Infini

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  1. Quote:
    Originally Posted by Syntax42 View Post
    To-hit debuffs are heavily resisted by AVs. A +4 AV resists 85% of the debuff.

    Gloom is one of the best single-target attacks available to Tankers in terms of damage per activation time, so going Soul Mastery will at least get you something useful for all situations.
    Agreed, but it is great for tanking large spawns. I usually toggle DN on AVs anyway, but it does add up if teammates are also using -tohit powers.

    And Gloom is great. Allows my Ice^2 tank kill bosses way faster than before.
  2. Also... take the time to go Red and pick up Soul Mastery for Darkest Night. Four slotted with Dark Watcher you get some nice bonuses and the power will give off a 15% tohit debuff to stack with your defense. In addition, it has a 21% damage debuff which will stack with Chilling Embraces 14% damage debuff. However it's pretty taxing on the blue bar so Cadiac Alpha is recommended for this route.

    Only way I can see not going this route is concept reasons...
  3. Quote:
    Originally Posted by Jakarr View Post
    Not sure what ya mean by Dominate as its a Fire Primy not Mind.
    Good advice on the Imps and dart will take a look into it as well as yer other sloting advice.

    Yea wasn't sure about the FF proc in Bonfire was hoping for somebody to tell me if it worked or not.
    Doh. I meant that ST hold, anyway... Char, is it? Sorry about that.
  4. Very nice. Two things I would adjust though.

    1] You could drop the slots in brawl and use elsewhere as you only need 45% to be at the softcap for a majority of content. take those 3 slots and put 1 in Drain Psyche as it needs an ACC IO, a common DAM IO in Dominate, and a 4 aspect Mako in TK Thrust (if you're going to use it - if not then put another DAM IO in Dominate.

    2] Slotting up Psionic Dart. I'm not a huge fan of doing this. I put a Range IO in it and use it to pull. You'll have to rearrange a bit for it, but add 3 slots to your Imps. 4 of the higher level Intensive Recharge pet set (don't remember the name) will give you your 6.25% recharge back and boosts your imps' damage. The leftover slot you can keep in Dart or use it elsewhere. Maybe put a Range IO in psy scream?

    Side note: I'm not certain of this but I don't know if that FF:Recharge will work for you in Bonfire since i think it is a pseudo pet.
  5. Quote:
    Originally Posted by TimeWellSpent View Post
    My 10 year old daughter brought her invuln/ice tank to 50 back in 2009 (without knowing English) and then decided that City of Heroes was childish. Now, two years older, she has started to play again and I think it was the incarnate stuff that brought her back.

    However, her build is dated. I am not a tanker person myself (she is a better tank than I am) but I am quite the trader so I now want to spend unlimited funds on making her tank softcapped and overall awesome.

    Does anyone have a good soft-capped invuln/ice build that I can follow. She loves the Arctic Mastery Epic, but the build does not have to use that. I can probably adapt it.
    Do you use Mids Hero Builder? It allows you to plan out a build and even export it to the forums. If you have it and use it, take a crack at a build, post it, and the community can help from there. If not, or you don't want to get it, try listing any/all powers you definitely want to have and someone might throw something together.
  6. Quote:
    Originally Posted by Star_Empath View Post
    Hello everyone! I've got an ice/wm tank thats getting ready to hit 50 (He's level 44 now) and was wondering if anyone had any advice on a build for him for 50? Any help would be appreciated.
    Softcap S/L/E/N defense, which is pretty easy if you take tough/weave and CJ or hover. After that, +hp/regen/recharge.
  7. Quote:
    Originally Posted by Talos_Maltalomar View Post
    by all means rate my build and let me know any improvements i should think about. ( other than more purple sets that is as i think that is really the only thing that would improve it. )
    Only thing I can see is possibly changing Hibernate slotting. With perma hasten levels of recharge you don't get any real benefit from enhancing the recharge of hibernate due to nophase. You could change it to 1heal/1endmod so you can heal back faster, or take a slot to use elsewhere. Other than that, you might be going overboard on endredux in some toggles. Oh! For Dominate you could try 2 common damage IOs instead of the procs as it provides higher damage and consistently.

