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Posts
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Quote:IM doesn't have a good ST attack chain on its own, but toss in the ST attack from an epic pool and it will round out a ST chain pretty well if you have some global recharge in your build. With 82.5% I can run FF > FT > IS > Gloom > IS > FT > IS > Gloom > FF pretty well and fixes one of the issues I had with the set - soloing and bosses. Hasten on top of the global recharge makes the chain even more seamless. An alternative to using an epic attack could be Frost. I'll have to test that out at some point.I think Ice Melee has yet to shake it's reputation from back when it was truly an abysmal damage set. It's actually one of the better melee sets for AoE damage now, though it still lacks somewhat vs single targets.
It got changed quite a long time ago, but there's been little notable shift in it's perception.
I have a WP/Ice tank myself, and I find him very enjoyable (though ice SFX still rather annoy me). -
A power like Mass Hypnosis shouldn't activate the Interface procs as it doesn't do damage. Mesmerize, on the other hand, would. Realizing this, I need to change Interface on my mind/psi dom since I use Mesmerize to cover MH misses on TFs like the LRSF.
If you rely heavily on the sleeps for survival I would just go all -res in reactive instead of the DoT. -
You can save yourself 2 slots by slotting 4 Reactive Armors in Tough instead of the Aegis. I know you want the fire/cold defense but honestly pure fire attacks are rare and pure ice attacks will be 90% resisted, anyway. After that, all the other fire attacks have another attack type attached to them, which you have defense against.
Four slot Tough and take the 6th slot out of Gloom and put them into EA. You'll still be at 45% to s/l/e/n without EA on. The slotting I've been using with mine I think gives the best bang for your buck and you've got other HOs in the build, why not toss some membranes into the mix, too? -
Another thing to ponder on... dropping Taunt. Ice Armor doesn't NEED it, per say. 1 endredux and 1 taunt IO in CE will hold most aggro (Shielders should be the only thing pulling aggro off you). On my Icer, Taunt is for pulling ranged mobs in closer instead of holding aggro. So you could drop Taunt, put some spare slots in EA and pick up Hasten. EA does have a taunt component to it, and slotting it for some endmod will also make you a sapper, draining mobs after the second application and keeping them that way.
This build is a bit more expensive but with coupled with your spiritual alpha, hasten is near perma, soul drain is near perma, hoarfrost is stackable, EA you can perma double stack with some trinkling into 3 stacked, and siphon life is giving damn near 400hp every 3-4 seconds. Also, I'm pretty sure you can run smite>MG>smite>SL as your attack chain - tossing in shadow punch every other chain for bruising.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def(15), LkGmblr-Def/EndRdx/Rchg(34)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 2: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(7), C'ngImp-Dmg/EndRdx(43)
Level 4: Chilling Embrace -- EndRdx-I(A), Taunt-I(37)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 10: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(11), Dct'dW-Rchg(37), Dct'dW-Heal/EndRdx/Rchg(46)
Level 12: Icicles -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(13), M'Strk-Acc/EndRdx(15), M'Strk-Acc/Dmg/EndRdx(37), C'ngBlow-Dmg/EndRdx(50)
Level 14: Boxing -- Acc-I(A)
Level 16: Siphon Life -- HO:Nucle(A), HO:Nucle(17), C'ngImp-Dmg/EndRdx/Rchg(17), Numna-Heal/Rchg(21), Numna-Heal/EndRdx(21), Numna-Heal/EndRdx/Rchg(33)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(19), LkGmblr-Def/EndRdx/Rchg(34)
Level 20: Super Jump -- Jump-I(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(23), RctvArm-EndRdx(40)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(25), LkGmblr-Def/EndRdx/Rchg(34)
Level 26: Energy Absorption -- LkGmblr-Rchg+(A), HO:Membr(27), HO:Membr(27), P'Shift-EndMod/Rchg(31), P'Shift-EndMod(33), Efficacy-EndMod/EndRdx(46)
Level 28: Soul Drain -- Zinger-Acc/Rchg(A), Mocking-Acc/Rchg(29), AdjTgt-EndRdx/Rchg(29), GSFC-Rchg/EndRdx(33)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Hibernate -- Heal-I(A)
Level 35: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-EndMod/Rchg(43), P'Shift-EndMod(50)
Level 38: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Dmg/EndRdx(40)
Level 41: Gloom -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Dmg/EndRdx(42)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-Rchg/EndRdx(48), DarkWD-ToHitDeb(48)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A)
Level 50: Spiritual Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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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 -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(9), RgnTis-Regen+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(9), EndMod-I(43)
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To solve you endurance issues with AV fights. Cardiac Core! Also, get two more slots into EA and frankenslot it like I do in the build I posted. Loses a whopping 0.03% defense but almost doubles the endurance you get back from a single target. I had similar issues with my tank. Endless endurance in groups but sucking wind against single hard targets. Cardiac, alone, changed that.
