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Posts
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Storm/Sonic - Some learning curve when your with pugs and select friends but solo let the chaos flow as you sit back and giggle like a maniac. On a side note these are great av debuffers between your patch and your constant stream of -res to stack on it.
Cold/Sonic - Made a build for this one and the debuffs and even more crazy. You get to keep the sleet patch and lose the chaos. To make things even better you get two awesome debuffs that will help kill their regen, special, end, and recovery. Its a very good team and solo set in that reguard cause you also get a nice defense/resistance shields. Now, do note that because they have a resistance component they cannot be power boosted.
Kin/Sonic - This build is very near and dear to me. Not only can you keep your team capped off on Damage, HP and END but you have a build in self speed boost (not to mention speed boost which is OMGWTF Awesomenow that you can hit all team mates in one shot). Additionally the +mez protection got even better now that the +res is applied to all in range but not the mez protection. I get some crap but I use this build like a floating tank fender. Even took provoke (ducks). Not that is necessarily the route to go cause YMMV but nevertheless it is a fun and powerful team player and can even solo. -
To the OP and their topic: It does seem that way. I personally enjoy the heck out of my KM/EA/EM brute. Even tend to tank with him when the situation calls for it. Used him to complete the rikti pylon challenge as well. Not my best time but not bad by any means. I think players get so focus on "the best" build and forget to try new things. Fact of the matter is /EA has great defenses, a reliable heal with a nice regen component for added utility, built in stealth (even if you need to turn off your aggro aura) an aggro aura that allows you to suffer some recharge in you build because it gives it back, and even an end draining power that fills your end and bolsters your defenses. As for KM you can easily get a nice attack chain with less recharge than others, its -dmg is great when your going one on one with heavy targets and personally I love the animations for the set (but I could live without the sound). Additionally the KD seems to work very well for me, as for AoE I have Energy Torrent and Burst for that
and it suits me just fine. While I find myself not taking down mass mobs at once I do find my self contributing significant dps on singular hard targets. Either way, I hope its a combo that gets more light for awesomeness
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EDIT:
Retracting my statement as it was already pointed out -
Hmmm, playing with the build right now and you can get Hasten down to 120.4 by taking a slot out of build up and tossing it into Hasten as well as using some Enhancement Booster to +5 the three recharges. A bit overkill but still, closer. Still, with the extra recharge alone its down to 122 from 124.2.
Also, I am not sure if the decision was for concept or for just taking a second and more difference route but your fast healing and your health are severely under slotted. You could drop the three (acc/mod/rech) piece from quick recover and stamina. Slot them into fast healing and do a 3 piece of numina with the proc, heal, and heal/rech. Then take the recovery proc from heal and place a heal IO. That ups your regen from 35 to 43 HP a second which does make a difference.
So, all around suggestion is to increase your accuracy. Against +4 with no outside buffs your gonna be hitting 60-70% on average. Your regen could be so much higher. As a brute you have the advantage of higher HP caps so you can out regen any scrapper when built correctly. Gloom is a nice touch in the build considering your DEF minded goals. I am personally not as big of a fan on Dark Obliteration but I could use more playtime with it as well. The group -ACC is nice though. Also, having no real permanent inherent defenses in your Primary or Secondary I think you spread yourself too thin trying to build for Smash/Lethal/Energy/Negative defenses. My suggestion would be to focus on Smash/Lethal if your are persistent on going the +DEF route. More often than not attacks are typed with either Smash or Lethal which is enough to dodge to full attack when a check is rolled.
An example would be to be to 4 slot Integration with 3 Numinas and 1 Golgi and move that 5th slot to health for the +Regen proc and then six slot Whirling Hands with Obliteration for more accuracy, recharge, damage, and defense. This would take you to 47 HP per second now. Alternatively if you don't mind loosing 3HP a second you could take that same slot in health and put it into combat jumping for the Kismet Accuracy proc. This alone would average your chances to hit +4s around 75 - 85%. Either is not a bad increase at all. You could even put it into weave and not have to worry about the lapse in accuracy while you have SJ turned on.
These are just some of the suggestions that I can make myself. Now, as for Energy melee as a whole, my experience is on a tank version so YMMV. I am a personal fan of taking Barrage, Energy Punch, and Bonesmasher. My attack chain tends to be Barrage>Energy Punch>Bonesmasher>Total FocusBarrage>Energy Punch>Bonesmasher>Energy Transfer. Its a nice solid chain with not skips or downtime aside from when I am taunting or popping Dull Pain. Additionally I took Whirling Hands and Energy torrent for a splash of AoE Damage.
