Infini

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  1. You can try this. I'm not an expert with either set, mind you. Didn't add slots or enhancements, though.
    EDIT: Welcome back!

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

    Click this DataLink to open the build!

    Level 48 Magic Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed

    Villain Profile:
    Level 1: Fossilize -- Empty(A)
    Level 1: Flares -- Empty(A)
    Level 2: Incinerate -- Empty(A)
    Level 4: Stone Cages -- Empty(A)
    Level 6: Quicksand -- Empty(A)
    Level 8: Hasten -- Empty(A)
    Level 10: Fire Blast -- Empty(A)
    Level 12: Stalagmites -- Empty(A)
    Level 14: Super Speed -- Empty(A)
    Level 16: Embrace of Fire -- Empty(A)
    Level 18: Earthquake -- Empty(A)
    Level 20: Combustion -- Empty(A)
    ------------
    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 -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)



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  2. I'd say power sink as it recharges in 1/3 the time of DC. Sure it doesn't do damage, but DC isn't an effective damage attack either with its recharge.
  3. Here's my planned km/regen build. 33% s/l defense and 133.75% recharge (hasten included). Only concern I've ever had with the build is attack accuracy when dealing with higher level foes.

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

    Click this DataLink to open the build!

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  4. I'm going with just enough defense on my bots/traps that the protector bots will softcap me. I can focus on a little more +recharge as a result. This is the first build I made but I'm still debating over which epic pool to stick with.

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

    Click this DataLink to open the build!

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  5. I just realized another difference in our builds. You have TK Thrust while I have Mind Probe. I used to use TK Thrust because it did better damage in PvP. Since PvP is less than enjoyable nowadays for me, I opted for MP for more PvE damage.

    As a result, I don't have any smashing damage to make easier work with Robots (another reason I had TK Thrust), but Sleet and Ice Storm help make up for it.
  6. Swapping the Soulbounds from Tornado into Soul Extraction looks like it shaves off another ~30 seconds from SE. Then just move the Exp. Reinforment unique to tornado and fill in the rest of the set to keep the +rech bonus.

    Then you could move two more pet uniques into tornado and get a couple more expedients into SE to ED cap its damage and recharge. Tornado looks to only lose about 2 seconds on recharge and has a higher end cost. SE, on the other hand, drops to 240 seconds compared to the original 312 seconds. That's 70 seconds total off of SE's recharge.
  7. You're planned build is exactly like mine (only exceptions are travel power and slotting of health/stamina). So, I can tell you that it is very solid. Toss in Spiritual for your Alpha slot and you should have perma DP.

    In terms of using the heal set uniques, while DP can cap your regen/recovery with max targets, a minor goal is to achieve that with less. In other words you want to get a hefty amount, even with just 1-2 mobs (such as AV fights). I personally don't use the unique IOs. I just use 2 common heal IOs in health and 2 common endmods in stamina. Recovery caps with 6 mobs and regen caps with 8.
  8. When slotting your defense, you really should pick either range or s/l. If you play at range most of the, I'd shoot for as much range defense as possible. It also allows you to avoid some mezz attacks that are used at range.
  9. Ok here's the last, hybrid, build. Decent amount of defense and recharge and retains Pyre Mastery for more offensive capability. The defense is ~33%, which is a key number as a small Luck inspiration (the ones that give +def) will put you at the softcap of 45% as the small one gives 12.5%. The drawbacks to this build is that it lacks a formal travel power and taunt.

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

    Click this DataLink to open the build!

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    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  10. Here's the next one. Not as much recharge as I hoped to get, but it does have more offensive capability with the Pyre Mastery pool.

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

    Click this DataLink to open the build!

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  11. Hey Kongar. Here's the first build I came up with for you. It focuses on s/l defense with a dash of extra recharge. The defense doesn't quite hit the softcap of 45% (which means you you have absolute lowest chance of being hit by a foe with a 50% base Tohit). It is a little over 42%, which is still pretty good as I have a blaster that runs with ~43% defense to ranged attacks and rarely gets hit.