Since you'd lose the near perma Hoarfrost, but have Siphon Life, I'd say go Ageless for your Destiny slot. -
Building for the 59% unnecessary. Just deal with the hurt early. That said, Ice Armor is capable of hitting it if you're build to the 45% softcap. This requires two applications of target capped EA, however, which isn't too difficult to get in the trials. That said, if you build it right and used at least a T3 Nerve, you can go over 60% defense with one target capped EA.
Take a look at my build here and then just play with the incarnate slots. I use Cardiac Core 90% of the time.
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Quote:While I can agree that we probably won't even see a hint of possible changes to the set in the near future, that does not me we shouldn't at least come of with some good ideas for the devs to look over. When tanks were trying to get Ice Melee buffed, it took what seemed like forever. I guess with anything it all comes down to timing and right now the timing is bad with all of the Incarnate related things coming down the pipeline.The sad thing is that poison trap isn't even that great a power. Its situationally useful.
Its just poison sucks so bad people are grasping at anything that seems plausible to implement.
Honestly, poison is a total loss, I doubt it'll be fixed ever, its just going to have to live on as a highly niche secondary thats rarely seen for good reason. Sure, it has its special little place where it works almost as good as traps or dark, but for most content its pretty awful.
Us poor suckers who actually took this set to fifty can be proud that we can endure!
Mercs/Poison FTW! After that, all the other sets seem awesome
In terms of the actual changes to the set, it's either going to have to be made into another AoE set, lacking any unique qualities, or take its unique qualities and strengthen them. A few of us in this thread have taken a crack at redoing the set as a whole (myself included), but I think now we're being more sensible and focusing on individual powers first. Poison Trap being the obvious starting point.
While the set does need some more AoE mitigation, I think it should remain the "Hard Target Hunter" it was thought to be when it was first introduced. -
No harm no foul. My mistake for not fully explaining that to begin with. Also I shouldn't have called you out like that. Pet peeve of mine about assumptions, and all.
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Quote:It's description does not say you HAVE to be on the ground, just kinda figured you would since you're stomping on the ground and all.no.
if it says you have to be on the ground... you have to be on the ground.
Also, some powers that require you to be on the ground CAN be used while hovering at ground level. Trip Mine and Gun Drone in /Devices, for example.
Edit: meant doesn't not does say -
I went Reactive and Rebirth on my Ice/Ice. Reactive, obviously, to help with /Ice's lack of damage and Rebirth for a heal to use when Hoarfrost and Hibernate are down. Well that was the idea, I actually use Rebirth first when I get hit, lol.
Another interface you could consider would be the one that does -tohit/regen or the one for stacking -dmg sounds fun, especially if you can get darkest night to stack even more. -
Can you hover as low as possible and still use Fissure like some other powers that require you to be 'on the ground'?
