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Strong single target debuffing and weaker aoe debuffing is actually the opposite of what you want since hard targets resist debuffs so heavily. It can out aoe debuff rad, but it lacks the survivability tools to do well in close range needed to use the pbaoe toggle. There is nothing special about it's teammate support powers at all (I'd actually say even storm is better at teammate support, though a lot of people would probably disagree). It has a fairly average single target hold with zero secondary effects, and it has a watered down version of the poison trap from traps. For a set that seems to be designed to debuff hard targets it's lacking in the most important debuff against them, -regen.
About the best thing you can say about it is that it's playable. If I was comparing all the support sets I'd rate poison dead last, no question. Please don't play it without understanding that it's lacking critical tools needed to have its own niche or be a good set. -
You're probably not getting responses because you didn't post a data chunk.
I'm assuming PvE?
Overkill on the accuracy and melee defense (45% defense is the softcap, and 50% caps you against a +4 av). Go into options->configurations->base values and set your accuracy to 39. That will make your powers display your chance to hit against +4s. You only need 95% to cap, and I think the lowest power you have is at 117%.
You don't really get much out of 6 slotting positron's and scirocco's. Even though psi attacks sometimes bypass positional defenses, it's a rare occurrence and widows have high psi resists.
It's kind of weird that you put adjusted targeting in buildup instead of leadership since you don't need the extra accuracy, and leadership would at least benefit your teammates.
the second recharge in placate only makes it recharge 2s faster.
You're over the rule of 5 on +10% regen and +9% accuracy. -
Addendum: if they're a more support minded person and want to team all of the time, a ff defender is pretty simple: use deflection/insulation bubble every 4 min, follow around your teammates with dispersion bubble running, and attack stuff. Just tell them to skip detention field and the kb powers, and not to use pff unless they're about to die.
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I don't think mids has been updated with the new fade/shadow fall yet. You can manually go in and edit the powers if you like, or you can just wait.
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For any controller I'd say the top priority is sufficient recharge to get your core control powers avaliable on every group. In the case of electric, that's going to be very easy because static field and synaptic overload both have short cooldowns. After that, I'd say you'd want to get fade perma or close to it since it's your biggest source of defense. I'd suggest focusing on building up your ranged defense via set bonuses (crowd control sets tend to be an easy source of both ranged defense and recharge, so that makes life easier), and then picking up a defense shield to cover s/l (mace, ice, or stone) since electric tends to play in close quarters. Defensive toggles are also great because they can take luck of the gambler recharge enhancements and so help with everything.
So you should overall have about 20% defense vs all from fade+shadow fall and 20% vs s/l from your app/ppp shield. -to hit gets resisted to practically nothing in the harder content, but even against a +4av you should be able to get 5% easily (slot fluffy with cloud sense as he is your primary source of -to hit). If you want to go with another app/ppp it's going to be a lot harder to get good s/l defense as it's mostly found on melee attacks.
Ranged defense is easy to build through sets. Your ATO set gives 5% ranged defense, Coercive Persuasion gives another 5% (it's expensive, but imo it's the best purple set in the game and I suggest shelling out for one on any character than can slot it. If you can't manage it, malaise's illusions is still very good). Basilisk's gaze gives 1.25%, and a full set of lockdown gives 3.75%. You can also slot thunderstrikes, but you shouldn't need to. Don't forget about the global +3% in steadfast protection/gladiator's armor, and that you can pick up toggles (I like grabbing maneuvers+tactics as it also frees up slots I would need for accuracy in other powers).
Once you have all that and your control powers slotted for control, I'd say just frankenslot to do as much damage as you can. -
What previous gaming experience does this person have? Since they're new to mmos I agree it's best to start of as easy as possible, but I'd say what's easy+fun is going to incorporate some of their previous experience. Their first character is going to be a sort of extended tutorial, and it's likely that by the time they're familiar with the game they'll want to play something else. The AT should probably be scrapper because it has the fewest extra systems to manage and they'll have plenty of basic mechanics to learn already. I'd only start them on a blaster if they have previous RPG experience, in which case they can probably handle the sharper learning curve.