    Ok I'm done lol. Cool build. I run a Mind/Psi with perma hasten, too (190% total recharge).
  8. Quote:
    Originally Posted by SerialBeggar View Post
    Wasn't Frost's range increased slightly a few patches ago?
    Not sure when it was buffed, but Frost's base range is 10 and can be extended to 14-15'. 15' with a 90 degree cone is pretty awesome.

    To the OP: IMO, you took a rather haphazard way of softcapping using bonuses that are primarily type/secondary positional. Take a look at this one.

    Couple of notes: not as much exotic resistance as your build, but way more regen/hp. Crammed in more recharge too. Notice the Call of the Sandman proc in FA? It's actually pretty helpful since you have not other heal if you keep yourself surrounded with mobs. Also changed the epic pool to Soul Mastery because DN is that awesome for tanks (slotted like it is it's a 15% tohit debuff to stack onto your defense) and Gloom does a great job filling out Ice's ST attack chain.

    Biggest downside? End use. Probably wouldn't spec into this build until you gotten the 4 passive hp/end accolades and a Cardiac Alpha.

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

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Ice Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def(33)
    Level 1: Frozen Fists -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Dam%(7), T'Death-Acc/Dmg(17), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
    Level 2: Ice Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(50)
    Level 4: Frost -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(15), Posi-Dam%(43), Mocking-Taunt/Rchg/Rng(48)
    Level 6: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def(33)
    Level 8: Against All Odds -- EndRdx-I(A), Taunt-I(13)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
    Level 12: Boxing -- Acc-I(A)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), Ksmt-ToHit+(40)
    Level 16: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(34), RgnTis-Regen+(40)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Ice Patch -- RechRdx-I(A)
    Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(23), Aegis-ResDam(23), Aegis-EndRdx/Rchg(34), Aegis-ResDam/Rchg(43)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(34)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(46)
    Level 28: Freezing Touch -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31), Dmg-I(37), Dmg-I(46)
    Level 30: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 32: One with the Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(33)
    Level 35: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(37)
    Level 38: Frozen Aura -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Dmg(40), CSndmn-Heal%(46)
    Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(42), Decim-Dmg/Rchg(42), Decim-Dmg/EndRdx(48)
    Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitDeb(45)
    Level 47: Taunt -- Range-I(A)
    Level 49: Grant Cover -- HO:Cyto(A)
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 50: Cardiac Core Boost
    ------------
    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(13), Numna-Heal/EndRdx(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(11)
    ------------
    Set Bonus Totals:
    • 11% DamageBuff(Smashing)
    • 11% DamageBuff(Lethal)
    • 11% DamageBuff(Fire)
    • 11% DamageBuff(Cold)
    • 11% DamageBuff(Energy)
    • 11% DamageBuff(Negative)
    • 11% DamageBuff(Toxic)
    • 11% DamageBuff(Psionic)
    • 4.875% Defense(Smashing)
    • 4.875% Defense(Lethal)
    • 7.688% Defense(Fire)
    • 7.688% Defense(Cold)
    • 7.375% Defense(Energy)
    • 7.375% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.75% Defense(Melee)
    • 8% Defense(Ranged)
    • 7.688% Defense(AoE)
    • 2.25% Max End
    • 45% Enhancement(Accuracy)
    • 77.5% Enhancement(RechargeTime)
    • 267.05 HP (14.25%) HitPoints
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 12.1%
    • MezResist(Stun) 4.4%
    • 8.5% (0.142 End/sec) Recovery
    • 64% (5.007 HP/sec) Regeneration
    • 1.575% Resistance(Fire)
    • 1.575% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 5% RunSpeed
    • 2.5% XPDebtProtection



    Code:
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  9. Don't know if it was after a death or not, but my T4 Cardiac wasn't working throughout the trial I ran. Running all of my toggles I should be going at 1.48end/sec but in the trial it was 1.9end/sec.