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Quote:Oh assumptions based on limited information. I never said I rarely use it because it is a shadow of its former self or because it doesn't guarantee a stun. My current playstyle with him limits use of PSW. Typically only use it after I go in for DP, then I PSW and back off for Terrify, Psi Scream, Sleet, and Ice Storm.*blinks* So if in /thorns, spine burst could both stun and give -recharge, you wouldn't use it? Or Ice sword circle in /ice? or combustion in /fire? (with a faster cast)
I understand it's not what it used to be, but you take a tool and use it for what it is. In any other set, it would be a good power. In it's own set, it still is.
Just saying it would be nice if the stun had a higher chance to hit, which would apply to similar powers, too. It's still a good power for what it does and would probably see more use if paired with a primary that likes to hang around melee like Elec/. -
Quote:With any defense set, it's usually best to work towards softcapping that defense. Of course, for WP that can be easy or hard depending on secondary. After defense, go for a mix of +hp/regen/recharge. Spiritual Alpha will definitely add to this, too. As far as Endurance goes, you should be ok with 2 +recovery powers and slotting in attacks. End drains can still get you, but that's what blue skittles are for.The goal of a tank when I make one is survivability. I know I'll catch some backlash for saying this, but there is nothing more I hate than doing an STF and getting all the way to the end to find that our tank can't hold Recluse's attention/stay alive, even with buffers/healers.
So the goal of this tank I think would be to stay alive and hold aggro easily, and hold mobs and AVs (HAHAHA) in place while the rest of the team cuts them down.
This will be a strictly teaming character. (Unless I'm forced to do something solo.)
I hear a lot of people chattering about ice patch, so it would make sense to boost the recharge on that as it is an easy and effective way of immobilizing groups, right?
But at the same time, Ive got to stay alive so defense/damage resistance also needs to be high, BUT THEN AGAIN, i assume there needs to endurance fixes for the end crash.
All that being said, Would it be a bad idea to slot for defense/damage resistance and endurance recovery, then go alpha spiritual for recharge? -
Yea I rarely see things get stunned by PSW. Then again I rarely use it nowadays, too. If they don't up the damage a bit it would be nice if it was 100% chance to stun.
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Unfortunately for while the -Special is only available to MMs in /Poison, Cold Domination also has it in Benumb. Yes Poison does have good debuffs, but if you compare Envenom/Weaken to its AoE counterparts, the AoE versions are going to come out on top for the simple fact that they are AoE and have slightly below, equal, or higher debuff values than what Poison offers.
Cloning the Traps version of Poison Trap isn't the solution, either. Traps works because you can 'turtle up' with all of your traps and just destroy things. Poison is a ranged debuffing set and therefore should remain that way. Now if you want to propose that you take the values of the Traps version, cut them in half, and make it a LAoE, that's another story. I think the solution for Poison Trap, however, is to buff the power to make it useful, but also skippable. Making it similar to Static Field accomplishes this, I think.
After Poison Trap is fixed to be more useful, then attention can be turned to the other powers in the set. Since there have been comparisons to AoE vs ST, look at it this way. A ST attack does way more damage than an AoE attack (except nukes, of course), so applying that to this issue would mean that not just Poison's ST debuffs, but all ST debuffs should be considerably stronger than their AoE counterparts.
