Tater Todd

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  1. Tater Todd

    Grav/dark??

    Quote:
    Originally Posted by Madamme Mayhem View Post
    1- I generally prefer fly and it fits my theme, never been a fan of SJ and im not concerned with how fast i travel.

    2- i intend to be more within aoe range to take advantage of Engulfing Darkness as this shall be the basis for my aoe hence why i took the fighting pool.

    3- i am aware crushing field has no -kb but i am proficient with using energy blast and kb in general. Ice doesnt fit my theme and i hate that ice and fire are now the 'go to' sets to make a 'good' dom so no i wont be following the herd there.

    Now for your build.....

    -Whats with the defense? with that little it is utter pointless.

    -life drain has no dmg even though it is a solid st blast especially when you have chosen to slot Apocaylpse in Dark Blast which still doesnt make it useful.

    -gloom is underslotted.

    - the KD proc in energy torrent is wasted

    -singy doesnt need the res bonus

    -no Unbreakable Constraint even though its a cheap purple set compared to the dmg sets which are sup par and it has a nice proc.

    -no dmg in Gravity Distortion

    -Gravity Distortion Field doesnt have enough acc

    -health is poorly slotted.

    yeh....
    *Rubs Temples*

    Ok, I can't help you with this build. I'm a theme person as well but I have my limitations and I don't let a theme override synergy. I'm also not a fan of KB unless it can be carefully controlled. (I have a Plant/En/En) I'm not capable of understanding what you want...in fact, I think that you already know what you want.

    This is not how I would slot my Grav/Dark but I took time out to try to cater towards your style....we are on opposite ends of the spectrum though so maybe it wasn't wise of me to attempt this task.

    -Your original build had defense so I was trying to continue that system. Tough and Temp Invul are Frakenslotted but you would benefit more with the Steadfast Set. It will protect you from KB when you're on the ground and the bonuses like +Recov and +Hitpoints help out. If you're concerned about Regen why did you underslot Luck of the Gambler twice? It offers great Regen values.

    -Drain life is amazing it's provides an excellent heal and great damage but again I was limited with my options. It is best to go the damage route though like you were saying.

    -I normally use Lift as set mule for procs, the same goes for Crush which I didn't add in the build because I was trying to respect your wishes. I think that you are missing potential damage by just throwing Kinetic Crash in there. I build my doms for recharge based on Alpha or Destiny so I don't lean to heavy on recharge sets but I'm guessing that you don't and that you do a lot of low level content.

    -Gloom is underslotted because I ran out of slots.

    -Maybe I sent you the wrong build but I did not slot the Res bonus in Singy if I did it was by accident.

    -I depend on sleet or my global bonuses to help me with my Accuracy needs. Sleet fills in the holes and gives me more slotting flexibility.

    -Health is underslotted? You don't need to focus that much on Regen with a Grav/Dark. Your mitigation, Singy and Life Drain is enough to keep you alive and safe. Throwing in extra regen even if you're in melee is a waste on a Dom unless you have something to improve upon it like Drain Psyche or Conductive Aura. You should protect your self with lockdown since you can easily get taken out by a decent ST attack.

    -I built my Grav/Dom to focus on Range first then Melee second...much like a Grav/Energy Dom...but you seem to be focusing on melee which kinda goes against the benefits of gravity BUT it's your style that's fine but I can't help you with this build .

    1) I respect and understand your choice on Fly.

    2) I would recommend finding a way to squeeze in the Dom ATO Proc to add more oomph to your damage. I run in and hit Engulfing Darkness and run out of melee. I also run mishes on +3/ +4 instead of -1/+8 which I run on all my other doms since grav/dark oozes ST damage.

    3) I understand. I went out of my way myself to make a build that would make choosing /Primal the best...well the best choice. I love sleet due to the fact that it help with low accuracy, it's possible to perma, it can reduce a mob's res by 50% and it provides superb mitigation through knockdown, Slow and -Recharge all in one power. I also love anything to do with Water, wind, ice or lightning. I only chose Fire if I am leveling a /Fire toon.
  2. Tater Todd

    Grav/dark??

    Quote:
    Originally Posted by Madamme Mayhem View Post
    same im gonna wait til im 50 and see how often i use it. Yeh it will be incarnate i just couldnt be bothered to sort it out yet lol
    Well I wanted to make a Grav/Dark Incarnate but I deleted the toon for more server space. Here's the build I have for you but before you look at what I have I have a few questions...