    Didn't think to bug it though :\
  10. Quote:
    Originally Posted by Breog View Post
    Yeah my Dom is a Elec/Psi/Mace (planned anyways), The Biuld ends up with Softcapped Smasth/Lethal/Energy/Range Def. With basicly Perma Drain Psyche (30.52 sec recharge, still trying to see if I can squeeze just a tab bit more recharge in without messing up all the Def and everything else I biult in), with Drain Psyche and Conductive Aura up she hits 2480% Reg O_o which translates into 136.76 hps/sec. Recovery I forget the % but its just a smig shy of 31 End/Sec O_o.
    I always forget to mention this, but the regen/recov numbers mentioned here are a bit above the caps set ingame. Recovery will cap out at around 12.5end/sec and regen caps somewhere between 8% and 9% hp/sec. Does are caps I've seen ingame with my mind/psi, whose DP is slotted with 5 doctored wounds and an Acc IO. Six mobs will cap his recovery (probably 7-8 if you exclude stamina and IO bonuses). Regen for me gets capped at 9-10 hits (not sure which it is).

    My Mids regen is 2127% with maxed DP - to put it in perspective. That all said, don't be discouraged and underslot DP or anything. Any enhancement (even for recovery) will just let you cap with less mobs. Plus enhancing the regen buff also enhances the debuff, which can exceed the awesome -1000% regen that poison trap grants. Mine is 1089.8% with T4 Spiritual.
  11. Quote:
    Originally Posted by Computer View Post
    Actually, that is where I took those three out from. If you remove those devastations you loose a significant amount of the +damage bonuses (Something Mr_Grumpums is building for). Also, considering how effortless it is to make billions in this game, I always build without cost in mind.
    Just throwing out options. Admittedly, the extra recharge doesn't do too much for this particular build since most of /ice's powers are fast anyway. Hasten becomes perma but that's about it.
  12. Quote:
    Originally Posted by Local_Man View Post
    I put the Sandman proc in Mesmerize on my Mind/FF, but I've never gotten around to testing how good it is. I thought that seemed like a good place for it since the character doesn't have a self-heal and uses Mez a LOT.
    likewise I have one in Frozen Aura on my tank. not reliable, but seeing it proc 5 times simultaneously for 475hp is nice.
  13. Quote:
    Originally Posted by Computer View Post
    I'm aware of that, the slotting was indeed for the set bonuses (Mmmm 7.5% recharge ).
    Taking 3 of those slots and putting them in ice bolt, jolting chain, and ice blast and changing the sets to decimations will net 18.75% rech... for a lot cheaper.
  14. Quote:
    Originally Posted by Blitzy View Post
    Unless its been fixed, it doesn't heal you. The pseudo pet the power creates causes the problem. It is a good set for hibernation though, for defense buffs.
    hibernate doesn't accept Sleep sets... nor does the set provide def buffs. I think you're referring to Lethargic Repose.

    Unless you meant the sleep set 'hibernation' but again that doesn't provide def buffs, either.
  15. Quote:
    Originally Posted by Computer View Post
    Yes, and I think I would go with Musculature for an Electric/Ice personally. When building for Perma Dom you already build up quite a bit of recharge, making Spiritual slightly less useful. You might already know this, but it wasn't clear from what you said. The Spiritual alpha has no effect on Domination directly. Nerve would be my second choice due to the fact that it can affect quite a few things you have. Again though, I think you'll get the most bang for your buck out of Musculature though as it enhances some major attributes (namely Damage, and Endurance Modification).