    The next build I'll work on is one with lots of recharge and the last build I'll make will be a mix of the two.

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

    Click this DataLink to open the build!

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  12. If you're going to do a mind/psi dom, go for //ice instead of //psi. Sleet will increase your damage and goes nicely with the -regen in drain psyche.
  13. Quote:
    Originally Posted by Eldagore View Post
    Ice armor without hibernate....

    I dont know if anyone remembers the guy, but in the waaaaay back machine there was a player named Circeus that pretty much mastered his Ice tanker back in like I2 when ice armor was really quite horrendous compared to the other....3 primary sets...lol, the good ol days indeed.

    Anyway, he had dreamed up a new tier 9 as a theoretical revamp to ice armor he was proposing. his revamp had taken some of the regen/recov in Hibernate and split it into a few other powers, and then made a new tier 9 he named "Abominable"

    in short, it was similar to granite armor, but without th movement penalty and I think without the dmg redux, but it also didnt have the monstrous gain in res/def. I think it allowed the other toggles to still run and added some minor resists and a little def. It also transformed the player into one of those giant snow monsters(not like winter lord giant, minion size).

    I still bring that idea up once in a while, because i thought it was awsomesauce. First, it would avoid all the problems with "onoz patron powers!!" and second, YOU GET TO BE A SNOW MONSTER!! It does need to come standard with the roar and come get some idle animations built in, and of course the rediculous ragdoll physics if you were to actually be overcome by knockback.

    I dont know however how much animation work would need to be done to have the snow monsters do martial arts kicks, wield broadswords, swing claws or a katana, or perform a spine burst- so maybe the idea has grown outdated.

    As for ice swords, I say bring it on. I have been wanting to run that attack set, but I just dont play tanks anymore. I would actually be really pumped to see Ice/ coming soon for scrappers.
    I really like this idea. However, I wish they would just remove the nophase from hibernate while in PvE areas, allow it to work with enhancements like Mind Link - can't use recharge enhancements but you can use set IOs with recharge components - and allow it to be affected by recharge buffs.
  14. Quote:
    Originally Posted by Elegost View Post
    SR is only even partially viable in pvp when you have elude up (because of the elusivity bonus it provides). Otherwise, the set is meh.
    You'd be better off with a km/elec or km/regen (scrap or stalk). Having a ranged attack is good, and CS hits pretty hard, damage in pvp is directly proportional to the activation time, so CS and FB are pretty good attacks. Unfortunately, power siphon doesn't work well in pvp, so the set is typically more useful on stalkers (who get BU instead).
    There's just no way around it, resistance sets are just better in pvp these days due to numerous changes (or technically, healing /max hp sets).

    While leveling my km/inv, I only skipped confront and FB, I preferred the faster activating BB, SB, and QS over FB, and I liked having the cone, even though it did a bit of KB. from /sr, you should pretty much pick up everything asap, defense is the trick in your one-trick-pony.
    Repulsing Torrent is one of the most fun powers I've used in a while. I've been tempted to make a bowling outfit for my km/regen as I feel like I'm bowling when I use RT against a group of nicely gathered mobs. Technically speaking, it can give you some breathing room to heal after you've knocked everyone away.
  15. Quote:
    Originally Posted by Dechs Kaison View Post
    There are two concepts I want to go with, but I can't decide on which sets to go with. I've narrowed it down a bit, but I'm not sure how to pair everything.

    My two concepts can pretty much use either demons or necro. One will be Dark Miasma or Storm, the other Thermal. I don't want to duplicate anything, so my choices are:

    Demon/Thermal and Necro/(Darkor Storm)
    - or -
    Demon/(Storm or Dark) and Necro/Thermal

    The first concept is an evil guy from ancient Egypt, and he will be whatever combo ends up with Dark Miasma or Storm so I can color it like sand. Set gave him powers to control the sand, and would either give him demons or undead minions to control.

    The second concept is a very flashy stage magician who accidentally summoned demons or undead during his act. The ensuing chaos cost him his career, and he now has to cope with being unemployed and followed by demons/undead.

