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Posts
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Joined
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i have swift and hover slotted for flight and i get a respectable 40 mph or so with + speed set bonuses on my ill/kin. of course, i usually grab a siphon speed for capped flight speed or that short duration jet pack.
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my ill/kin is by far my most versatile character. every character i've made can't even come close to the total survivability due to the range of control and buff/debuff in this combo.
it doesn't help that my first build (now my team build) has purple sets with the damage procs in both blind and spectral wounds, transfusion + power boost for a mega heal, the dam buff (and incoming damage debuff - which i think is understated for additional survivability), transference + transfusion + power boost to completely drain bosses endurance. power blast made my attack chain blind>spectral wounds>power blast and most minions are dead.
my second build went for stone and then i softcapped to S/L and almost softcapped ranged. i lost power boost, but gained the defense, along with an emergency heal (earth's embrace), as well as AoE damage i lacked before, and a melee attack that one shots minions and can hit for over 600 damage with containment.
my almost perma-dom ice/fire can kill faster, but never as safely - much like my fire blaster; my rad/dark defender won't get hit but takes forever to kill anything and mezes = dropped toggles = major scramble; and my necro/poison comes close, but between the pets and single target nature of poison, AoEs neuter him and is boring to play otherwise (debuff, attack my target, move on). -
i have an ice/fire (recently speced from mace to fire mastery), and it may be a little low on the control side, its very good on the kill everything fast side.
however, ice slick and shiver have come in very handy to mitigate risk. ice slick may not stop attacks completely, but the fear effect and kd do wonders. shiver also doesn't stop attacks, but once they attack, they won't again for quite a while, and they won't get very far in between either, especially if they happen to be on ice slick too. -
did spiritual on my ill/kin/power team build as musculature and cardiac aren't really as helpful with kinetics and i had power boost for duration and tons of accuracy anyway.
but then i realized solo it was being held back by the lack of damage in the primal set, so i planned for switching to stone and slotting for S/L then R defense to survive melee range for the stone powers. i was done with most of the sets but the expensive ones but then got nerve tier 2 and realized that i might be able to avoid getting kinetic combat sets if i went all the way with nerve. definitely a boost of a 3-5% with rare so far, considering i have stone armor, cj, weave, and maneuvers. allowed me to underslot for acc and hold duration and not miss power boost when i am practically softcapped for cheap. -
Quote:cool.Yes the recovery buff was added to consume a few issues ago, I think it was before they buffed burn but it could have been at the same time.
to be clear: consume gives +20 end and +5% recovery for 15s per enemy hit, both enhanceable. it also give 50% end drain resist (if i read real numbers right), which seems like it is also enhanceable. -
Quote:cool.Yes the recovery buff was added to consume a few issues ago, I think it was before they buffed burn but it could have been at the same time.
to be clear: consume gives +20 end and +5% recovery for 15s per enemy hit, both enhanceable. it also give 50% end drain resist (if i read real numbers right), which seems like it is also enhanceable. -
I don't know if its new, but I recently respeced into consume, and in addition to recovering endurance, it provides a short duration recovery buff for every enemy hit. I will try to double-check this the next time I'm online, but it isn't mentioned in your guide.
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it was a counter to stealth, implemented as early i started (i3) probably from the beginning. can't expect everything to be stealthable. especially when its alien technology designed to counter it.
you have a phase shift power as a warshade, although i can see why you might not have picked it up. -
Quote:but what they are saying is still true. it not only depends on AT, but your specific build. what powers you specifically took on your demon/dark as well as how they are slotted as well as what level you are (limits power choices). for example, your kill speed will matter whether you took tar patch and how many recharges/how much global recharge you have. your playstyle will matter too - do you let your pets go nuts on defensive or aggressive or do you micro-manage them or just have them attack a single enemy at a time (worked great on my necro/poison for example).Thanks for the ideas, Tried +0/x8 without bosses was a bit easy with my MM. When I log on tonight Ill try the +2/X2 Boss as my Pets can take down a single target pretty fast and I have enough CC to keep em locked most of the time.