    Here is a build I have been playing with, perhaps you can get some use out of it:
    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Icy Assault
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Tesla Cage -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(11), UbrkCons-Acc/Rchg(11), UbrkCons-EndRdx/Hold(13), UbrkCons-Dam%(13)
    Level 1: Ice Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(43), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
    Level 2: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Immob/Rng(7), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Immob(9)
    Level 4: Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 6: Jolting Chain -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(23), Dev'n-Acc/Dmg/Rchg(23), Dev'n-Acc/Dmg/EndRdx/Rchg(34)
    Level 8: Conductive Aura -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(34), Panac-Heal/Rchg(37), Panac-Heal/EndRedux/Rchg(45), Panac-Heal(50)
    Level 10: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(40), Dev'n-Acc/Dmg/Rchg(40), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
    Level 12: Static Field -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(15), LgcRps-Acc/Sleep/Rchg(15), LgcRps-Acc/Sleep(17)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Power Boost -- RechRdx-I(A)
    Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(37)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
    Level 22: Maneuvers -- HO:Enzym(A), LkGmblr-Rchg+(25)
    Level 24: Tactics -- HO:Cyto(A), HO:Cyto(25)
    Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(29), CoPers-Conf%(29)
    Level 28: Chilling Embrace -- HO:Micro(A)
    Level 30: Ice Sword Circle -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(31), Armgdn-Acc/Rchg(31), Armgdn-Dmg/EndRdx(31), Armgdn-Dam%(33)
    Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(37)
    Level 35: Ice Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 38: Bitter Ice Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(39), Apoc-Dam%(40)
    Level 41: Hibernate -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(42), Panac-Heal/Rchg(42), Panac-Heal/EndRedux/Rchg(42), Panac-Heal(43)
    Level 44: Frozen Armor -- HO:Enzym(A), HO:Enzym(45), LkGmblr-Rchg+(45), GA-3defTpProc(46), S'fstPrt-ResDam/Def+(46)
    Level 47: Ice Storm -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48)
    Level 49: Sleet -- UndDef-Rchg/EndRdx(A), LdyGrey-Rchg/EndRdx(50)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Marshal
    Level 0: Invader
    Level 50: Musculature Total Radial Revamp
    ------------
    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 -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(17)
    ------------
    Set Bonus Totals:
    • 20% DamageBuff(Smashing)
    • 20% DamageBuff(Lethal)
    • 20% DamageBuff(Fire)
    • 20% DamageBuff(Cold)
    • 20% DamageBuff(Energy)
    • 20% DamageBuff(Negative)
    • 20% DamageBuff(Toxic)
    • 20% DamageBuff(Psionic)
    • 19.44% Defense(Smashing)
    • 19.44% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 10.38% Defense(Energy)
    • 10.38% Defense(Negative)
    • 6% Defense(Psionic)
    • 15.06% Defense(Melee)
    • 8.188% Defense(Ranged)
    • 6% Defense(AoE)
    • 3% Enhancement(Immobilize)
    • 95% Enhancement(RechargeTime)
    • 45% Enhancement(Accuracy)
    • 4% Enhancement(Confused)
    • 4% Enhancement(Sleep)
    • 171.68 HP (16.88%) HitPoints
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 8%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 2.5%
    • 23% (0.384 End/sec) Recovery
    • 72% (3.057 HP/sec) Regeneration
    • 7.56% Resistance(Fire)
    • 7.56% Resistance(Cold)
    • 1.875% Resistance(Negative)
    Good Luck!
    Just an FYI, slotting recharge into hibernate is moot because you can only use it every 120sec due to nophase. So in a perma dom build it's already going to recharge before nophase expires. So unless you really want set bonuses, you can take all the slots from hibernate and use them elsewhere (put a common heal IO in the base slot).
  16. I've helped a couple folks build elec/psi/mace, which is what my vote is for. Softcapped S/L and near perma drain psyche will let you stay in melee with improved regen/recov while sapping/killing everything. Arguably the safest build, IMO, though not as damaging.
  17. Here's my current live build. Originally built for the LRSF but I've since revamped him for more damage output. Only drawback is no non-psi damage. The only toggles I actively run are SS, CJ, Tactics, and Hover (as needed). Hasten is perma without the spiritual alpha, but the alpha lets it stack (only if reactivated after zoning) and drain psyche is ~31 secs. With the alpha, drain psyche is perma.