    1) Do you have to have Fly in your build? I find Fly to be horrible unless I'm aiming for the Hover/Fly/Afteburner combo. After burner is great for a set mule and it helps you fly much faster. I like to save power choices and I like Super Jump so I normally pick super jump every time no matter the theme. It also frees up two slots. OH! Super Jump is 2 times the speed of Fly.

    2) It seems you are focusing on using your Immob as soft control for a crowd...but a Grav/Dark dom is almost strictly ST oriented. Do you have to have the Gravanchor purple proc there? And are you going to focus on ST or more AOE?

    3) The Fighting pool doesn't mesh well with this build and it's not necessary. A Grav/ can keep safe by just using Wormhole, Singularity, the AOE hold and Dimension shift...unless you are going for a more AOE Grav/Dark toon.

    4) With Explosive Blast as your lvl 47 power things can get ugly FAST. the immob for Grav doesn't Negate KB so your targets are going to be all over the place putting you in danger since your controls are aoe natured. I think you should pick Energy Transfer or to be completely honest I would pick another PPP choice like Ice which will provide reliable soft control, debuff and excellent damage.

    I can make show you my Grav/Dark incarnate build to see what you think.


    Villain Plan by Mids' Villain Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Grav.Dark: Level 50 Magic Dominator
    Primary Power Set: Gravity Control
    Secondary Power Set: Dark Assault
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Flight
    Ancillary Pool: Primal Forces Mastery

    Villain Profile:
    Level 1: Lift -- Decim-Dmg/EndRdx(A), Decim-Dmg/Rchg(37), Decim-Acc/Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(40), Decim-Build%(42)
    Level 1: Dark Blast -- Apoc-Dmg/EndRdx(A), Apoc-Dmg/Rchg(11), Apoc-Acc/Dmg/Rchg(21), Apoc-Acc/Rchg(25), Apoc-Dam%(25)
    Level 2: Gravity Distortion -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Acc/Hold(5)
    Level 4: Gloom -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Dmg/Rchg(11), Dev'n-Acc/Dmg(17)
    Level 6: Propel -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(7), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/Dmg/Rchg(9)
    Level 8: Boxing -- Empty(A)
    Level 10: Crushing Field -- AotDominator-Rchg/+Dmg%(A), GravAnch-Hold%(17), TotHntr-Dam%(43), Acc-I(46)
    Level 12: Smite -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Dmg/EndRdx(13), Hectmb-Acc/Rchg(15), Hectmb-Dam%(15)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
    Level 16: Gather Shadows -- RechRdx-I(A)
    Level 18: Gravity Distortion Field -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(21)
    Level 20: Engulfing Darkness -- Armgdn-Dam%(A), Armgdn-Acc/Rchg(31), Armgdn-Dmg/EndRdx(42), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Dmg/Rchg(46)
    Level 22: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
    Level 24: Fly -- Flight-I(A)
    Level 26: Wormhole -- Amaze-Acc/Rchg(A), Amaze-EndRdx/Stun(27), Amaze-Acc/Stun/Rchg(27), Amaze-Stun/Rchg(31), Amaze-Stun(34)
    Level 28: Life Drain -- Nictus-Heal(A), Nictus-Acc/EndRdx/Rchg(29), Nictus-Acc/Heal(29), Nictus-%Dam(31)
    Level 30: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(34), S'fstPrt-ResKB(42)
    Level 32: Singularity -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Midnight Grasp -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Energy Torrent -- Ragnrk-Dmg/Rchg(A), Ragnrk-Dmg/EndRdx(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Knock%(46)
    Level 47: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Dam%(50)
    Level 49: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(50), TtmC'tng-ResDam/EndRdx(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Empty(A)
    Level 4: Health -- RgnTis-Regen+(A)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- P'Shift-End%(A), EndMod-I(37), EndMod-I(43)
    ------------



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  3. Tater Todd

    Grav/dark??

    Quote:
    Originally Posted by Madamme Mayhem View Post
    Trying to get good solid rech so i have perma dom and perma hasten (only 1.5 secs off), maintain some solid dmg output and fit it all within my theme.

    Why what would you change?

    I am considering dropping Night Fall though in replace for smite, partly because the cone is tiny and i tend to only ever hit 2 enemies with it and then the dmg is all that great. Where as if i had smite the dmg is pretty strong and its ST. Plus with energy epics and engulfing darkness i dont think i need anymore aoe.
    I agree...I WANT to like Nightfall but ugh..no just NO lol. Hrmm, and I take it that this build is non incarnate? I will revise yours a bit and see what you think.
  4. Tater Todd

    Grav/dark??