Also to those saying "depends on the AT" and such if you read my OP I say the build in question is a Demon/DM MM.
at most, we can say about the maximum (whether with a very specific build you can either hit a soft limit or a hard limit of +4/x8/bosses), and maybe a minimum given the most usually took powers, with average slotting and not sucking in terms of playstyle. its really up to you to figure out what you can handle and best speed for you. -
start heroside -> run tips between lvl 20-40+ and become a full villain. complete the first arc of your chosen patron.
OR
start yellowside -> become a villain at lvl 20. complete the first arc of your chosen patron at lvl 40+.
either way should unlock all 4 patron pools. -
min/maxers have been drooling over fire blast for defenders since proliferation started.
maybe change the DoT extra for fire and turn it in to minor ticks of damage that also include an additional debuff, like -regen for being burned. fire blast for defenders should not be made to do more damage than other defender blast sets, regardless if the same set for blasters or corruptors do. -
Quote:from the purposes of stats that aren't dependent on enemies - like HP, enhancement slotting, buffs, resistance, defense - your stats are lvl 50. any stats that take into account enemy lvl, you are a lvl 51 - so your tohit, base damage, debuffs and status duration/resistance and the enemies tohit, damage, debuffs and status durations/resistance are all modified.Well it is a manipulation of the level modifiers or whatever you call it. The level shift just uses the values of -1 level of the target you're facing and that allows you to do more damage, have a higher tohit chance and control durations last longer. A combination of increased damage and controls is what let me complete this. I've soloed a LRSF without a level shift before, but had to use temp powers in order to put out the necessary DPS while keeping Numina permaconfused.
this effectively gives you a higher % to hit, higher damage, stronger debuffs and control duration while theirs are lessened. truly being lvl 51 would increase our HP and reduce SO effectiveness and probably break everything in the game. -
i played a blaster after i had taken my ice/fire dom to 50 (fire/elec blaster), and now that i've respeced my dom into the fire epic, i feel like i'm running my fire blaster.
my attack chain on my fire blaster was:
aim>BU>RoF>fire ball>blaze>fire blast>charged brawl (when they get into range)
my attack chain on my dom is:
ice slick>embrace of fire>RoF>breath of fire>fire ball>block of ice/chilblain/shiver (if needed)>blaze>fire blast>incinerate (when they get into range/after being held)
honestly i don't need all 3 AoEs on +0, but hey they are nice to have. sometimes if my AoE controls aren't up, i'll just start with RoF and my AoEs like a blaster and control when necessary. definitely the choice for 'blaster' on villianside, choosing a secondary with BU/EoF even more so.
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below is a build for my ice/fire/fire dominator who i'm trying to get perma dom on. however, i'm kinda confused on the best use of my slots at this point. this build is a non-purple build and i got 88.75% rech, although if i end up specing him this way, i'd end up getting the hold and immob purple sets for sure. in any case, i have 6 slots left and i'm not sure what to do with them yet.
also, would getting assault be better than tactics if i'm not using it for bonuses? how much does it help in the TFs?
any other thoughts? alpha suggestions?
note: this is a hasty build and i just dumped sets in the slots, i plan on optimizing for damage/effect, then whatever else as i'll have at least an SO's amount of acc from set bonuses. i play him very in-and-out to use glacier/consume/incinerate and otherwise stay at range.