    Just to give you some ideas...

    Villain Plan by Mids' Villain Designer 1.93
    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)
    ------------
    Set Bonus Totals:
    • 20.5% DamageBuff(Smashing)
    • 20.5% DamageBuff(Lethal)
    • 20.5% DamageBuff(Fire)
    • 20.5% DamageBuff(Cold)
    • 20.5% DamageBuff(Energy)
    • 20.5% DamageBuff(Negative)
    • 20.5% DamageBuff(Toxic)
    • 20.5% DamageBuff(Psionic)
    • 5.938% Defense(Energy)
    • 5.938% Defense(Negative)
    • 4.375% Defense(Ranged)
    • 120% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 6.5% Enhancement(Confused)
    • 58% Enhancement(Accuracy)
    • 57.23 HP (5.627%) HitPoints
    • MezResist(Immobilize) 4.4%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 2.2%
    • 22% (0.367 End/sec) Recovery
    • 36% (1.529 HP/sec) Regeneration
    • 8.505% Resistance(Fire)
    • 8.505% Resistance(Cold)



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  18. Not even mentioning team buff that will probably be present in the teams for new content that makes the softcap 59%, resistance sets with layered defense aren't going to feel the sting as much as sets that rely mainly on defense to begin with. If you build your granite with 45% def, 90% resistance, and as much regen as you can you shouldn't have any problems. My Icer, however, will probably feel the sting in the new trials, as well as my dm/sr scrapper. My Icer with the nerve alpha sits at 52% without EA, then hits 61% with it fully saturated, but again, with team buffs I probably won't need EA except to refill the blue bar.

    The point is I think you're worrying about something that will most likely be a non issue for you and your granite tank.
  19. Just an FYI, you only need about 85-90% global recharge with 3 slotted hasten to reliably maintain permadom. More recharge just extends the amount of time you can wait before reactivating domination since stacking it doesn't do as much as it used to.

    For single target holds I like to slot 4 basilisk and 2 common damage IOs.

    If you can afford it, swap out the entropic chaos sets for decimations as they offer better enhancement (namely ACC).

    Just threw this together, this build can easily cap the 6.25% set of recharge bonuses so it's actually kinda difficult to get more recharge without making use of purples.

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

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(31), Dmg-I(40), Dmg-I(48)
    Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(23), Dev'n-Dmg/EndRdx(36)
    Level 2: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(36), C'ngImp-Dmg/EndRdx(43)
    Level 4: Fire Cages -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/Rchg(23), Posi-Dmg/EndRdx(31), Posi-Dam%(37)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
    Level 8: Hot Feet -- C'ngBlow-Acc/Dmg(A), Sciroc-Acc/Dmg(9), Sciroc-Dmg/EndRdx(9), C'ngBlow-Dmg/EndRdx(34), TmpRdns-EndRdx/Rchg/Slow(43)
    Level 10: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(11), Dev'n-Acc/Dmg/EndRdx/Rchg(25), Dev'n-Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(46)
    Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(13), Stpfy-Acc/Stun/Rchg(13), Stpfy-Stun/Rng(27), Stpfy-EndRdx/Stun(37), RechRdx-I(46)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(48)
    Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(31)
    Level 20: Combustion -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-Dmg(34), Oblit-%Dam(37)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A)
    Level 24: Tactics -- GSFC-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx(25)
    Level 26: Stealth -- LkGmblr-Rchg+(A)
    Level 28: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(29), Efficacy-EndMod/Rchg(34), Efficacy-EndMod/EndRdx(40), Efficacy-EndMod(50)
    Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33)
    Level 35: Vengeance -- 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-Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(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)
    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)
    Level 47: Rise of the Phoenix -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(50), TtmC'tng-ResDam/EndRdx/Rchg(50)
    ------------
    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 -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(11)
    ------------
    Set Bonus Totals:
    • 17.5% DamageBuff(Smashing)
    • 17.5% DamageBuff(Lethal)
    • 17.5% DamageBuff(Fire)
    • 17.5% DamageBuff(Cold)
    • 17.5% DamageBuff(Energy)
    • 17.5% DamageBuff(Negative)
    • 17.5% DamageBuff(Toxic)
    • 17.5% DamageBuff(Psionic)
    • 5% Defense(Energy)
    • 5% Defense(Negative)
    • 2.5% Defense(Ranged)
    • 43% Enhancement(Accuracy)
    • 98.75% Enhancement(RechargeTime)
    • 3% Enhancement(Stun)
    • 125.9 HP (12.38%) HitPoints
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 4.7%
    • MezResist(Sleep) 4.7%
    • MezResist(Stun) 4.7%
    • MezResist(Terrorized) 2.5%
    • 16.5% (0.276 End/sec) Recovery
    • 68% (2.887 HP/sec) Regeneration
    • 4.725% Resistance(Fire)
    • 4.725% Resistance(Cold)