Assuming scrapper:
The primary doesn't matter a great deal, just let them pick what sounds interesting. The faster sets are probably going to be more fun, but if they're not used to fast paced games they'll be more difficult to use. If they're not familiar with fighting games don't let them pick street justice, titan weapons, dual blades, or staff fighting as those all have combo systems. Just try not to pair a set with redraw with an active secondary.
The choice of secondary is more important. If they're used to managing a lot of things, they might enjoy having more buttons to press (such as fiery aura, or even regeneration if they're twitchy). If they're more used to shooters where you don't really have health management, something that's mostly passives/toggles will be more familiar to them. You should probably steer clear of the sets that that have scaling abilities (invulnerability, willpower, shield). And don't let them play dark armor as good use of dark regeneration takes some finesse.
Assuming blaster:
For the primary, I'd say avoid electricity, energy, beam rifle, and dual pistols. Anything else will work, although I'd try to steer them to one of the higher damage sets.
For the secondary I'd suggest ice, mental, or electricity. All the sets start out the same, but if they make it into their 20s these sets will start teaching them about cc and debuffing, and start providing some extra mitigation so they can learn how these things let them handle tougher content.
Once they've gotten a few levels under their belt and have teamed with some of the other ATs, you might want to encourage them to try whatever they're most interested in. -
The immob is mag 2,only lasts for 4 seconds, has a 1/8 chance of landing, and only matters on your aoe attacks (since you have containment in your single target attack chain from dominate). Since you only have 2 aoe attacks on 20 and 40 second base recharges I don't think it's going to do much good.
Your options for containment are pretty limited (take it from a mind/emp). I'd suggest repulsion bomb for setting up containment more than dealing damage. Have you considered going stone mastery and grabbing fissure? It does slightly more aoe damage than psi tornado, stuns minions 50% of the time to set up containment, and can still be slotted with the force feedback proc. -
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Hoarfrost is easy to perma, and it's not hard to get icy bastion to 1min of downtime or less.
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Quote:Actually, they can both be made perma and are arguably much better powers than the ones they replace.If you've alread done Dark Miasma, DA won't bring you much new, they replaced FS and PG with two powers with super short durations and long recharges
A dark/dark controller is absolutely amazing for team support, and a dark/dark dom is going to have a better time solo. Dark control is fairly recharge and slot hungry, so personally I ultimately rerolled my dark/dark controller into dark/time and I'm liking it better that way. I paired dark assault with electric control because gather shadows+end drain is too good to pass up. -
Quote:qft. I don't really understand how this power has remained this bad for this long while oppressive gloom ticks twice as frequently for about 6x the duration at the same magnitude in a 50% larger radius.Contagious Confusion proc and Cognitive Interface make it usable at best, the most useful thing you will get out of the power is 4% dmg, 10% rchg, and 5% ranged defense.
it would do, on average, 107 damage every 12s to everyone in melee range. It's not a very good toggle for slotting damage because the radius is so low, the ticks are so slow that it takes longer between procs than most other toggles/patches, and it's not even autohit. -
Imo bitter freeze ray is a waste of space if you've got good duration+recharge on freeze ray. I would also take an app/ppp hold before bitter freeze ray because they animate faster, last longer, and cost less endurance (the recharge doesn't matter because you only really need a second hold to quickly stack magnitude on a boss). I also wouldn't slot them like attacks since they're poor enough that they're not worth fitting into your attack chain (they don't do enough damage per animation to compete with your most basic attacks).
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Are you testing against a single target or a group?
