set of Coercive Persuasion (inc the proc) into Confuse, then frankenslot Mass Confusion and you're good to go. Contagious Confusion in Confuse turns the power into a mini Mass Confusion, sometimes.

    Also, you're right that Mind/ doesn't need defense to survive. High recharge builds mean at least one of your AoE controls will be up at any give time and it makes it super easy to do things like sleep the FP on the LRSF.
  17. I didn't even look at the build that you muled the concealment pool. Shame on me. I tweaked it a little bit by moving some slots around since you have an extra recharge buffer with a full set of LotGs. Completely forgot to ask but how are you doing with hover while using Stalagmites? do you have to drop out of hover?

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

    Click this DataLink to open the build!

    Ember Freeze: Level 50 Natural Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Fiery Assault
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leadership
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(17), Dmg-I(34), Dmg-I(40)
    Level 1: Flares -- Range-I(A)
    Level 2: Stone Cages -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(3), Posi-Dmg/Rchg(7), Posi-Dmg/EndRdx(31), Posi-Dam%(34), GravAnch-Hold%(50)
    Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(19), Posi-Dam%(36), Range-I(50)
    Level 6: Quicksand -- TmpRdns-EndRdx/Rchg/Slow(A)
    Level 8: Hover -- LkGmblr-Rchg+(A), Flight-I(9), Flight-I(40)
    Level 10: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(11), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Dev'n-Hold%(25), Thundr-Dmg/EndRdx(36)
    Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(13), Stpfy-Stun/Rng(13), RzDz-Acc/Rchg(15), RzDz-Acc/Stun/Rchg(34), RzDz-EndRdx/Stun(43)
    Level 14: Fly -- Zephyr-ResKB(A)
    Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Earthquake -- RechRdx-I(A), RechRdx-I(19), Achilles-ResDeb%(37)
    Level 20: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(36)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Stealth -- LkGmblr-Rchg+(A)
    Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Acc/EndRdx/Rchg/Hold(27), BasGaze-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(37), Lock-%Hold(50)
    Level 28: Consume -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(29), Efficacy-EndMod/Acc(29), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/EndRdx(37), Efficacy-EndMod(46)
    Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Animate Stone -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33)
    Level 35: Invisibility -- LkGmblr-Rchg+(A)
    Level 38: Blaze -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(39), Dev'n-Hold%(39), Thundr-Dmg/EndRdx(40)
    Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Dam%(43), RechRdx-I(43)
    Level 44: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(46)
    Level 47: Rise of the Phoenix -- C'ngBlow-Dmg/Rchg(A), M'Strk-Dmg/Rchg(48), RechRdx-I(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    Level 50: Pyronic Core Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Cardiac Core Paragon
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), RgnTis-Regen+(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(9)



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  18. Quote:
    Originally Posted by Maroon Warlock View Post
    I do have a question though: with a build like this do I want Cardiac Core or Musculature Core? I'm kind of leaning toward Cardiac Core for the end reduction and extra range.

    Anyway, here is my revised build! Thanks again for the all the feedback and suggestions!
    You won't really be able to tell if you 'need' cardiac for the endredux until you get to 50 and your build is complete. That said - high recharge + Consume = good end management. Cardiac would just prolong the amount of time you can fight until you need to use Consume, which is good when fighting AVs and up. So right now I'm going to vote for Musculature Radial so you get the +endmod, too.

    Side note. Sorry for derailing your original build idea. If you get the means to purple out your build you could probably rebuild this dom into a high defense/high recharge build. But starting out, boosted mez and comprehensive mez protection beats out defense. If/When you get to that point you just have to keep your global recharge at 90%, at least, with 3 slotted Hasten and you can do anything else with the rest of the build.
  19. Hey Maroon. 90% global recharge prehasten is a good place to get to for permadom. Makes maintaining it a helluva lot easier. Personally I would have just muled the Concealment pool for LotGs to make it easier (or until I got some purples in the build). Specifically for the build, I'd swap out Combustion for Incinerate and slot it with Crushing Impact to keep the 5% recharge bonus. Also, you're going to be permadom now - you don't need that KB protection IO in Fly. Use a common endredux.

    I'm way too tired to competently tweak the build while I'm at work, at the moment. Best advice I can give you is the try to build it on test/beta server and test functionality in AE. If you feel like the bit of defense you have is working out, then stick with it and work on gathering purple sets so you can revamp your build again for more efficiency in your slotting. If you feel like you really DON'T need that defense, then we can work to revamp your build using mule powers for additional LotG. Getting 5 of those makes building up your global recharge much easier.
  20. Ice/Ice tanks are great for AoE damage and while they do lack a little bit for single targets (bosses), ST attacks from the epic pools easily remedy this. Mine is Ice/Ice/Soul and FF+FT+IS+Gloom+IS makes pretty quick work of things. And with a decent amount of recharge, you can merge this chain with FA and Frost to have a hybrid AoE/ST chain.

    Right now I can run FA+Frost+FF+FT+IS+Gloom seamlessly with 152.5% recharge (Hasten up). Reactive Interface helps, too.