    Hrmm...what are you going for in this build? I would love to take a stab at it if you don't mind? I think it needs some work.
  5. Here's my crude build. It's still unfinished but my toon will lean on the awesomness of Ageless. Since Ageless can keep my Fire/Storm Controller blue bar at almost 100% all the time. I find it to be a great way of taking care of my recharge and Recov needs. Once I get Ageless though I will probably drop the force feedback proc out of all my powers except for Tremor and Fault since the proc seems to fire way more often in those two.

    I also took the Miracle: Recover route since I will be focused more of killing them before they kill me. That's the nature of the beats that is Fire/Earth. I guess once 50 you could change that as well.

    Villain Plan by Mids' Villain Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fire.EarthDel: Level 50 Magic Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Earth Assault
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Char
    • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (9) Basilisk's Gaze - Accuracy/Hold
    • (43) Basilisk's Gaze - Accuracy/Recharge
    • (43) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 1: Stone Spears
    • (A) Force Feedback - Chance for +Recharge
    Level 2: Stone Mallet
    • (A) Hecatomb - Chance of Damage(Negative)
    • (7) Hecatomb - Damage/Endurance
    • (7) Hecatomb - Accuracy/Recharge
    • (31) Hecatomb - Accuracy/Damage/Recharge
    • (46) Hecatomb - Damage/Recharge
    • (46) Force Feedback - Chance for +Recharge
    Level 4: Tremor
    • (A) Armageddon - Damage/Recharge
    • (5) Armageddon - Accuracy/Damage/Recharge
    • (5) Armageddon - Accuracy/Recharge
    • (36) Armageddon - Damage/Endurance
    • (45) Armageddon - Chance for Fire Damage
    • (46) Force Feedback - Chance for +Recharge
    Level 6: Hasten
    • (A) Recharge Reduction IO
    Level 8: Hot Feet
    • (A) Scirocco's Dervish - Chance of Damage(Lethal)
    • (9) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (50) Scirocco's Dervish - Damage/Endurance
    • (50) Scirocco's Dervish - Accuracy/Damage
    Level 10: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (11) Kinetic Combat - Damage/Endurance
    • (11) Kinetic Combat - Damage/Recharge
    • (23) Kinetic Combat - Damage/Endurance/Recharge
    Level 12: Flashfire
    • (A) Razzle Dazzle - Accuracy/Endurance
    • (13) Razzle Dazzle - Accuracy/Stun/Recharge
    • (13) Razzle Dazzle - Chance of Immobilize
    • (21) Razzle Dazzle - Stun/Range
    • (21) Razzle Dazzle - Accuracy/Recharge
    Level 14: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (15) Steadfast Protection - Knockback Protection
    • (15) Steadfast Protection - Resistance/Endurance
    Level 16: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (17) Luck of the Gambler - Defense
    • (17) Luck of the Gambler - Defense/Endurance
    Level 18: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (19) Luck of the Gambler - Defense
    • (19) Luck of the Gambler - Defense/Endurance
    Level 20: Cinders
    • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (23) Basilisk's Gaze - Accuracy/Hold
    • (34) Basilisk's Gaze - Accuracy/Recharge
    • (37) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 22: Heavy Mallet
    • (A) Kinetic Combat - Damage/Endurance
    • (37) Kinetic Combat - Damage/Recharge
    • (37) Kinetic Combat - Accuracy/Damage
    • (40) Kinetic Combat - Damage/Endurance/Recharge
    • (43) Force Feedback - Chance for +Recharge
    Level 24: Fire Cages
    • (A) Enfeebled Operation - Accuracy/Endurance
    • (25) Enfeebled Operation - Accuracy/Immobilize
    • (25) Enfeebled Operation - Immobilize/Range
    • (27) Enfeebled Operation - Endurance/Immobilize
    • (27) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (34) Enfeebled Operation - Accuracy/Recharge
    Level 26: Super Jump
    • (A) Empty
    Level 28: Seismic Smash
    • (A) Crushing Impact - Accuracy/Damage/Endurance
    • (29) Crushing Impact - Damage/Endurance/Recharge
    • (29) Crushing Impact - Accuracy/Damage/Recharge
    • (31) Crushing Impact - Damage/Recharge
    • (31) Crushing Impact - Damage/Endurance
    Level 30: Power Boost
    • (A) Recharge Reduction IO
    Level 32: Fire Imps
    • (A) Expedient Reinforcement - Endurance/Damage/Recharge
    • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (33) Expedient Reinforcement - Damage/Endurance
    • (33) Expedient Reinforcement - Accuracy/Damage
    • (34) Expedient Reinforcement - Accuracy/Recharge
    Level 35: Mud Pots
    • (A) Scirocco's Dervish - Chance of Damage(Lethal)
    • (36) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (36) Scirocco's Dervish - Damage/Endurance
    Level 38: Fissure
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (39) Positron's Blast - Damage/Recharge
    • (39) Positron's Blast - Accuracy/Damage/Endurance
    • (39) Positron's Blast - Accuracy/Damage
    • (40) Positron's Blast - Damage/Endurance
    • (40) Force Feedback - Chance for +Recharge
    Level 41: Sleet
    • (A) Impeded Swiftness - Chance of Damage(Smashing)
    • (42) Achilles' Heel - Chance for Res Debuff
    • (42) Touch of Lady Grey - Chance for Negative Damage
    • (42) Positron's Blast - Chance of Damage(Energy)
    Level 44: Frozen Armor
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense
    • (45) Luck of the Gambler - Defense/Endurance
    Level 47: Ice Storm
    • (A) Positron's Blast - Damage/Recharge
    • (48) Positron's Blast - Accuracy/Damage/Endurance
    • (48) Positron's Blast - Chance of Damage(Energy)
    • (48) Positron's Blast - Damage/Endurance
    • (50) Positron's Blast - Accuracy/Damage
    Level 49: Hibernate
    • (A) Recharge Reduction IO
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (3) Endurance Modification IO
    • (3) Endurance Modification IO
    Level 1: Brawl
    • (A) Empty
    Level 1: Domination
    Level 1: Prestige Power Dash
    • (A) Empty
    Level 1: Prestige Power Slide
    • (A) Empty
    Level 1: Prestige Power Quick
    • (A) Empty
    Level 1: Prestige Power Rush
    • (A) Empty
    Level 1: Prestige Power Surge
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    ------------
  6. Quote:
    Originally Posted by Leo_G View Post
    Well I'm sort of curious why the idea has gotten attention. I've read and posted lots of ideas for interesting and novel powersets that got less feedback. Why is this one different?