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Did some very quick testing on the public test server (vip test was down) with a superior dominator (plant) and controller proc (mind). I didn't do numbers on my dominator as it can only stack once per cast, making it very slow to get an actual proc chance.
roots: very very rarely proccing (as in, i can cast it 5 times at a spawn of eight and not see it proc once).
spore burst: about the same as mass hypnosis (see below)
terrify: 100% (40s cooldown, 90 degree arc, 60 range)
total domination: 100% (240s cooldown, 20 ft radius)
mass hypnosis: 59/73= ~80% (45s cooldown, 25 ft radius)
Does anyone else know about how they do in roots (fast recharge aoe. I don't really trust the results on the public test server as it isn't always up to date), living shadows (fast recharge cone), distortion field/shadow field (patch powers), and carrion creepers? -
I've found the solution to all my problems. Unfortunately, it's rerolling. My dark/dark and plant/time are becoming dark/time and plant/dark.
Why you ask?
Dark/ and /dark are both slot hungry and lacking in aoe damage. Dark/ is very recharge hungry while /dark is only moderately so. /dark provides all the -to hit it can use in the situations where it's useful (aka not resisted into oblivion) and the -to hit in dark/ goes to waste. They both provide oodles of mitigation.
Plant and time are both only moderately slot hungry and potentially have tons of aoe damage. Plant isn't especially recharge hungry, yet time provides a lot of recharge. Time has a moderate amount of -to hit that would benefit from having more to stack with. They both provide moderate levels of mitigation.
I was hesitant at first, but once I got going in mids both builds came together almost on their own. The ATO procs that I had been having trouble placing fell naturally into carrion creepers and distortion field. Spirit tree and soul absorption were made for each other, giving me (and my team) up to +1100% regen. Both builds now have quite good damage and defense. 2-3x distortion field (not even slotted for recharge)+shadow field should be pretty interesting, especially considering the lockdown proc in each and the 5x damage procs in distortion field. My app/ppp choices are much more flexible (I don't have many slots free for them, but I don't particularly need anything from them either).
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Darkness Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Shadowy Binds -- HO:Nucle(A), Apoc-Dmg/EndRdx(3), Apoc-Dmg(3), Cloud-%Dam(5), GJ-Dam%(5), Apoc-Dam%(7)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Dark Grasp -- HO:Nucle(A), HO:Perox(7), HO:Perox(9), UbrkCons-EndRdx/Hold(9), NrncSD-Dam%(11), G'Wdw-Dam%(11)
Level 4: Temporal Mending -- Numna-Heal(A), Numna-Heal/EndRdx(13), Numna-Heal/EndRdx/Rchg(15)
Level 6: Possess -- CoPers-Conf(A), CoPers-Conf/Rchg(15), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(17), CoPers-Conf/EndRdx(19), CoPers-Conf%(19)
Level 8: Living Shadows -- Posi-Acc/Dmg/EndRdx(A), Det'tn-Acc/Dmg/EndRdx(21), JavVoll-Dam%(21), Posi-Dam%(23), TotHntr-Dam%(23), Cloud-%Dam(25)
Level 10: Fearsome Stare -- HO:Endo(A), SipInsght-Acc/ToHitDeb(50)
Level 12: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(25), DarkWD-ToHitDeb/Rchg(27), DarkWD-ToHitdeb/Rchg/EndRdx(27)
Level 14: Heart of Darkness -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(31)
Level 16: Distortion Field -- Lock-%Hold(A), SWotController-Rchg/Dmg%(33), NrncSD-Dam%(33), G'Wdw-Dam%(33), GladNet-Dam%(34), UbrkCons-Dam%(34)
Level 18: Haunt -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(34), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), Cloud-%Dam(36), Abys-Dam%(37)