Until a Redname chimes in on the subject, I can only assume that the debuff values of Envenom and Weaken are as they are is because they do so many things simultaneously. -
Been a long time since I build a WP/ toon. Forgot it can be quite expensive to softcap defense but I took a whack at it anyway.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Ice Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam/Rchg(34)
Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 2: Ice Sword -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(33)
Level 4: Frost -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(15), Posi-Dam%(33), Range-I(46)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def(42)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(9), Numna-Heal/Rchg(11)
Level 10: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 12: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(13)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19), Ksmt-ToHit+(43)
Level 16: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(17), RechRdx-I(31), RechRdx-I(48)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def(34)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam/Rchg(37)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(37)
Level 26: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Numna-Heal/EndRdx(43)
Level 28: Freezing Touch -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-Rchg/Hold(31), Dmg-I(33), Dmg-I(46)
Level 30: High Pain Tolerance -- RgnTis-Regen+(A), Numna-Heal(31), Numna-Heal/EndRdx(40)
Level 32: Strength of Will -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
Level 35: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(40), Mocking-Rchg(50)
Level 38: Frozen Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(50)
Level 41: Gloom -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42)
Level 44: Dark Obliteration -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Dmg(46)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Resurgence -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Total Radial Revamp
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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 -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal/EndRdx(27), Mrcl-Heal(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13)
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WP/ is probably the #2 set that takes the most advantage of /IM (SD/ being #1 due to AAO boosting /IM's damage). Unless you're consistently on teams, leveling a wp/im might be sluggish until you get Frozen Aura. Post FA, IM has great AoE damage but lacks a solid ST attack chain until you get epic attacks.
Pretty much take all of IM's powers except Greater Ice Sword as it has the most 'meh'. If you can find slots for it, 6 slot Frost, Freezing Touch, and Frozen Aura. Frost for an extra Range IO (extending the range to 13-15' is great). FT you can 4 slot Basilisk Gaze for the def/rech bonuses and toss in 2 Dmg IOs for the damage (also helps with holding bosses). For FA, if possibly, toss in the Call of the Sandman: Chance to Heal proc. My Icer with 2480hp gets 95hp heals when it goes off with a max potential of 950hp if it procs on all 10 targets hit by FA. I've personally seen it go off of 4-6 foes while 2-3 seems common.
Then there's Ice Patch. Ice Patch allows you to sort of tank over your aggro limit. Say you're already capped on foes and some teammates have additional aggro. Just hop over to them, drop IP, and hop back to your original spawn. This, of course, pretty much works only on those who lack KB protection. Also, it only needs the base slot with Recharge to be good to go.
I also vote for Spiritual for your alpha with this combo. the +heal bit will help WP while the recharge will do wonders for IM. -
How about this:
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Living Electron-PLAN: Level 50 Science Dominator
Primary Power Set: Electric Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), Dmg-I(5), Dmg-I(25)
Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(46)
Level 2: Bone Smasher -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(23)
Level 4: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(11), Enf'dOp-Acc/EndRdx(11), Enf'dOp-EndRdx/Immob(23), Dmg-I(43)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(46)
Level 8: Conductive Aura -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc(43)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Static Field -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(13), CSndmn-Sleep/Rng(15), CSndmn-Acc/Sleep/Rchg(15), CSndmn-Acc/EndRdx(17)
Level 14: Super Speed -- Run-I(A)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(19)
Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(34), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(39)
Level 20: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(36)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(36), S'fstPrt-ResDam/Def+(37), RctvArm-ResDam(46)
Level 26: Synaptic Overload -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(27), Mlais-Conf/Rng(27), Mlais-Acc/Conf/Rchg(33), Mlais-Acc/EndRdx(33)
Level 28: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-ToHit(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/Rchg(37)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(31)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(43)
Level 35: Vengeance -- LkGmblr-Rchg+(A)
Level 38: Power Burst -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(39), Decim-Dmg/Rchg(40), Decim-Dmg/EndRdx(42)
Level 41: Sleet -- UndDef-Rchg/EndRdx(A), LdyGrey-Rchg/EndRdx(42), Achilles-ResDeb%(42)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Rchg+(45)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Hoarfrost -- RechRdx-I(A), RechRdx-I(50), Dct'dW-Heal/Rchg(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Domination
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(7), Numna-Heal(21)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), P'Shift-End%(21)
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Quote:Now that you mention this, I'd have to agree that focus on fewer, more problematic powers may yield better results. Poison Trap is the obvious choice since it's useless and the idea to make it more like Static Field is a great solution, imo. Basically the power would be the same, just used differently. Sleep and -end (would like to add more drain to it though) but tossed out as a gas rather than layed as a trap. You could probably use the gas effects it has now (I assume they're the same as Traps' version) and just change the animation for casting it. Cloning Traps' Poison Trap just feels like a cheap cop out, anyway. If I wanted that version I'd have rolled a Traps MM.I've been spending some off-time thinking about this issue. Thinking about recent powerset revamps (I'm most familiar with Electrical Armor, Energy Aura, and Fiery Aura, but I'm also aware of the changes to War Mace), I think it's safe to say that the Devs are most interested in small changes of scale on a few powers rather than a full change to many powers within a powerset.