6 slots to go
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Frozen Hellfire: Level 50 Mutation Dominator
Primary Power Set: Ice Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Villain Profile:
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Level 1: Block of Ice
(A) Basilisk's Gaze - Accuracy/Hold: Level 30
(3) Basilisk's Gaze - Accuracy/Recharge: Level 30
(3) Basilisk's Gaze - Recharge/Hold: Level 30
(5) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
(40) Empty
Level 1: Flares
(A) Accuracy
Level 2: Incinerate
(A) Crushing Impact - Accuracy/Damage: Level 50
(5) Crushing Impact - Damage/Endurance: Level 50
(7) Crushing Impact - Damage/Recharge: Level 50
(7) Crushing Impact - Accuracy/Damage/Recharge: Level 50
(9) Crushing Impact - Accuracy/Damage/Endurance: Level 50
Level 4: Chilblain
(A) Enfeebled Operation - Accuracy/Recharge: Level 50
(9) Enfeebled Operation - Endurance/Immobilize: Level 50
(11) Enfeebled Operation - Accuracy/Endurance: Level 50
(11) Enfeebled Operation - Immobilize/Range: Level 50
(13) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50
Level 6: Fire Breath
(A) Positron's Blast - Accuracy/Damage: Level 50
(15) Positron's Blast - Damage/Endurance: Level 50
(17) Positron's Blast - Damage/Recharge: Level 50
(21) Positron's Blast - Damage/Range: Level 50
(23) Positron's Blast - Accuracy/Damage/Endurance: Level 50
Level 8: Hasten
(A) Recharge Reduction IO: Level 50
(13) Recharge Reduction IO: Level 50
(15) Recharge Reduction IO: Level 50
Level 10: Fire Blast
(A) Decimation - Damage/Endurance: Level 40
(36) Decimation - Accuracy/Damage: Level 40
(36) Decimation - Damage/Recharge: Level 40
(36) Decimation - Accuracy/Endurance/Recharge: Level 40
(37) Decimation - Accuracy/Damage/Recharge: Level 40
Level 12: Ice Slick
(A) Recharge Reduction IO: Level 50
Level 14: Super Speed
(A) Empty
Level 16: Embrace of Fire
(A) Recharge Reduction IO: Level 50
(17) Recharge Reduction IO: Level 50
Level 18: Shiver
(A) Tempered Readiness - Accuracy/Slow: Level 50
(19) Tempered Readiness - Damage/Slow: Level 50
(19) Tempered Readiness - Accuracy/Endurance: Level 50
(21) Tempered Readiness - Range/Slow: Level 50
(23) Tempered Readiness - Endurance/Recharge/Slow: Level 50
Level 20: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 50
(40) Karma - Knockback Protection: Level 30
Level 22: Aid Other
(A) Healing
Level 24: Aid Self
(A) Doctored Wounds - Heal/Endurance: Level 50
(25) Doctored Wounds - Endurance/Recharge: Level 50
(25) Doctored Wounds - Heal/Recharge: Level 50
(27) Doctored Wounds - Heal/Endurance/Recharge: Level 50
(27) Doctored Wounds - Heal: Level 50
Level 26: Glacier
(A) Basilisk's Gaze - Accuracy/Hold: Level 30
(29) Basilisk's Gaze - Accuracy/Recharge: Level 30
(29) Basilisk's Gaze - Recharge/Hold: Level 30
(31) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
Level 28: Consume
(A) Efficacy Adaptor - EndMod: Level 50
(31) Efficacy Adaptor - EndMod/Recharge: Level 50
(31) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
(33) Efficacy Adaptor - Accuracy/Recharge: Level 50
(33) Efficacy Adaptor - EndMod/Accuracy: Level 50
(33) Efficacy Adaptor - EndMod/Endurance: Level 50
Level 30: Maneuvers
(A) Luck of the Gambler - Recharge Speed: Level 50
Level 32: Jack Frost
(A) Expedient Reinforcement - Accuracy/Recharge: Level 50
(34) Expedient Reinforcement - Accuracy/Damage: Level 50
(34) Expedient Reinforcement - Damage/Endurance: Level 50
(34) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
Level 35: Tactics
(A) Endurance Reduction
Level 38: Blaze
(A) Thunderstrike - Accuracy/Damage: Level 50
(39) Thunderstrike - Damage/Endurance: Level 50
(39) Thunderstrike - Damage/Recharge: Level 50
(39) Thunderstrike - Accuracy/Damage/Recharge: Level 50
(40) Range IO: Level 50
Level 41: Fire Ball
(A) Positron's Blast - Accuracy/Damage: Level 50
(42) Positron's Blast - Damage/Endurance: Level 50
(42) Positron's Blast - Damage/Recharge: Level 50
(42) Positron's Blast - Damage/Range: Level 50
(43) Positron's Blast - Accuracy/Damage/Endurance: Level 50
Level 44: Rain of Fire
(A) Positron's Blast - Accuracy/Damage: Level 50
(45) Positron's Blast - Damage/Endurance: Level 50