Level 20: Time Stop -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(37), SWotController-EndRdx/Rchg(37), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(39), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(39)
Level 22: Temporal Selection -- Heal-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 26: Shadow Field -- Lock-Acc/Hold(A), Lock-Acc/Rchg(40), Lock-Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(40), Lock-Acc/EndRdx/Rchg/Hold(42), Lock-%Hold(42)
Level 28: Farsight -- LkGmblr-Rchg+(A), HO:Membr(42), HO:Membr(43), HO:Membr(43)
Level 30: Hover -- LkGmblr-Rchg+(A)
Level 32: Umbra Beast -- HO:Nucle(A), HO:Nucle(43), HO:Nucle(45)
Level 35: Slowed Response -- Achilles-ResDeb%(A), AnWeak-Acc/DefDeb(45), AnWeak-Acc/Rchg/EndRdx(45)
Level 38: Chrono Shift -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(46), Efficacy-EndMod/Acc/Rchg(46)
Level 41: Dark Consumption -- Armgdn-Acc/Rchg(A)
Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(46)
Level 47: Summon Seer -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Acc/Rchg(50), ExRmnt-+Res(Pets)(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Level 2: Swift -- Flight-I(A)
Level 2: Health -- Panac-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Code:Hero Plan by Mids' Hero Designer 1.954| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1529;727;1454;HEX;| |78DA6594C94F13511CC7DFB453A0A54091A5AC42CB2294525A351E5C6222A092400| |2016F621D70C089C3B4698B9193A25E5D82070F26EEE296987811E2CDBFC0C4BFC0| |A31B9BBB5EC65FE7FB834EEC2493CF7BDFF96DEFF7DEBCA1737DDE1747E60F0AC9D| |7AB2BE974BC37616452095D5753AE21655A9B14D9A790DE96DC974DA3489F923A63| |A839AF80CDE6D0ECD454644C9B51E3438AA125677525A3250CE1194E90E36852554| |F155BC3C3BA367D3AE3B5C683AA92D48CE9726B32609CD5D2DA84A66B99B9FAFEA4| |3619E94BCC68869249A4E2A389599DE2A6336A6AAE868A0BD1FBD12FF8315D623F4| |1760A47D421444C168E30287F203612C34E6B5E10837EBB72CB57883A61699F289E| |C4F1248E5770002CDAE451F87B14C98AEB9991ACF91D8AE7B49C4D87F31834EF085| |83A067EA1F82E8EEF3A8E38A5E3A0EF04330E6E3BC954C0CF7E6C4AD6B77009F556| |BE6406B1B6EA65CCAB6F215F0DAF7D857CDDF095DC7BB08E58117CEE52DDC5A8DB5| |9FC0AB96A5E83754BCC657095E294700D25E791A3E102731EDC7E9179897919BC4F| |79CAD8B7EC2FE2353F470DCDDCCB66EE65A01F7A6000766B94B79C7DCBD7A10536C| |096AFCC6F4C5E73EB7BC47A40792BE02B572C226EEB63E613B0FD29F319788F7CAA| |F86C54B5A2A7416ABE1F7D92FC5DD0DA99EB545F2DD757FB0375ECF8C9FCC5FC0D7| |6FE61720F1E52AE7AEE7F7D156AEEDC8B3D0AFD4737D5D0085BD1C8B61B94BB09B9| |1D4D7C6643CC30F311E508B24DF00DE5AD9045F82DF287DF818B64D3C6E7B7ED0AB| |4EE1BCCABE0356A4F87F58798A2631FB4EBA475F1D9EAF2631FBB77A28F0B8408F7| |25C2FBD6C3FBD6C3FBD6C3FB165B637E07AB69AD515E6B94D7BAE2A1FF9335A905B| |D5FB36B01E45DB56B1DBC47394D926E228777016C906D7781494F76117C15986628| |EF6B344F89E529BBF294DD79CA602E0B5D1EA86558DEBA83846459B97DF4118A39E| |CC9D68FF1B86DACD8C613B6F1081DFD188FFF011628FEA8| |-------------------------------------------------------------------|
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Controller
Primary Power Set: Plant Control
Secondary Power Set: Darkness Affinity
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Entangle -- HO:Nucle(A), Apoc-Dmg(3), Apoc-Dmg/EndRdx(3), TotHntr-Dam%(5), GJ-Dam%(5), Apoc-Dam%(7)
Level 1: Twilight Grasp -- Nictus-Acc/Heal(A), Nictus-Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(9)
Level 2: Strangler -- HO:Nucle(A), HO:Perox(9), HO:Perox(11), UbrkCons-EndRdx/Hold(11), G'Wdw-Dam%(13), UbrkCons-Dam%(13)
Level 4: Roots -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg(15), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(17), JavVoll-Dam%(19), TotHntr-Dam%(19)