I've also been thinking about what Poison is supposed to be, as a mastermind secondary. People think of Poison as the unrivaled single target debuffing set. As others have pointed out, though, other sets can leverage debuffs equal or almost equal to Poison on an AoE basis. Dark Miasma is the strongest case in point, which offers fantastic AoE debuffs as well as a strong set of single target and AoE controls (and don't forget that Fluffy also offers AoE and single target debuffs and controls).
However, I don't think that we should be hoping for changes that make Poison equal to Dark Miasma or Traps. That's not going to happen. I do think it makes sense to realize that Poison does bring something unique to mastermind secondaries: the -special debuff found in Weaken. Similar to Benumb in Cold Domination, Weaken substantially debuffs a target's mezzes, heals, and secondary effects. Weaken also reduces the target's damage output and to hit chances. Weaken is a signature power of Poison, and is one of the powers that provides what mitigation Poison offers to the mastermind and his/her pets.
Given that, I'd recommend considering changes to only three powers. Two of the changes are fairly minor, the last not so minor.
1) Weaken -- Give Weaken a relatively small (on the order of 10') splash radius without changing the recharge time. This would provide some additional mitigation in a set that is short on mitigation. A small radius means that in practice the power helps with small groups, but can still be used effectively and meaningfully against single targets. Weaken does not stack from the same caster, so multiple applications to a small group do not make this overpowered.
2) Noxious Gas -- Allow Noxious Gas to be cast upon any ally. This provides two benefits. It would allow all mastermind primaries a better chance to use this important capstone debuff (while still being easier for some primaries to use solo, however). The second benefit is that it allows Poison to be ready to port to Corruptors. This single change is all that is necessary to make the powerset usable by other ATs. A shorter recharge or longer duration would be nice, but are of much lower priority.
3) Poison Trap -- I think there is universal agreement among players familiar with Poison that this is the power most in need of change. I would recommend one of two changes. The first option, and the easiest from a Dev perspective, is simply to swap in the Traps version of this power. This is not ideal from a Poison player's perspective, however, as the Traps version of Poison Trap offers nothing that a Poison mastermind doesn't already have. It does have a huge regen debuff, but Poison has a stackable regen debuff in Envenom. It also offers a recharge debuff and short duration hold, but Poison also already has those.
I'd recommend another route with Poison Trap, which is to make it more similar to Electric Control's Static Field. Have it either be a trap (but remove the interrupt time) or a tossed power (a thrown or spit blob of poison) similar to Static Field. It would be a reapplied sleep field with the secondary effect of a minor movement and recharge debuff. Or, if adherence to the cottage rule is important, have the secondary effect be an endurance drain (without the endurance boost offered in Static Field). I would expect it would have a somewhat longer recharge time than Static Field.
I think after getting a consensus on the weakest power we can move forward to the next, like Noxious Gas or Envenom/Weaken. Personally, if changes to the behavior of these powers HAS to remain the same, then their effects need to be buffed or made unresistable as they are either single target or on long timers. -
Mobs have an increased chance tohit compare to 'normal' content. It is 64% compared to 50%. A 14% increase which increases the defense softcap to 59% (45+14). It sucks at first, but once you get on better teams and get level shifts and whatnot, the trials become cakewalks like everything else.