Hopefully some of this advice helps you, ultimately if you like your build and your concepts then go with it dood -
Quote:If I am not mistaken +4 from CJ, +4 From SS, +4 from Recall (Not one I have though about before) would be +4 if I am not mistaken. Heck, you can get +8 from CJ just by moving some slots around. That is with the changes suggested, my apologies if I misstated it.One tiny nitpick based on my personal experience. I, personally, think 8 points of KB protection is useless. Most enemy abilities in the game, if they KB you with 4 points, they're going to KB you with 8 too. 12 seems to be the "magic number" that protects against (almost) everything. On most of my toons, 4 points works fine enough of the time that I never really want/need more.
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Doomguide and Local Man both make very good points, I would highly suggest to heed their suggestions. Now, that I look at the build I did forget to give you some KB protection. Unfortunately the build would have to be retooled for ice but again it was more of a suggestion guide than a replacement build. As for the -KB since that build runs on Vigor you could drop the +Accuracy proc from CJ and add the Karma proc there as well as putting one in Recall Friend. +8 Mag to KB is freaking tasty.
Also, out of curiosity, is there a reason you took Super Jump over Super Speed? Is it purely out of preference and concept? If so cool and the next thing I have to say is a moot point. However, with Super Speed and the Celerity proc you gain at or near invisibility when your zipping around so that you can confuse, sleep, buff, and heal heal in relative safety. Additionally if you don't mind running sprint and that then you can slot the +stealth proc in sprint and put a end/run speed io or an additional -KB proc from BotZ. -
Took a crack at the build from the floor up, I apologize for not using all of the sets or powers you used. Now, this is meerly a suggestion and you can adjust it to your needs:
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
AJ EU Plant_Emp: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Empathy
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), HO:Endo(5)
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13)
Level 4: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(15), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(19)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(19), CoPers-Acc/Conf/Rchg(21), CoPers-Acc/Rchg(21), CoPers-Conf/EndRdx(23)
Level 10: Resurrect -- RechRdx-I(A)
Level 12: Spirit Tree -- HO:Golgi(A), HO:Golgi(23)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Clear Mind -- EndRdx-I(A)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(27)
Level 20: Fortitude -- LkGmblr-Rchg+(A), HO:Membr(27), HO:Membr(29), HO:Membr(29)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 24: Recall Friend -- Range-I(A)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(33), Posi-Dmg/EndRdx(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
Level 28: Recovery Aura -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 30: Tactics -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(37)
Level 32: Fly Trap -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Acc/Dmg(37), ExRmnt-Dmg/EndRdx(39)
Level 35: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(39), Dct'dW-Heal/EndRdx(39), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40)
Level 38: Adrenalin Boost -- Dct'dW-Rchg(A), Dct'dW-Heal(40), Dct'dW-Heal/EndRdx(42), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(42), EndMod-I(43)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45)
Level 44: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(46), HO:Cyto(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A), HO:Cyto(50)
Level 50: Vigor Radial Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc(50)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Pros:
You have more than enough tohit and accuracy so that your AoE mezzes will hit most +4 enemies.
AB is perma for one target
Hasten is perma
Fortitude is up ever 16 seconds. If you stay on top of it you can keep an entire team with fort on.
AB is slotted with enough extra endmod to allow it to break the end crash of some ones nuke.
Carrion Creepers are perma in the sense that they recharge faster than they last
With Vigor Radial Paragon you get an bonus to your confuse duration which is nice as well as your accuracy, healing, and endurance reduction. With this alpha you will heal for more, hit more accurately (part of the reason you can hit +4 reliably), confuse longer, and your attacks wont feel as end intensive.
Only used 1 purple set but it was a cheepy.