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  20. Quote:
    Originally Posted by Genzhimae View Post
    Okay, thanks for the feedback, I could have sworn I already had an Armageddon Set slotted somewhere in there, which I why I put Absolute Amazement in PSW. As far as underslotting Carrion Creepers goes, I would like to slot it a little better, but I just can't find any slots that I could get rid of for it, and one more question, im a complete /Psi newbie, should I slot Drain Psyche with an accurate healing set instead? I figured i'd have enough accuracy with all the purple sets and positron's blast sets.
    you could frankenslot it with 5 slots using the acc/rech IOs from 2 of the endmod sets and then heal/rech, heal/end/rech, and heal IOs from numina. this would give you an extra slot for creepers, at least.

    Personally i have mine 6slotted with 5 doctored wounds and 1 acc IO.
  21. I don't have much experience with Plant/ but I think Creepers are underslotted. For /Psi, swap slotting of psi scream with rain of fire (the extra rech will help rain more). and use armageddons in PSW instead of the stun set. Drain Psyche's slotting could be better. I know you were going for the ranged def bonus of numina but you might find your self having accuracy issues in higher level content.

    Alternatively, you could try for S/L softcap. It is considerably easier to hit thanks to certain epic shields from ice and mace.
  22. My Icer can hit 61% defense to S/L/E/N with Nerve T3 and a saturated EA - as long as he survives long enough to get EA off. But I don't really see a problem as when I'm running that content most of my team at least has manuevers or another pbaoe def power like shadowfall.
  23. Quote:
    Originally Posted by Amir View Post
    The second build is SD/Ice. This is one I really like and have considered. Soft-capped and the damage is the highest I've gotten for Ice Melee (with B'UP and AAO).

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    Now I am not expert build maker and I do not do frankenslotting, but I thought these were decent enough. I'm sure some of you out there can do better so give it a shot! Feedback, ideas, etc. I want to see more Ice Melee!!!
    This second data chunk is also your elec/ice build. Could you post your sd/ice? SD/ICE gets my vote because of AAO, which boosts IM's damage. If shields were out when I made my Ice/Ice I probably would have made a SD/Ice and an Ice/Elec tank. IM is great in terms of AoE damage. The problem to fix is ST damage to use against bosses. FF>FT>IS>Epic attack is a great attack chain that is quick.

    You took GIS on your Elec/ build. Skip it altogether. There's a thread discussing it here: http://boards.cityofheroes.com/showthread.php?t=255836 and a great guide by dave_p here: http://boards.cityofheroes.com/showthread.php?t=186523. Basically GIS sucks as the final attack in the set.