Edit: And I say that from the perspective of my mind/psi dominator that has like 5-10% defense on his own. -
To avoid another senseless debate on the merits of building extra defense, ask yourself this. Which will you play more often in the long run, Incarnate or nonIncarnate? You could go for more resistance for the trials but you'd be far better off with the defense in regular content. That said, getting at least that 32.5% defense means you'll this the 59% 'incarnate softcap' a helluva lot easier with a team. Without that 'buffer' you could still miss that plateau and still run into the problems that have been mentioned.
At the end of the day though, play what you want how you'd best enjoy it. Then just find a good team for the trials and you'll be fine, anyway. -
And here's the Ice build:
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Controller
Primary Power Set: Gravity Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Crush -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(3), Enf'dOp-Acc/EndRdx(5), Enf'dOp-EndRdx/Immob(17), Dmg-I(37)
Level 1: Transfusion -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Acc/EndRdx/Rchg(11), Nictus-Heal/HP/Regen/Rchg(34), Nictus-Heal(43)
Level 2: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(15), Dmg-I(37)
Level 4: Siphon Power -- Acc-I(A), Acc-I(7), RechRdx-I(31)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(45), Zephyr-ResKB(46)
Level 8: Crushing Field -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/EndRdx(9), Enf'dOp-EndRdx/Immob(15), Dmg-I(37), GravAnch-Hold%(46)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(11), RechRdx-I(31), RechRdx-I(34)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Boxing -- Acc-I(A)
Level 16: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(40), RctvArm-EndRdx(43)
Level 18: Gravity Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(21)
Level 20: Speed Boost -- Zephyr-ResKB(A)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(23)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25)
Level 26: Wormhole -- RzDz-Acc/Rchg(A), RzDz-Acc/EndRdx(27), RzDz-Acc/Stun/Rchg(27), RzDz-Stun/Rng(29), RzDz-EndRdx/Stun(40), Range-I(46)
Level 28: Inertial Reduction -- ULeap-Stlth(A)
Level 30: Tactics -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit(31), EndRdx-I(50)
Level 32: Singularity -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33)
Level 35: Transference -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(36), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/EndRdx(40), Efficacy-EndMod(43)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Dmg/EndRdx(42)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(45)
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), RechRdx-I(50)
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
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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(29)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(21)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1412;668;1336;HEX;| |78DA65934B6F125114C7EF3C2885D202E5D91668A1565A282344F726D6566BC1909| |8BA33CD48A76512026418AADDF901AC6D7DAC8C2B8D2E8DEF2FE26BE157D0B6AEDC| |E199732EED909900BF3BFFFB3F8F7B86A9DCBFEA63ECC1652604961A6AA7B3B1D46| |A9A46ABD1D00CF74DD5EC1A6A83B919639933BD6F51AE19EA8E6EEEF6EFE336CB95| |EED696B2A6373553AF7582ABCDBA66684D53E92F7CD516C49735B5AD37B7BD7873A| |BAD699BA3B85CD1B7EB266CF8FBAE4DCDE8D4F57660B9ADD794D59AB651513BA666| |ECC6A1B105F8EE098C5F3D991DC04D89894F11F26344E010712EC92C2CDBED11C99| |286A2086F0C910E237221C43ED8056E17BE8A8C2599F80D21FF448CFD40F0EC2BE0| |95986CD9456912A521422A8F88C23C5D98B027BA22B088B3C57FCCCA50F8255A06A| |B59371574B9E938C3749C613ACED8C0710AEB18751D340F548628C94305BD0375D3| |840CA41EE1E54748F20D4000C3289567A3944102C94F31B23F2658BD0652802C4BA| |711D90C22378B7802BF41CA20056962E334B1719A58F83BE206F842BC5288CE2E43| |A508EF2E42C38906F0B4D1102208861837C4C81027439C0CD6A426F8F4263AD8EB6| |497700F91D841644D442187275C839B29DECA9484AD84DCD63E554ABE10AD5653CF| |11A534C63C8398697ECCE9238C993926FC259C20CAE0CBF08E328F509ADD271C10F| |610D94344EE21A2025173CC8BD9E7E8319CE7C8DBF1161EF93CEF62FE254A0BAF09| |6F08AF10EFC097E783CBF3BF1D0D6E318C780F0685B7A97CC0980B5F089F081F11A| |5CF042A1F862915F9E08A9436219FBE5FF0818B252D856AF7728EDDA2432939948B| |0EE59243293B94AA7CFAEA3201154F80E13B62197EC37005C1BE7B74A608C26D9C4| |A621DF1C7E13DB67B67681684AA173BC01A776C6BD5B6BE6B5BFF07CCD0EEFE| |-------------------------------------------------------------------|
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Hi all! I'm looking to revamp my Grav/Kin troller, which was my very first character ever in CoX. Since I remember playing in melee a lot with him, softcapping S/L was a priority in this project. Right now I'm deciding between ice mastery and stone mastery. The 2 builds are basically the same, except for the Epics and a couple slots that are placed differently. So the question is, which is better? I'll post both builds.