Cons:
Not at S/L def softcap
Hasten needs to be set on auto
Again, if you like the build then go for it, if not then feel free to pick out things here and there. Enjoy -
This may sound strange but I was just fiddling with Mids, not sure if I want to make this toon yet or not but the build feels solid. Just getting your critiques on it. The goal when I started was to make a build that could perma-confuse an AV for a team while still dealing out considerable amounts of debuff. The build below is the result:
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Mind_Storm: Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Levitate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(17)
Level 1: Gale -- FrcFbk-Rechg%(A)
Level 2: Dominate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(13)
Level 4: Mesmerize -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(11)
Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(7), Mlais-Acc/EndRdx(7), Mlais-Conf/Rng(9), Mlais-Acc/Conf/Rchg(9)
Level 8: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(19), FtnHyp-Acc/Sleep/Rchg(19), FtnHyp-Acc/Rchg(23), FtnHyp-Sleep/EndRdx(25)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), RctvArm-ResDam(29), RctvArm-ResDam/EndRdx(29), RctvArm-EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 12: Hover -- LkGmblr-Rchg+(A)
Level 14: Boxing -- P'ngS'Fest-Stun%(A)
Level 16: Freezing Rain -- LdyGrey-Rchg/EndRdx(A), UndDef-Rchg/EndRdx(46), LdyGrey-DefDeb/Rchg/EndRdx(46), LdyGrey-DefDeb/Rchg(50)
Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(34), HO:Endo(36)
Level 20: Hurricane -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb(21), DarkWD-ToHitDeb/EndRdx(21), DarkWD-Rchg/EndRdx(23)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(27)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(43)
Level 28: Terrify -- HO:Endo(A)
Level 30: O2 Boost -- HO:Golgi(A)
Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(33), CoPers-Acc/Conf/Rchg(33), CoPers-Acc/Rchg(33), CoPers-Conf/EndRdx(34)
Level 35: Tornado -- C'Arms-Dmg/EndRdx(A), C'Arms-EndRdx/Dmg/Rchg(36), KinCrsh-Rchg/KB(36), LdyGrey-Rchg/EndRdx(37), BldM'dt-Dmg/EndRdx(37), ExRmnt-EndRdx/Dmg/Rchg(45)
Level 38: Lightning Storm -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Acc/Dmg/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc/Rchg(40), Efficacy-EndMod(43)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(42)
Level 44: Poisonous Ray -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(45), ShldBrk-Acc/DefDeb(46), ShldBrk-Acc/Rchg(50), Achilles-ResDeb%(50)
Level 47: Summon Tarantula -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48)
Level 49: Fly -- EndRdx-I(A)
Level 50: Nerve Radial Paragon
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Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), Efficacy-EndMod(37), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc(40)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Code:Ideas on the build:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1504;695;1390;HEX;| |78DA65944B4C13511486EFED4CC53E90D6522852C09647A1C048A331EE4C4431284| |D4848F011B5D4329449DA29698B91C48D0B77BE161A5037EACA57D09511772E5CA8| |5B1F4BE3DA2808EACED4D3393FB4492769BFB9FF9CFF3CEE3CE2170FBB978F5E3E2| |8A46738932C1412C339B398CF65327ADE1E4FA68D94A0C31937CCE9C4443197CFD6| |D1B2A312B319AE591158545F3F343F33A359CEC4C47C369B330D33ED1D3567F5BC6| |E16B5CD13D7788E728C648CF46CB19ECFCBA714EBB656637A72AE6CB416A3E605A3| |609C37324671217864CE486955F5E2C9944E7F85A29E5F0850AF3DF47B2C058E922| |A16091155EC5802EF303D77C17BCCA98A47882B362162AA78429A441E893C36E4B1| |218F1B79DCC8F3880C0A3C0A3C2A3C2A3C4E789CF03C258F1D1EFBBAB46A6FDB007| |F33B7FF01FF329F11EAE0A99BE47E779E004F329B4E3103A79929F238247B1C7ECE| |130C4BAB87603BB3BD130C311D54C4C51EE1824792568FBDAA3F4E6853C5345D6A6| |04D69F8C0F506DF82EF99B177CC658AF5A277EF479BE56FFFC40C7D06BF303BF753| |98AA089D3C3EE4F7BDE23C8D2FC1D7987785A9507F7EF4E76F96561E95B4669E436| |9C61C8146E62E0FE86536516C0BC7CA16C446FFF19CCF69D98ADCADE82D592E01AD| |ED006B2F48EBC08C1D67B8AFDD67C1736082199A62A6C913668F3DFC15F37F032F7| |14C17F6B6EBBBB038B0C1EB59F276C3DBFD90AFF53C00EF83373836729D19BDCABC| |4D37A3177BD38B79FBB0377DD89B3EECCD2D8AED479D7ED419409D01D419B42956C| |F31057C43757CAA5822AF867BA8AD72ED3D6BE02F709DE9A27B30843D1D0A71DE1F| |4E7A1FF12CCA4ED6562B9A94C7F8998D4E72AF3FABE37B397EADA22972117B897D8| |85C036F32836AD537A1444779984DA514ADB93A54A3C46A94BD35CABE1A65AC4619| |57B7BE44425A8AC3B3F59D298DD08B11E3994AFF014EE5F7E7| |-------------------------------------------------------------------|
S/L/E Defense is for personal survive-ability with the stuff hits the fan or that unseen or unexpected attack comes by and you don't have the chance to get him mezzed real fast.