    Leveling with IM can be a bit of a pain. If you have to solo I recommend herding a group of baddies (as many as you can survive) and let your AoEs take them out, ignoring bosses. When I got to around level 35 I spent a lot of time doing this with Freaks in Crey's Folley.
  24. Quote:
    Originally Posted by Katten View Post
    Yea I've got block and slot I could probably spare, sounds good. Yea, I know what you mean about single hard targets and endurance. Infinite end in a mob of 3 or more, 100 to 0 in faster than the eye can see without.

    I'm just going to maintain this character as my tank and unorthodox AoE damage machine while my scrappers handle my hard target urges for now

    Also as a side note. Holy moly, now that I've got end mod in EA it is an incredible sapping power. Between sleeps and autohit major -end, enemies toggles don't stand a chance. I've been fighting custom fire armor mobs in the AE, something very satisfying about using a power thats supposed to draw heat away, and literally watch their flames die away with it.
    Lol I need to find a demon farm on mine again. Right now i'm running custom Ice mobs in AE. Tanker Ice Melee/regen for minions/LTs and Ice Melee/Ice Blast for Bosses (they have double bitter ice blast lol). I just focus on the bosses while Icicles, Frost, and FA destroys all the lower ranks - twice even as they all rez.
  25. Wow that's pretty cool. If there was a way to just softcap S/L I could probably drop Soul mastery for something else.

    But alas... you're build got me to brainstorming and I managed to create a build that's softcapped to S/L. However, I think it follows the phrase, "just because it can be done does not mean it should be done" or something like that.

    Had to drop Hasten in order to do it, which severely cuts into the overall recharge of the build. The other aspects compared to the other builds seem comparable, though attack power enhancement is questionable. Yay I did it, but I think I shall stick with the 33% build as it is a comfortable middle ground and just requires a small purple to fill in the game. Here's the silly build, though

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Regeneration
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Leaping

    Hero Profile:
    Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(13), HO:Nucle(40)
    Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Numna-Heal/EndRdx(50)
    Level 2: Body Blow -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/EndRdx/Rchg(9), HO:Nucle(37)
    Level 4: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(48)
    Level 6: Smashing Blow -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(7), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), HO:Nucle(37)
    Level 8: Boxing -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(42), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(11), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(48)
    Level 12: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(50)
    Level 14: Power Siphon -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(15), RechRdx-I(15), RechRdx-I(31)
    Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(17), Numna-Heal/Rchg(17)
    Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
    Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-EndRdx/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(34)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(25), LkGmblr-Def/EndRdx/Rchg(50)
    Level 26: Repulsing Torrent -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(27), Posi-Dmg/EndRdx(27), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(40)
    Level 28: Instant Healing -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(29), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(36), Dct'dW-Heal(48)
    Level 30: Resilience -- S'fstPrt-ResDam/Def+(A)
    Level 32: Concentrated Strike -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(33), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), HO:Nucle(37)
    Level 35: Revive -- RechRdx-I(A)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(42)
    Level 44: Tactics -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(45), EndRdx-I(45)
    Level 47: Vengeance -- LkGmblr-Rchg+(A)
    Level 49: Combat Jumping -- DefBuff-I(A)
    Level 50: Spiritual Radial Boost
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(43), S'ngH'mkr-Dmg/Rchg(43), S'ngH'mkr-Dmg/EndRdx/Rchg(46)
    Level 1: Critical Hit
    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), RgnTis-Regen+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21)
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 30.5% Defense(Smashing)
    • 30.5% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 4.25% Defense(Energy)
    • 4.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 19.56% Defense(Melee)
    • 3.625% Defense(Ranged)
    • 3% Defense(AoE)
    • 12% Enhancement(Heal)
    • 63.75% Enhancement(RechargeTime)
    • 27% Enhancement(Accuracy)
    • 225.89 HP (16.87%) HitPoints
    • MezResist(Immobilize) 17.05%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 6.6%
    • 2.5% (0.042 End/sec) Recovery
    • 54% (3.019 HP/sec) Regeneration
    • 5.355% Resistance(Fire)
    • 5.355% Resistance(Cold)



    Code:
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