(45) Positron's Blast - Damage/Recharge: Level 50
(45) Positron's Blast - Damage/Range: Level 50
(46) Positron's Blast - Accuracy/Damage/Endurance: Level 50
Level 47: Fire Shield
(A) Impervious Skin - Resistance/Endurance: Level 30
(48) Impervious Skin - Resistance/Recharge: Level 30
(48) Impervious Skin - Endurance/Recharge: Level 30
(48) Impervious Skin - Resistance/Endurance/Recharge: Level 30
(50) Impervious Skin - Status Resistance: Level 30
Level 49: Rise of the Phoenix
(A) Recharge Reduction
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Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift
(A) Run Speed IO: Level 50
Level 2: Hurdle
(A) Jumping IO: Level 50
Level 2: Health
(A) Miracle - +Recovery: Level 40
Level 2: Stamina
(A) Endurance Modification IO: Level 50
(37) Endurance Modification IO: Level 50
(37) Endurance Modification IO: Level 50
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Set Bonus Totals:
5.5% DamageBuff(Smashing)
5.5% DamageBuff(Lethal)
5.5% DamageBuff(Fire)
5.5% DamageBuff(Cold)
5.5% DamageBuff(Energy)
5.5% DamageBuff(Negative)
5.5% DamageBuff(Toxic)
5.5% DamageBuff(Psionic)
2.5% Defense(Smashing)
2.5% Defense(Lethal)
7.5% Defense(Energy)
7.5% Defense(Negative)
1.25% Defense(Melee)
3.75% Defense(Ranged)
3.15% Max End
4% Enhancement(Heal)
1.5% Enhancement(RunSpeed)
1.5% Enhancement(FlySpeed)
88.75% Enhancement(RechargeTime)
41% Enhancement(Accuracy)
1.5% Enhancement(JumpHeight)
3% Enhancement(Immobilize)
1.5% Enhancement(JumpSpeed)
49.6 HP (4.877%) HitPoints
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 10%
MezResist(Held) 10%
MezResist(Immobilize) 14.95%
MezResist(Sleep) 12.2%
MezResist(Stun) 10%
MezResist(Terrorized) 12.2%
16.5% (0.276 End/sec) Recovery
10% (0.425 HP/sec) Regeneration
5.985% Resistance(Fire)
5.985% Resistance(Cold)
1.875% Resistance(Negative)
2% XPDebtProtection
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Set Bonuses:
Basilisk's Gaze
(Block of Ice)
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
2% (0.033 End/sec) Recovery
7.5% Enhancement(RechargeTime)
Crushing Impact
(Incinerate)
MezResist(Immobilize) 2.2%
11.45 HP (1.125%) HitPoints
7% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
Enfeebled Operation
(Chilblain)
3% Enhancement(Immobilize)
1.875% Resistance(Negative)
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
3.75% Enhancement(RechargeTime)
Positron's Blast
(Fire Breath)
2.5% (0.042 End/sec) Recovery
1.575% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)
Decimation
(Fire Blast)
MezResist(Immobilize) 2.75%
11.45 HP (1.125%) HitPoints
2.25% Max End
6.25% Enhancement(RechargeTime)
Tempered Readiness
(Shiver)
1.5% (0.025 End/sec) Recovery
1.5% Enhancement(Slow)
0.9% Max End
3.75% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
7.5% Enhancement(RechargeTime)
Karma
(Combat Jumping)
Knockback (Mag -4), Knockup (Mag -4)
Doctored Wounds
(Aid Self)
MezResist(Terrorized) 2.2%
1.26% Resistance(Fire,Cold)
4% Enhancement(Heal)
5% Enhancement(RechargeTime)
Basilisk's Gaze
(Glacier)
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
2% (0.033 End/sec) Recovery
7.5% Enhancement(RechargeTime)
Efficacy Adaptor
(Consume)
11.45 HP (1.125%) HitPoints
1.5% (0.025 End/sec) Recovery
10% (0.425 HP/sec) Regeneration
2.5% DamageBuff(All)
5% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
7.5% Enhancement(RechargeTime)
Expedient Reinforcement
(Jack Frost)
Status Resistance 2.5%
3% DamageBuff(All)
6.25% Enhancement(RechargeTime)
Thunderstrike
(Blaze)
2% (0.033 End/sec) Recovery
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
7% Enhancement(Accuracy)
Positron's Blast
(Fire Ball)
2.5% (0.042 End/sec) Recovery
1.575% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)
Positron's Blast
(Rain of Fire)
2.5% (0.042 End/sec) Recovery
1.575% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)
Impervious Skin
(Fire Shield)
MezResist(Sleep) 2.2%
15.26 HP (1.501%) HitPoints
2% XPDebtProtection
5% Enhancement(RechargeTime)
Status Resistance 7.5% -
the first WST that i ran, i got 25 bonus merits, the notice of the well, plus the reward table options, of which i chose the incarnate salvage.