Tarantula, Lighting Storm, Tornado are for constant damage on an AV while keeping them perfectly mezzed up
Confuse has a 79.04s second duration with a 3.21s recharge time so (79.04 / 3.21 = 24(Rounded Down) casts - 1 = 23 * 3 = 69 mag confuse!) At least if I am doing everything right then it should be.
Sleet + Poisonus Ray -6.3 to -8.9 Res Debuff and -8.89 Def Debuff after 54 AV debuff resistance kicks in. Not high but we know what AVs do to our tasty debuffs T.T
2.5 end gain without Hurricane and 2.1 with it, not where I like to be but acceptable considering the other performances.
So, thats my though, what are yours? -
Figured this an appropriate spot, aftering playing my Rad/Fire through some amazing TFs today, I just came to say I
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So do I get the Bug Hunter Badge for this?
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Quote:I avoided it for a long time for lack of a better choice in powers. However, after getting Incandescence as an incarnate ability I don't mind it so much anymore. Reason being is that if I have that on I can still use Healing Aura to keep my self topped off if I use it and a couple baddies are looking my way. Still, don't use the power too much, mostly as a NPC oh snit heal but its nice to have there.alot of people dont like AP.
It's really not that big a deal.
Odds are the enemy doesn't even see you, so you basically have to watch for splash damage.
As long as you're not pulling hella agro, and have some sort of stealth/invis you should be good.
you could always pop a Luck/Sturdy after AP'ing if you think a mob is looking at ya. -
Most I could get my build up to was 3078 hp. Now while the build has absolutely abysmal accuracy it did manage 87 s/l res, 58.8 f/c res, 60.3 psi, 48.2 negative and obviously cap energy resistance with a 32.5 s/l def bonus and a regen of 40 hps. Would never spend the money to make this but it was a fun experiment. Thanks to the original poster for the idea. (also, I know this thread is a month old but still :P)
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Ya know... now that we have the bat aura, it would be kinda cool to see a swarm of bats for the T9 Pet. Have a drainer attak that the pet attaches to an enemy to sap their health back for themselves, have a pbaoe attack where to swarm breaks apart in all directions causing fear and knockdown, have an attack thats a targeted cone similar to Howl from the sonic set but have it be called Sonic Attack or something, and last but not least give a darkest night like power but it does -tohit and -regen instead. I think that would be a thematic and bad assery pet.
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I had this thought in my head and wanted to post it here for further thoughts and review.
The idea for these were brought to mind by how we could make additional damage types for the Interface Incarnate Slot.
Smashing Damage-
Rupture Interface:
Rapture Core Flawless Interface - Adds a Knock Down proc (15% Chance) and a moderate Smashing Damage DoT (25% Chance) to most attacks.
Rapture Radial Flawless Interface - Adds a Burst of Smashing Damage (10% Chance) and a moderate Smashing Damage DoT (60% Chance)
Lethal Damage-
Evisceral Interface:
Evisceral Core Flawless Interface - Adds a Terrorize proc (25% chance) and a moderate Lethal damage over time proc (25% chance) to most damaging attacks.
Evisceral Radial Flawless Interface - Adds a Terrorize proc (15% chance) and a moderate Lethal damage over time proc (75% chance) to most damaging attacks.
Cold Damage-
Arctic Interface:
Arctic Core Flawless Interface - Adds a Hold proc (25% chance) and a moderate Cold damage over time proc (25% chance) to most damaging attacks.
Arctic Core Flawless Interface - Adds a Hold proc (15% chance) and a moderate Cold damage over time proc (75% chance) to most damaging attacks.
Now the rest of the trees would have to be mapped out but that should be pretty easy. Now, my real question is what are your thoughts and could you go for something like this as an alternative? -
Well first things first, defender resistance caps out at 75%.
Now, knowing that taking tough and temp invulnerability from power mastery will get you to 70% s/l resistance.
As for that, if you go Time/anything and take combat jumping, maneuvers, and power boost from power mastery you can hit an easy 40.9% defense to all.
The real problem here is that everything in time is an end hog and all these expensive click powers and toggle powers will leave your end drained. Also, the slot investment is a bit heavy and the defense isnt technically perma-able without hasten.
This is all on SO numbers btw. -
Im gunna lay down some honesty for ya. Your end gain is terrible even if chrono shift were perma. The best thing I can see from glancing at your build is that you have soft cap for pve on your smash/lethal/ranged defenses which is a nice combination. In fact its something I use for my kin to great effect. With farsight your at what I believe is iTrial soft cap. Again very nice. I have to ask though, did you pick scorpion out of preference, concept or practicality? My opinion on your slotting is this:
Times Crawl - This is way over slotted, to my understanding the power does not stack. For most cases you can add no slots and have it be effective. You really dont need to slot it for slows.