    How would you combine the sets? Which way fits concepts better? Which has more min/max potential?
    Conceptually, I'd say Necro/Storm for the Egyptian. As someone else pointed out, you can say they're mummies and give them egyptian names. The wind based powers in Storm could be like sand storms. Freezing Rain kinda doesn't fit, but if you can recolor it you could just say it's clumped sand. Really any of your options for secondary would fit the egyptian theme but I'd stick with zombies for the mummy bit.

    For the magician I'd say Dark or Thermal to go with demons. Demon/Therm is a beast (got one stalled at level 32 because I started a bot/traps lol). Conceptually you could use dark and play it up as your stage magician was trying to spice up his act with incantations he found in a book (which he believe to be fake). Thermal would also work because you could say he's a magician that uses pyrotechnics in his act.
  16. Quote:
    Originally Posted by Rangle M. Down View Post
    One thing that wasn't mentioned is the change to the game called Enhancement Diversification, also known as ED for short.

    Basically what ED changed was how many enhancements of a single type you could slot into a power without the effect of the enhancements dropping off. What that translates into is that you really don't want to slot any more then three specific type of enhancement in one power, such as defense buffs for example.

    Places were you've done this are Fire Shield, Plasma Shield, Hasten, Stamina, Healing Flames, etc. Except for IO set bonuses, or getting end redux in the shields, any more then 4 slots in your defensive powers are usually considered a waste of slots. Hasten is considered pretty well maxed out at three recharges. You might eek out a few percentage points more, but that's about it. Very negligible for the slot cost that could be used else where. I could go on, but I'll let you check out the link below.

    For a more details on Enhancement Diversification, read here.

    Welcome back to the game.
    Doh! I forgot about. Thanks for catching that. Basically more than 4 SOs worth of enhancement or 3 common IOs worth becomes negligible. Take an enhancement that normally gives 33% as an SO. As an IO, it will give 42.4%.
  17. Quote:
    Originally Posted by New Dawn View Post
    When it comes to taunt its more than about LR on the STF. It's about doing as much of anything as you can possibly do with any team as low a level as you like. You should be able to think up as many different team mixes as possible and have a solution for many different scenarios. Need is an hopefully an unnecessary word and no certain defender should become a crutch.

    ...

    All powers offer flexibility though and you trade one for another with what you take. I'd sooner tank anything and keep damage off of everyone wherever, however possible, when needed.
    This pretty much sums it up for me. There really isn't a 'need' for anything in this game and that's what makes it great, imo. Taunt definitely allows you to be more adaptive to ever-changing scenarios. I used to swear by my being tauntless. Using the LR fight again, the first time I tried it was without taunt and I could hold LR just fine using CE. However, if there were adds (from the flyer) I would instinctively leap over to grab the adds, and would lose aggro on LR just long enough for him to kill half the team. Taunt helped to alleviate this issue. I also agree with the -range comments. If it didn't work on AVs I would just resort to pulling AVs closer to the clump with older methods of moving out of their range briefly or breaking LoS.
  18. Quote:
    Originally Posted by Santa_Laws View Post
    Real quick on this... have you ever just stealthed and had people ask for a TP and you simply say "I got this."?
    Depending on the mission, yes. All the time. I get scrapper lock on my Icer - formerly known as Winter Dragoon - now known as Fimboolvetr (the harsh winter before Ragnarok in Norse lore). When I team with friends or folks from my global channels, I get much praise. PuGs hate me, though, because of the scrapper lock. That and my excessive need to herd AVs in multiple AV missions (well just herding in general). Fim only runs at one speed - Badass, which is ironic because of his icy nature.

    EDIT: forgot to mention that new build looks good! My following suggestions are merely to taste and won't really affect high level gameplay.

    As to your revised build the only thing I have is maybe trying to get frost in earlier (I don't know how much you exemplar). Another minor thing would be the great debate over the validity of GIS (dropped it in favor of IS and haven't looked back). If you wanted to get frost earlier you could swap it with permafrost. The steadfast IO will still work even if you exemp (but only within 3 levels lower than the level of the IO, itself).