A secondary question: which Alpha would be more beneficial to these builds? I don't think I need any more recharge as I was pretty good at keeping S. Speed triple stacked on SOs (with global recharge it should be easier) - so I ruled Spiritual out. Right now I'm looking at Musculature Radial for the Dmg/Endmod. The dmg portion would help with the times I can't cap dmg (say AV fights). Thoughts?
Here are the builds, which I'll put in separate posts.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Controller
Primary Power Set: Gravity Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Crush -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(3), Enf'dOp-Acc/EndRdx(5), Enf'dOp-EndRdx/Immob(17), Dmg-I(34)
Level 1: Transfusion -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Acc/EndRdx/Rchg(11), Nictus-Heal/HP/Regen/Rchg(37), Nictus-Heal(46)
Level 2: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(15), Dmg-I(34)
Level 4: Siphon Power -- Acc-I(A), Acc-I(7), RechRdx-I(31)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(40), Zephyr-ResKB(43)
Level 8: Crushing Field -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/EndRdx(9), Enf'dOp-EndRdx/Immob(15), Dmg-I(34), GravAnch-Hold%(50)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(11), RechRdx-I(31), RechRdx-I(40)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Boxing -- Acc-I(A)
Level 16: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(46), RctvArm-EndRdx(50)
Level 18: Gravity Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(21)
Level 20: Speed Boost -- Zephyr-ResKB(A)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(23)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25)
Level 26: Wormhole -- RzDz-Acc/Rchg(A), RzDz-Acc/Stun/Rchg(27), RzDz-Acc/EndRdx(27), RzDz-Stun/Rng(29), RzDz-EndRdx/Stun(37), Range-I(48)
Level 28: Inertial Reduction -- ULeap-Stlth(A)
Level 30: Tactics -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit(31), EndRdx-I(43)
Level 32: Singularity -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(50)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Seismic Smash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), Dmg-I(46)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
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 -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(29)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(21)
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Since you're not using Purples in this build (assuming due to budgetary concerns) I suggest you rebuild it with all your powers that you want and whatnot. However, when you get to slotting it, focus on recharge first and get between 85-100% global prehasten. This will allow you to maintain permadom much easier. 3 slotting hasten also makes it easier. After you get the global recharge set where you want, then you can build for other things like defense. Even if you can't softcap, getting 32.5% and up for defense is great because you can softcap with a small Luck.
Also, save up your $ $ $ and get the Confuse and Sleep Purple sets first. They are the cheapest of the bunch and will give you some leeway in the balance between rech/def. -
Spiritual also increases your regen. Especially since none of the builds here slotted health with anything but uniques. On my mind/psi I went Spiritual Radial to add in the +tohit since I use Tactics.
Spiritual also helps to make Drain Psyche perma and boosts it's +/- regen, which is huge! I'm running 1087.8% -regen on foes every 30 seconds (more -regen than you can get anywhere else).