Level 6: Tar Patch -- ImpSwft-Dam%(A), RechRdx-I(50)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(21), CoPers-Acc/Conf/Rchg(21), CoPers-Acc/Rchg(23), CoPers-Conf/EndRdx(23), CoPers-Conf%(25)
Level 10: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(25), DarkWD-ToHitDeb/Rchg(27), DarkWD-ToHitdeb/Rchg/EndRdx(27)
Level 12: Spirit Tree -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(29), Panac-Heal/Rchg(29)
Level 14: Spore Burst -- HO:Endo(A)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 18: Vines -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(31), SWotController-EndRdx/Rchg(33), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(33), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(33)
Level 20: Fade -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(34), LkGmblr-Def/EndRdx/Rchg(34), HO:Membr(34)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 24: Howling Twilight -- RechRdx-I(A)
Level 26: Carrion Creepers -- GravAnch-Acc/Rchg(A), TotHntr-Dam%(36), JavVoll-Dam%(36), Posi-Dam%(37), P'ngTtl--Rchg%(37), SWotController-Rchg/Dmg%(37)
Level 28: Soul Absorption -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc(39), Numna-Heal/Rchg(39), Numna-Heal(39)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
Level 32: Fly Trap -- HO:Nucle(A), HO:Nucle(40), HO:Nucle(42), ShldBrk-%Dam(42), Achilles-ResDeb%(42), LdyGrey-%Dam(43)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(46), Cloud-Acc/Rchg(46), Cloud-ToHitDeb/EndRdx/Rchg(46), Cloud-Acc/EndRdx/Rchg(48), Cloud-%Dam(48)
Level 41: Charged Armor -- GA-3defTpProc(A)
Level 44: Surge of Power -- S'fstPrt-ResDam/Def+(A)
Level 47: Summon Guardian -- S'bndAl-Dmg/Rchg(A), S'bndAl-Dmg(48), S'bndAl-Acc/Dmg/Rchg(50), S'bndAl-Acc/Rchg(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Panac-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Depending on the number of targets it his it goes from about 30%-100% as much recovery as recovery aura and 24%-80% as much regen as regeneration aura, with potentially 0 downtime. Considering all the other mitigation /dark provides I'm not making slotting it a high priority, but I'm throwing what I can spare at it. Atm thats looks like 2 end/rec and 1 heal/rec (I have enough acc/to hit in my build that I don't need to slot for accuracy).
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Time stop is one of the few secondary set st holds I actually like to take because it gets +1 magnitude when combined with time crawl. It's particularly nice for sets like illusion, dark, fire, and gravity which lack a sleep power for dealing with multiple AVs and you have to rely on stacking magnitude. The -regen/-heal is kind of nice too, even though it's very minor, because it's the only place you have it.
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How about thunder clap? It's a fairly spammable aoe with no base damage (ie, you're not wasting the damage potential of roots) but actually has a longer base duration than vines. It's only mag 2 but it can stack with tornado and/or fissure to hold bosses.
You could also just put the proc in a different power from the rest of the set.
I haven't really seen a definite answer as to whether it will proc more than a regular/purple proc in aoe powers, even ones with long cooldowns (the formulas I've seen suggest no, the anecdotal evidence says it "feels" like it procs more). Someone is just going to have to go on the test server and find out.
The reason not to put it in a confuse power is that confuse sets give awesome bonuses, even the yellow/orange ones, so it's kind of a waste to slot the ato set instead.