    Then it looks like you're still mulling over on slotting for frozen fists? This next bit I typed up before I saw your most recent posts. Couple options for Frozen Fists are to use the remaining 5 slots for crushing impacts for another 5% recharge bonus or add 1 Common ACC IO and 4 more damage procs from Impeded Swiftness, Touch of Death, Mako's Bite, and Gladiator's Strike. I used to run it like that (except the pvp proc) and it was pretty nice to see them proc all at the same time - though very rare. If you wanted to boost FF's base damage, too, you could try 2 Nucleus Exposures and 4 procs. Possibly even drop a slot to toss in another slot for Health for the regen tissue unique or spread out all of the slots from FF. It really only needs an ACC to lead off your attack chain with bruising.

    The Incarnate powers are quite tasty. I personally went with Rebirth Radial to have 2 heals. It's very handy for some fights. Get hit for 50% of your health - pop Hoarfrost. Get popped again, hit Rebirth and be golden. One or the other is usually recharged by the time I really need it again. I just realized I did a switcheroo on 'hit' and 'pop' in that scenario lol.
  19. Quote:
    Originally Posted by Santa_Laws View Post
    Infini, not quite sure when this became a pissing match. I am sorry if I offended you. Your build is a good build, don't get me wrong. I just took offense when in the process of showing my build I ended up having to explain every single little detail and then defend my choice on how to play, how much I invest in my own build and even then, I cannot win with some people.

    I don't care that your build cost less, or that you get out of it a great deal that I do, or that you have fun with your build. What I do care about is when someone says that I make unorthadox choices and then talk down to me. That is why I got defensive.

    I did relook at some numbers and yes, while I did compare most powers side by side, I forgot to unclick BU on mine or click BU on yours. Additionally, I did not have the accolades or incarnate powers turned on on either build because depending on the power, it would greatly skew the numbers and there is no easy way to compare with them turned on.

    I did find it humorous that you employ the same tactic for stealthing that I do.

    Unintentional pissing match, I assure you, as I haven't been offended. You generated a lengthy list which I felt needed a reply, however. I didn't mean to offend you and my apologies for that. If your tank works great ingame, then that's awesome. I was making observations solely on the numbers from Mids. Kind of hard to base it on gameplay since we've never teamed together. I am rather impressed that you created such an expensive build. The time and influence invested is pretty cool, in my book. Shows that you really enjoy the character. When I actually sit down to play I'm a bit more than a casual player but I've never invested so much in a single character. Time, certainly, but not influence.

    Anyways, sorry for all that. And your comment on us stealthing in the same manner is pretty funny. I've been on teams where everyone's trying to figure out who's going to stealth to the end of a mish to use AtT and by the time they figure it out I'm already at the end lol.
  20. Quote:
    Originally Posted by UnicyclePeon View Post
    The reason I hate frost is because I can never hit anything with it. Maybe 2 guys. I have tried and tried. I suck with powers like Shadow Maul and the short cones in the melee sets as well. I just either have to pretend they are single target attacks or drop them.

    Anyway I think I'll go for taunt maybe and just live with 45.5% defense or whatever.

    Thanks all!

    Lewis
    Frost is still decent in single target applications. When compared to something like Shadow Maul, however, Frost is far better because it gets an extra 4' base range that can be enhanced, unlike SM and other melee based cones. But if you're happy without it then that's good, too! :-)
  21. Quote:
    Originally Posted by LSK View Post
    I disagree about that for I have a SD/BA tank and I use taunt quite often in HAMI, the trials, STF, and many other TFs, and mish especially if there is a blaster/dom that can get aggro and u are not near the foe to get his attention back to you.
    Oops I meant LR in the STF. Anyway, yes there are exceptions to any rule. For most content, it's not really necessary to have taunt unless you don't like to use your attacks. For a lot of the endgame content, taunt's usefulness increases a lot, which is why I finally included it in my Icer's build. As far as you example of a range squishy stealing getting aggro from a mob you're not near... I never said going tauntless didn't have drawbacks. It requires a very active and mobile playstyle to do it well and herding is encouraged.