    And now I'm wondering, if PMing Arbi Hawk with powerset ideas is actually the way to go these days...I'm still interested in a 'Bone Armor' set and have a concept solidly in mind as well as some mechanics I'm interested in (and that new Absorb mechanic would actually make the ablative armor concept even easier).

    Or is it you have tighter relationship with Hawk, Jayboh? Maybe I should get you to PM the idea for me
    He might of PM'd the Devs. Arbiter Hawk, Zwill and Synapse are pretty awesome about giving feedback and answering questions via PM. Now I'm not saying "EVERYONE! BOMBARD THEM WITH EVERYTHINGZ!!!" but they take time out of their busy Shedjewl :P to reply...and I respect that.
  7. Quote:
    Originally Posted by Leo_G View Post
    My thought is, do the devs even make sets like that?

    Sure, you can say 'Well they should!' and I say 'Well they should just make a crap ton more sets period'. But what I'm getting at is, the dev's sets seem to have a specific concept in mind and if you can do other stuff with it by recoloring/reimagining then kudos.

    I'm not seeing a particular concept with it though. The whole Energy Resonance Orb thing is the theme behind the look but the mechanics don't actually line up with anything...you've got orbs that heal, orbs that harm, orbs that make sound waves, orbs that shield, orbs that empower/shield...not sure what these orbs are *made* of but why no flame orb or sword orb or gravity orb?

    Since this seems to have gotten so much attention, perhaps focus thought on the theme and concept? If it's magic/chi/alien tech, there are bound to be mechanics focused on that theme that could be used to sell that theme (like if it's magic/chi, perhaps none of the buff effects actually affect the caster but instead, the caster gets [insert mechanic that powers the caster up in some way] for casting *any* orbs...which actually limits the solo performance of the set a bit more easily but makes it very strong in teams)

    Or if it's summoning/artifact use, the effects could be cast from a pet that you 'command' which may be slighted in tactical use but will be usable while mezzed or attacking (I enjoy non-busy buff/debuff sets).
    I was in reply typing when you posted this...totally didn't see this post! I think if we had to buckle down and pick a theme for this set I would like to see something magical/artifact based.

    I don't think there's a lot of sets in this game let alone buff/debuff sets that unanimously scream "MAGIC!!!". I know many would disagree with me but to me the only set that has a strong magic feel to it is Demon Summoning...but Demon Summoning it's flexible enough for a person to RP it as something else if they so desire. I would love to see a player reading from a floating book to summon the pet or wielding a giant crystal ball that shimmers and shakes as blasts it's foes or summons the Orbs itself.