Temporal Mending - I would have gone with Doctored Wounds for the recharge personally and saved a slot
Times Juncture - Im a hard sell here, the only good slotting for this in my personal opinion is Dark Watchers Despair 4 pieces. You get end recover, recharge, more hp to add some to buffer some bigger hits.
Distortion Field - I cant say its bad cause I like that set alot but with Farsight you can get away with 4 slotting Basalisk Gaze and the Lockdown proc.
Time Stop - Prefect slotting for that IMO
Farsight - The slotting here makes me really sad. You completely ignored the defensive aspect of this power! Thats the main reason I chose my defender over a corruptor because that extra buffer + power boost gave me the means to build for other things. Additionally, why did you go three slots of Rectified Reticile. The +6% regen is not going to do that much for you. As a suggestion you could do the LOTG Proc which is super easy to get with hero merits and then 3 Membrane Exposure Hamio-s which are pricey but with some STFs and a little luck you can land them. Alternative frankenslotting would be LOTG +Recharge, LOTG Defense/Recharge, Red Fortune Def/Rec, Adjusted Targeting ToHit/Recarge or just ToHit.
Slowed Responses - Many may disagree but I like the slotitng on this. Other builds may very.
Chrono Shift - I see what you were going for but no really. The main two ways I see this slotted is 6 efficacy adapters or 5 Doctored Wounds and maybe 1 end mod io.
For your attacks I see that you were trying to go with ranged defense but my preference (this is a personal opinion) is to go for your +6.25 recharge bonus with decimations. Additionally the slotting on Psy Tornado kinda makes me sad for the same reason. I would find two slot to go in there.
Also, your hasten is coming at level 4, mistake me if Im wrong cause Im not sure off hand but I thought you still had to wait till level 6?
As for other power pools, I see why you took weave but again, slotting farsight better can eliminate the need and the end drain.
Hasten and Maneuvers I like. Also, with the nice to-hit bonus in farsight I see less need for tactics except for helping to break trough Hi Defense Enemies.
I will post a build later if you like but for now I must be off to the movies. Hope this helps. Again this is all personal opinion on the slotting so take them with a grain of salt. -
Quote:Ah I see, thanks for clearing that up thenThe points for September were rewarded with the launch of Freedom. They were included in the bank of points up to that point.
With your renewal date being the 30th, you will recieve you next set of points on the 30th. -
Just out curiosity, since freedom launched just recently and my renewal date is on the 30th am I supposed to still get my stipiden of points as a vip as well as my token or do I need to wait to the 14th when the last points were rewarded even though my renewal date is the 30th of last month?
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Quote:Times juncture with dampened spirits? I usually go with the Dark Watchers Despair myself. Same effect, less slots.I would like to test this out, myself. Time Crawl is super useful. Temporal mending seems like a Doctor's Wound 5 slot candidate as well as temporal selection. In my opinion, temporal selection seems made for ranged squishy damage dealers, and lieutenant pets
. Time Juncture is end hungry (.52 base compared to assault's .39). Set's don't help with -dmg, its best feature. Five slots of dampened spirits gets a nice 5% recharge set bonus, but it is a tight build. Min/maxing at level 50 you could get by with fewer slots of Hammi-Os. I am throwing something together to get the bird's eye yet grower build.
As for farsight, I slot that with a LotG +7.5 and 3 - 4 Membrane Exposures (I know, over slotted a bit but I likes it). Times crawl is fine with 1 accuracy io. Also, distortion field and time stop are great canidates for basalisk gaze. Temporal Selection, Temporal Mending, and Chrono Shift all get 5 piece doctored wounds. Slowed response is up in the air, it depends on the needs for IO bonuses really. -
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Tip for Mids:
Turn Power Build Up On
Click on Farsight
Click on Effects
Record the Defense Numbers and then turn both Farsight and Power Build off
After that just turn on your toggles and then look at your defenses and add that number.
Problem Solved -
Yup, logged into my main today and was effected as well.
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I hate to say is but Radial Reactive is a third errr fourth or whatever XD On my main, my Emp/Sonic/Psychic, I use Radial as my interface. I will throw out Gravitic Radial Flawless Interface for the -special. Its a nice, albeit low, bonus that is likely to stack with others considering most will take Reactive. Will be nice for AVs with a heal.
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I look at time DP and this is what I think:
Bullet Rain + Chemical Ammunition + Times Juncture = Whut Damage?
Too bad you cant get Hail of Bullets down low enough to make the -dmg perma XD