    So to be more specific, for general content while leveling up your tank, taunt is pretty much optional (only if you're willing to be more mobile). In the endgame it indeed has several uses and I'm glad I have it for those situations.
  22. First of all, welcome back to the game! Many cool things have happened while you were away, namely the Fitness pool now being inherent (free for everyone at level 2!). Inventions also have a heavy impact on builds and playstyles. For your case I can help with the Ice Melee part, but I'm by no means an expert on Fire Armor. That said, most folks who play resistance sets like FA strive for extra smashing and lethal defense in their builds, which vastly increases survivability. Another route to take is getting as much extra global recharge (all powers recharge faster!) in order to abuse Healing Flames and kill things faster. Also, content booster packs have been released (have to pay for them) and are basically costume packs. Some of them, however have a travel power that's way better than sprint, but not quite as good as an actual travel power. Acquiring one of these will allow you to skip over getting an actual travel power and let you use that power pick for something else that would benefit you.

    Changes to Ice Melee have been glorious! Frozen Aura is no longer a useless pbaoe sleep power. It does all cold damage that is on par with Foot Stomp's base damage and still retains the sleep component. I believe Frost's range was also increased and now the Tier 1 attack in all tanker secondaries apply a secondary effect called bruising, which is a resistance debuff.

    On to your build. As I said, with Inventions, there are numerous ways to go about it. That said, there are a couple of things that will be beneficial regardless of how you want to build. There is an IO called Steadfast Protection: Knockback Protection. This IO can be slotted into powers that accept resistance IO sets and gives you KB protection. with 3-4 of them you will no longer need Acrobatics in your build. There is a defense based version of this IO found in the Karma set that can be slotted into powers that accept defense sets. After that, there is a slotting style called Frankenslot, which is basically just maximizing the attributes of your powers with set IOs that enhance multiple aspects of a power (similar to how Hamidon Exposure Ehancements work), but not looking for particular bonuses that you acquire while using more than one IO from a particular set. This would be the way I would start out playing as Frankenslotting will let you get the most out of your slots, while using less slots in most cases. Your attacks can be maximally efficient with 4-5 slots and your toggles on 3-4 slots now instead of trying to 6 slot everything. This translates into more overall efficiency as more of your powers can get slots.

    Ok I'm rambling on about that lol. Check out http://wiki.cohtitan.com/wiki/Inventions for more details on the Invention system and play update Mids to play around with builds and look at the various IOs and what they can do for you.

    In the meantime, I threw this together for you. It's just power picks. I didn't add slots because I don't know what kind of budget you're looking at and whatnot.

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

    Click this DataLink to open the build!

    Level 48 Natural Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Ice Melee
    Power Pool: Leaping
    Power Pool: Fighting

    Hero Profile:
    Level 1: Blazing Aura -- Empty(A)
    Level 1: Frozen Fists -- Empty(A)
    Level 2: Ice Sword -- Empty(A)
    Level 4: Frost -- Empty(A)
    Level 6: Healing Flames -- Empty(A)
    Level 8: Combat Jumping -- Empty(A)
    Level 10: Fire Shield -- Empty(A)
    Level 12: Plasma Shield -- Empty(A)
    Level 14: Super Jump -- Empty(A)
    Level 16: Boxing -- Empty(A)
    Level 18: Burn -- Empty(A)
    Level 20: Ice Patch -- Empty(A)
    Level 22: Tough -- Empty(A)
    Level 24: Weave -- Empty(A)
    Level 26: Consume -- Empty(A)
    Level 28: Freezing Touch -- Empty(A)
    Level 30: Fiery Embrace -- Empty(A)
    Level 32: Rise of the Phoenix -- Empty(A)
    Level 35: Build Up -- Empty(A)
    Level 38: Frozen Aura -- Empty(A)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;803;356;712;HEX;|
    |78DA6DD1DD4BC2501400F03B9C8C4DC586A82D3543F0A11E4651EF1199206808F52|
    |E434F3A1A736C13F2AD3FADA2AF7FA68FFF601DCF8E11DE2E1BDCFB3BF79CFB35B8|
    |EBE485B83F154AFEDC73A26874EDF8B7106A974EBC081D4F6842082BB551076EC08|
    |FC0EEBA102E476718AF7064001E80DD1B43DA337BFE0C42F0637BDDC90FE773CFEE|
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    |F785938FD5FB2B7FA35F927C4AF22DC90F60810408|
    |-------------------------------------------------------------------|
  23. Quote:
    Originally Posted by Santa_Laws View Post
    I checked out your build side by side with mine. While most of the stats are comparable, there are some major differences -