    In fact, since I'm on that kick. I would love to see jagged crystals/stones (like the floating pillars stones in Ouro) inside of the glowing Orbs to add an even more arcane feel. Maybe Turquoise inside the Healing Orb with an eerie slow pulsing green glow, Stun Orb could use Moon Stone and it would have a soft white glow ect. I'm just throwing random stuff out there.
  8. I play my Beam Rifle like a Stalker. Picking off hard Targets. I have passive sets for both of my BR sets so I have no issues on team but yeah I couldn't imagine playing BR with time...heck Time, much like kin is busy as well, let alone adding a set that needs the user to be super attentive to who they blast.
  9. Well for theme I think Orb screams Magical Artifact.
  10. Quote:
    Originally Posted by JayboH View Post
    Yeah totally - works for every origin easily.

    What the dev feedback was questioning is what buff/debuff theme would it be focused on?
    This set reminds me of Time or Dark Affinity. It can do a little bit of everything. I feel that Time has QUITE a few defining powers and the same for Dark...but for me the powers in this set that seems the most attractive/set defining are..

    Sonic Orb-You can use this early much like Tar Patch this would speed up mishes from lvl 1 to 53. A -Resistance debuff is always welcomed!

    Stun Orb/Rage Orb- I could do some damage with these two with just procs alone...these two powers would be amazing together. Imagine the Lockdown Proc in Stun Orb and the Constraint Proc...this provides soft control much like Distortion Field.

    I would love to make a buff/debuff set that is all about upping your HP Cap or pushing you to the cap like frost works but a little more. I would also like to focus on nothing but Regen and Recovery...or some strong heal over time.

    Some other fun ideas would be buffing teammates with element damage buffs like granting a player small fire damage to their attacks or debuffing a mob to make them weak to random types of damage. For instance debuffing a mob of council making them vulnerable to smashing or lethal ect.
  11. Tater Todd

    A new archetype

    It's going to be quite tough making a "Natural" set without redraw...I guess the first thing that comes to mind would be gadgets or summoning pets to dish out your controls. The same would apply for the assault set. Also a Whip would work as well but people want an actual whip...which could work as long as it disappeared like the Whip in Demon Summoning.

    I would love to play an Assault/Support set or a Melee/Support set...that's the one thing that I could never get into with support or melee...I like a mix of things...it's in my Gemini nature man!
  12. Tater Todd

    Which Kin?

    I would say Plant/Kin. It can do all the things that you are looking for.
  13. This set could work easily with different themes so there's no worry. you could be a Wizard using magical artifacts, Or a Medium/Summoner using the power of spirits, Alien Technology, Alien being made out of energy, different personalities with different abilities....I could go on! No worries!
  14. My problem with Storm is the KB. I have a hard time playing it with a non controller toon.
  15. Quote:
    Originally Posted by Local_Man View Post
    NECROPOST!

    Y'all realize that Icemanstryketh was responding to a thread that was over 2.5 years old?
    Eorps! Sure didn't Local lol. Thanks!
  16. Quote:
    Originally Posted by icemanstryketh View Post
    Why not pick up damage for teaming? Clearing higher difficulty missions more efficiently not appealing enough?
    It's not worth it. He's a Plant/ controller anyway. I've been able to solo a Plant controller by slotting roots with procs and just blasting away with only that and my wands.

    Don't think of roots as an Immob, think of roots as a aoe blast...like Fireball. Roots puts out some CRAZY damage on a dom and just plain SICK damage on a controller.

    If one wants to focus on damage with your Plant/ toon proc out roots with either the ones mentioned in this thread or the lvl 1 procs you are awarded at I think Tier 7?

    Also if he wants to focus more on damage and not support then he should of picked a more aggressive secondary like /TA, /Storm, /Poison or /Kin.
  17. Tater Todd

    Cold Domination?

    Quote:
    Originally Posted by UnicyclePeon View Post
    I love force fields. I have 300 levels in level 50 force fielders alone. Some of them are controllers, but still. Love it.

    Lewis
    Wait you think that Cold is boring and that FF is not?! *Head Asplodes*
  18. So true. Fire is great for damage but it's not the safest set out there haha.
  19. Pretty much at that Point I pray to the Well Gods that Sleet helps me hit them.
  20. Hrmm, Time to have fun making a build in mids!