I'm kind of curious as to how well the ato proc would work in carrion creepers in practice. In theory, there's the carrion creeper patch which would check every 10s for every defeated enemy. Each of this mini patches has a small radius and low target limit and so should give the ato a better proc rate than you'd see in a larger aoe. -
What are your goals for this build? I can't really see the logic behind a lot of the sets you've included.
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The fighting pool takes 3 power picks to get you 4.25% defense. If you have the spots open, picking any 2 of manuvers, combat jumping, hover, and stealth will get you more defense overall. When trying to build a character with a defense shield I like to go with the fighting pool in order to mule the +3 def enhancements in tough and maybe put a kinetic combat set in boxing, but I generally look to other power pools first.
Imo you shouldn't don't bother building defense if you're not going to be able to reach at least 32.5% (1 luck from soft cap).
If it helps, here's kind of what I'm thinking about for my elec/dark.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
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Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Dark Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Tesla Cage -- SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SAotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SAotDominator-EndRdx/Rchg(3), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), SAotDominator-Rchg/+Dmg%(7)
Level 1: Dark Blast -- Acc-I(A)
Level 2: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(11)
Level 4: Gloom -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Dmg/EndRdx(15), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg(17), Thundr-Acc/Dmg/EndRdx(19)
Level 6: Jolting Chain -- Acc-I(A)
Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Acc/Rchg(19), Efficacy-EndMod(21)
Level 10: Night Fall -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(21), Posi-Acc/Dmg(23), Posi-Dmg/Rng(23), Posi-Dam%(25)
Level 12: Static Field -- FtnHyp-Plct%(A), FtnHyp-Sleep/Rchg(25), FtnHyp-Acc/Sleep/Rchg(27), FtnHyp-Acc/Rchg(27), FtnHyp-Sleep/EndRdx(29)
Level 14: Chain Fences -- Efficacy-EndMod/Acc(A), P'Shift-EndMod/Acc(29), Efficacy-EndMod/Acc/Rchg(50)
Level 16: Gather Shadows -- RechRdx-I(A)
Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(31)
Level 20: Engulfing Darkness -- Oblit-Dmg(A), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34), Oblit-Acc/Rchg(34)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(42), Zephyr-Travel(42)
Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(36), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(37), CoPers-Conf/EndRdx(37), CoPers-Conf%(39)
Level 28: Life Drain -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Heal-I(40), Heal-I(40)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(36)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(42), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-Acc/Rchg(43), ExRmnt-+Res(Pets)(45)
Level 35: Sleet -- Achilles-ResDeb%(A)
Level 38: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(46), Mako-Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(48), Mako-Dam%(48)
Level 41: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/Rchg(45), S'fstPrt-ResDam/Def+(48)
Level 44: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 47: Hoarfrost -- GA-3defTpProc(A)
Level 49: Hibernate -- RechRdx-I(A)
Level 50: Agility Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Task Force Commander
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Panac-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13), EndMod-I(13)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Fade is 9.38% def and 9.38% s/l/neg/psi res with the same up/down time as haunt, so you're looking at perma 14-15% defense, another 5% from shadow fall, 3% from group invis, and 4% from maneuvers for 27% defense to everyone in the group on top of -to hit. Not bad at all.
Soul absorption is 100% regen +50% recovery, and an additional 18.8% regen and 9.4% recovery for every living/dead enemy in its radius up to 16 (auto hit except for the -to hit). 45s up/160s down. Theoretically you could get it as high as 800% regen and 400% recovery. For your whole team. -
I love utility, so I always have to make myself not play a dark/ or /dark character. And then about 50% of the time I do it anyway.
It started with one of my first toons, a dark/dark scrapper back when the DA toggles were mutually exclusive, cost 1.5-3x as much as the toggles in any other set, and using siphon life would make people laugh at you. Every time I won a fight I would think to myself, "Yeah. I earned that." -
Thank you, that looks pretty good. Do you think I'll be able to hold aggro without provoke though?