    It's a bit of late bloomer, obviously, but well worth the wait.

    Another combo that comes to mind is an Earth/Storm troller. This is something that I'm looking into making. With the right colorization on the Earth powers, it could look like snow or ice.
  21. Ok here's the reworked version. Managed to get Fireball in, which got me another 6.25% recharge.

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

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Storm Summoning
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(9), Dmg-I(45), Dmg-I(50)
    Level 1: Gale -- Acc-I(A)
    Level 2: Stone Prison -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(43)
    Level 4: Stone Cages -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/EndRdx(9), Posi-Dam%(34)
    Level 6: Quicksand -- RechRdx-I(A)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), ULeap-Stlth(37)
    Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(31)
    Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(45)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
    Level 16: Freezing Rain -- UndDef-Rchg/EndRdx(A), RechRdx-I(17), Achilles-ResDeb%(50)
    Level 18: Earthquake -- RechRdx-I(A), RechRdx-I(19)
    Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(21), DarkWD-ToHitDeb(23)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(43)
    Level 24: Assault -- EndRdx-I(A)
    Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Acc/EndRdx/Rchg/Hold(27), BasGaze-Rchg/Hold(31)
    Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(45)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Animate Stone -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(40), BldM'dt-Dmg(46)
    Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(46)
    Level 38: Lightning Storm -- 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(46)
    Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Dam%(43)
    Level 44: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    Level 50: Reactive Radial Flawless Interface
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    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), Numna-Heal(34), Numna-Heal/EndRdx(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(19)



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  22. Quote:
    Originally Posted by ketch View Post
    You seem to have a pretty good handle on how both sets work. As for Quicksand v. Snow Storm, though they have -run speed in common I view their other effects as the primary reason to take either, namely -defense and -recharge. Take a look at Cimerorans and you'll find a use for both, Quicksand to debuff their shield defense or Snow Storm to compensate for the loss of control when they buff mez protection. If forced to choose between the two, I'd probably drop Quicksand due to the presence of Tactics.

    Also, a word of warning: the knockback proc in Stupefy is frustrating. As you'll generally open with Stalagmites, it'll be an annoyance to see a few mobs randomly fly back before you can cage them to avoid the spread.
    Yea I've used it a little bit in other powers. If I wasn't going for the range defense I'd just frankenslot Stalagmites to get some more recharge into it.

    Thinking over QS vs SS (the Roman example helped). I'm thinking of dropping Snow Storm, shuffling things around, and picking up Fireball. So, sticking with QS, would I really need Tactics? Earth/ throws around a lot of -defense and if it works out well I could take Assault instead and put those 2 slots toward Fireball. Going to toy with it some and post a revised build in a bit. Thanks for the input!
  23. Quote:
    Originally Posted by LIinfinity View Post
    Hi Motley_Cruel,

    I know these builds can take a long time to put together on Mids'. And even when you have the build finally on your character you will want to make changes.

    In your post you forgot to mention what this Scrapper will be used for in the game. This is important for the purposes of refining your build.

    One thing I noticed right away is the slotting of the power Active Defense. I would suggest placing an End Red IO in the original slot, and that's it. Defense debuffs are generally very short in nature and not worth slotting against. The 2 slots you save in Active Defense would serve you better in Aid Self.

    Your travel power is Combat Jumping. I recommend dropping Grant Cover and picking up SS.

    Greater Fire Sword, drop the IO and in its place put a Crushing Impact: ACC/DMG/RECH. You want this attack to Recharge faster.

    Health, drop the slot that contains Miracle: Heal/End. Place this slot in your new SS or somewhere else.
    On a set that is primarily defense that also gives you some DDR that you can enhance, it is much more beneficial to enhance it. Defense debuffs are pretty widespread in this game. Anything with a gun or sword, uses radiation, or many other types of attacks have the debuff. Having that extra bit of DDR could mean the difference between winning or losing when you're fighting groups like 5th Column. That said, I do think that the Enzyme exposure could come out of its slotting.

    Same reasoning for keeping Grant Cover. That's more DDR. In terms of travel powers, for $10 you can get a booster pack that has one and doesn't cost you a power pick. The only time travel powers are necessary are for PvP and having fly/tp for the Shadow Shard (this also is remedied with purchasable jet packs. I personally skip travel powers now and all of my builds are better off that way. Even without a booster pack travel power, CJ+Hurdle+Sprint is fast enough to get you anywhere and if you're in a supergroup, you have teleporters, too!

    Finally, for GIS, the OP wants to have an endurance-efficient build. This doesn't just mean having a positive net recovery against your toggles, but also being able to sustain a fast attack chain multiple times or indefinitely.
  24. Quote:
    Originally Posted by Arbegla View Post
    i know B_C is talking about scrapper, but would a brute or stalker attack chain be any different? Would gloom help out in that case?
    Pretty sure if you can get the recharge, the chain discussed will work with both brutes and stalkers.
  25. Just out of curiosity, are these lowbie farms limited to brutes or can anyone with a low level AoE make reasonable use out of them? Also, is it made like a normal ambush farm - just with a lower level cap?