    First - You did softcap yours, but you alsoovercapped meaning that the amout you went over is useless for everything except incarnate trials.

    Second - Your weakest DEF damge types are Fire/Cold def. Same with mine, but I am a good 8% higher than you. The trade off is you also have less resistance to fire my 13%.

    Third - Your Max HP is higher than mine at 170.7% vs 155%, but that is the trade off for DEF and RES.

    Fourth - MY Regen and Recovery is higher than your despite the difference in the way Hoarfrost is slotted.

    Fifth - I run faster, Jump faster, jump higher, and I fly.

    Sixth - I have PVE and PVP stealth whereas you do not.

    Seventh - Haste. Because you have Hasten you are faster at recharging. Yours is +152.5% where mine is +40%. I will let you know that I do make up difference if I slot my incarnate power to help though I do not know by how much.

    Eigth - Damage. You sit at +5% where I sit at +176.5%. Huge difference.

    Ninth - To Hit buff. You +6% vs me with +68.3%

    Tenth - The Status protections and resistances. I have better Hold/Stun/Sleep Protection, KB Protection and Stun Res., Sleep Res, Confuse Res, and Fear Res. Additionally, I have Hold protection whereas you do not. On the other hand, your Immob Res is higher.

    So in all, where your build is cheaper and more conducive to most peoples needs, mine is designed from the ground up for me. My build is not for the causal player nor should most experienced players attempt it. My build is expensive, it requires a learning curve, and it requires an open mind.

    I also am constantly looking to how I can make it better. I am taking several suggestions to heart and plan on making a couple of changes.

    No disrespect, but I disagree that your build "outclasses" mine.

    P.S. - Check your build. Some of your set bonuses are not applying because you have hit the limit. Mine has no such problems.
    My rebuttal -

    #1 - My defense numbers are, in fact, for Incarnate content, too. Also, I don't have to rely on EA for defense, which is beneficial when you're, say, stealthing a mission without actually having stealth.

    #2 - Two words... Darkest Night. A 16% tohit debuff to everything except AVs, mainly, but that isn't the shiny part of this power when used with Ice Armor. It's the 21% damage debuff that stacks with CE's 14%. That's 35% total in damage debuffs, which applies to ALL attacks instead of having specific resistances. Just for giggles, I also use Void Radial Judgement, which adds another 50% dmg debuff for a time. That's 85% in dmg debuffs! Damage debuffs are one of the few things not resisted by AVs. Just by level modifiers.

    #3 - Don't forget accolades. It's actually 188.6% vs 175% with Hoarfrost on. Hoarfrost off is 152.4% vs 135%. May not seems like a whole lot, but my higher HP takes more advantage of our similar regen numbers. Couple that with my 35% damage debuff listed in #2 and I have very decent resistance to everything - even Psi.

    #4 - My 275% vs your 279% regen. I'll give you that. Your base recovery is also higher than mine. What you're not taking into consideration is consumption. After that, my net recovery is greater. Not to mention that my EA recharges a bit faster than yours, too.

    #5 - I use Ninja/Beast Run and Jetpacks if necessary. Those powers, along with Inherent Fitness, have driven my build style to be anti travel power unless it's SS for stealth or other conceptual reasons. I just don't see the point in them unless you're PvPing.