second one i ran on that character, i can't remember if i got the bonus again, but i was able to pick up an additional 25 merits from the reward table. -
just so you know, i think there is an 18 hour (maybe 24) timer on purchasing from the hero/villain merit vendors. so unless you're going for a purple or pvp IO, saving up more than 1 or 2 might is not recommended, as all other recipes or recipe rolls are either 1 or 2 merits.
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Quote:Devs: this patch needs more testingNow, hopefully, this fix will be accompanied by a re-evaluation of whatever internal decision-making processes allowed it to be pushed live in the first place.
Marketing: we either put it out to live now or wait until after the spring fling, and we've already said early february.
Devs: *sighs* (puts on live and crosses fingers) -
its nice that people were actually willing to do a non ITF or LGTF for once without a lot of effort. it might be grindy, but at least we don't have to grind the same TF to get the pieces we need. we have variety, which won't start to really be apparent for a while, but its still nice to see old TFs/SFs get exposure.
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Quote:bolded for emphasis. i ran an lrsf yesterday as one of 3 with rare's slotted, and i'm an illusion controller. 3rd try through the vindicators mission after 2 team-crashes, i still had my rare slotted but didn't spawn my pets and we made it through. we crashed again in the future freedom phalanx mission and i unslotted it and we made it - not sure if i used my pets there at all. i use PA all the time, but have been more situational about phantasm latelyFrom all the testing in other threads, it seems the crash is caused by level shifted pets summoning their own pets.
did a mission this morning with the rare equipped and used PA but didn't spawn phantasm. no problems. i realized it wasn't necessarily the rare slot itself, but this could be it.
what pets spawn other pets? phantasm spawns it's decoy, does plant's pet spawn anything? i can't think of a MM pet that does either. -
find some lvl 50 enemies, minions should be blue, lts white and bosses yellow. confirmed.
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if you want more data comparisons, scroll to near the bottom of:
http://tomax.cohtitan.com/data/power...etype.php?at=3
its a few issues old, but i don't remember any changes to these powers since then.
fire might be the best on raw data, but stone can seriously destroy close especially with seismic smash and a melee oriented character.
fire:
fire blast: 1.42 scale dam, 8s rech
fireball: 1.29 scale dam, 32s rech
stone:
hurl boulder: 1.64 scale dam, 10s rech
fissure: .9 scale dam, 20s rech
seismic smash: 2.6 scale dam, 28s rech
fissure isn't as strong as fireball, but they have the same radius and fissure comes up faster. things to consider -
you could always color your armors to look like the soul mastery colors or to mesh better. i did this on a ill/kin controller when i took stone mastery. RP-wise i turned his powers from light to sand (think the gold sand from aladin) and it looks great (he also switched to villian about that time so it made sense for his light powers to change).
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i took shiver in the ice APP for the slow on my inv/EM, but found that the duration is very lacking at 10s and can't be enhanced. but i found it was more effective as a wide and long cone taunt.
any one else do this? also, i can't remember - taunt IOs enhance duration right? if so i know what i'm slotting in shiver. -
i would never 6 slot FS. on an SO build 2 acc/3 rech, maybe 2 acc/2 rech with lvl 50 IOs.
FS isn't much of a difference on a boss alone. but i run at x4 and FS will help by both debuffing incoming damage by -20% and adding +100% damage to you, and with siphon speed and hasten you can regular cap your own damage. i can regularly fight multiple bosses at once and defeat them as much with my own attacks (SW, blind and either power blast or fissure/seismic smash) as PA and phant.