    #6 - Moot. IO stealth is pretty useless on its own. Anyone in PvP that actually plays that way will have some sort of +perc. In PvE you need at least SS to be completely invisible. I'll take my native softcapped defense over IO stealth. I just toggle off CE and Icicles and run like mad through missions I stealth.

    #7 - It's a considerable difference. My EA is up in ~17 seconds whereas yours is ~28 seconds - to put things in perspective. I can also utilize Spiritual for my Alpha, but only do so when farming. I prefer Cardiac for normal play.

    #8 AND #9 - I'm lumping these two together because they suffer the same issue - your numbers are greatly skewed and I'll tell you why. When you slot a BU proc in Mids, it is always on if you toggle it on. In your BU, you're getting BU's number with the proc's numbers automatically added to it. In order to get a more reasonable view of the effects BU will have on your powers, you have to unslot the proc when you toggle on BU. Also, when comparing your build to mine, you didn't even toggle on BU in my build.

    What does it mean? Well, your 176.5% damage buff is actually 96.5% and your 68.3% tohit buff is actually 28.3% (these are with BU on but without the proc). Without build up you have 16.5% +dmg and 0% +tohit. Your +dmg is indeed higher than mine, but by 11.5% instead of the huge difference you claimed and my meager 6% +tohit beats out your 0%. Not your fault - that little quirk in Mids is something lots of folks overlook. That said, if you want to keep the BU procs in the comparison, you should know that I use the Decimation BU proc in my Gloom, which means it will statistically fire off more often than it will in your BU as Gloom recharges faster. On top of that, my BU power recharges considerably faster than yours, making your extra 11.5% +dmg negligible.

    #10 - I'll give you the higher mez prot/res numbers but I'll say that they really only matter in PvP.

    On your insight to my overage on set bonuses - it is just one bonus, which is a 9% Acc bonus. Not a huge deal, though it kills me because I do try to avoid going over the cap in my builds. This particular one just had to happen, though.

    I didn't take offense or disrespect to your post. However, I stand by my claim that my cheaper tank still outclasses yours. I respect your vision of building your tank and it's not like I'm saying it's gimped or anything like that. If it works for you, that's great in my book. Just going by the numbers, though, it under performs in relation to the amount of influence you've invested into it. If I had 20 billion to spend on a build I'd expect it to make everything boringly easy, not just ingame, but it my normal day to day life as I would expect it to become corporeal, too (joking, mind you).
  24. Quote:
    Originally Posted by PowerLeveler View Post
    Really quick lookover since I don't have Mid's installed on this thing yet.

    1. Domination gives you knockback protection. Take that -kb proc out of combat jumping and replace it with luck of the gambler procs for extra recharge, and if you can get ahold of one, the Winter's Gift proc for some slow resistance in Superjump. A +resist in tough, I reckon.
    2. Six slot char. It is the most useful power you get, really. Throw in the Ghost Widow and the Essence of Curare triples to cap everything that it does that matters.
    3. I'm not sure that hoarfrost is the best way to go. Even with drain psyche pumping up your regen to take advantage of the +hp, dominators don't have a big HP base. Hibernate has been way more useful to me than Hoarfrost was.
    4. Psionic dart is terrible. You're wasting those slots.
    Agree that Psi Dart isn't worth of slots... use them elsewhere. Alternatively to the extra slots in char, you could keep the 4 basilisk and add 2 common damage IOs.
  25. Quote:
    Originally Posted by Carnifax_NA View Post
    I found the Domi version pretty godly, even in my mid 20s. Dunno if there's a difference between them but there shouldn't be other than AT modifiers (and even they may be the same).


    Maybe it just suits some Domis better though as they have the tools to get more out of it (being able to AOE mez to give time for the regen to kick in, or as in my Ice/Psi's case stacking the +regen with tonnes of -recharge and confuse).
    The dominator version is stronger and it's a lot safer to use to get the full benefit on a dom.