Vysires

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  1. A lot of builds pick up veng as a LOTG mule, then you have it when someone dies.
  2. You can get it close to perma. The buff itself lasts 20 seconds, but the buff gives you stacks of buffs that last 10 seconds. So you start at 0, ramp up for 20 seconds, then ramp down for 10 seconds as the stacking buffs drop. So with a good recharge build you can get the recharge down to 32-35 seconds, and that is almost perma. If you make a KM Scrapper you can get it up even more from CS "Crits".
  3. My cousin and his wife are soon to have a baby girl. They are still trying to decide on a name. Isabella is one of the names they like, but they are actually somewhat reluctant to name her that because of Twilight making it so popular.
  4. Quote:
    Originally Posted by Deus_Otiosus View Post
    Nothing should really be tearing a top end Invuln apart.

    And Rebirth adds a second heal as well as passive regeneration better than a fully slotted Fast Healing.

    That's good stuff.

    You have the ability to cap or nearly cap your HP regardless if Scrapper or Brute, for the Brute example you might have lower resistances to exotics vs. resistance based sets but you will most likely have around 50% more HP (2k HP or so for FA/Ela/DA and 3k to 3200 for Invuln)




    Their base resistances and defenses are the same as Scrappers.
    Right, basically what makes a brute stronger defensively then a scrapper is the bigger hp total, and to a small extent, higher res caps. The res cap only really applies to Fire for /fire and energy for /electric. But the higher hps is jut better for everything, plus anything with regen or healing gets that much more.

    Basically I figure /fire /electric /wp are better on brutes, though for somewhat differing reasons for each. /SD is better on scrapper. /Invuln and /DA are slightly stronger on brutes, but not so much as to make a huge difference. /SR is somewhat even.

    This is countered by the various primaries that are better on scrapper then brutes, so it's often a matter of preference. Just depends on what primary/secondary combos you are looking at. Obviously if you want Katana or BS you go scrapper, SM/SS/WM etc you go brute.

    For example, DM/Electric could go both ways IMO, depends on what you want more, Soul Drain is better on a scrapper then a brute, but Siphon Life and Energize are better on a brute, plus 90% energy res is nice on the current iTrials. So a scrapper DM/Electric will do a bit more damage, while a brute will be somewhat tougher. Both differences will be minor.
  5. Just a couple comments, for Focus and Eviscerate, you are likely better off dropping either the damage or the dam/end and adding the proc. You end up with better damage that way, most purple damage sets are a bit over cap in damage, so you can afford to sacrifice a bit in slotting to fit in the proc. Also if you do take that advice, you might be better off moving Armageddon from Evis to Spin, going to hit more targets with Spin generally, so get more use out of the proc.

    One other idea is to take a slot out of QR, cause the benefits are nice, but not huge, with Stam + QR + Claws low end cost, you don't need huge end recovery. Take the extra slot, move it to Evis, and put an Oblit in there, you loose 5% recharge, and some other nice bonuses, but you gain a bit more Defense, plus it's way cheaper then an Armageddon set. But that is up to you.

    One final comment, I didn't go through everything, but just be aware, with the current build, with all the +hp accolades and perma DP, you are actually a fair bit over the HP Cap for scrappers. So some of the sets you put in for +hp could be changed to something else, though not sure where that might be applicable.
  6. One thing to be aware of though, while E/N does come 2nd after S/L in usefulness, it's often fairly easy to cap S/L and Melee Def. Simply because of the fact that you have half value for the other on both of those. My SS/Fire Brute has 40% S/L and Melee defense, mostly thanks to Kinetic Combat and Obliterations.
  7. Traps/Ice makes a pretty nice Defender IMO. I have a hard time with the idea of playing a defender, simply because thier damage is so low. Traps/Ice is one of the few builds I would be willing to play. Traps/ because you get status protection, it's actually really easy to make a build that is soft capped to all positions, and you get some nice enough debuffing. Plus Caltops works pretty nice with Ice Storm.

    Edit: Only reason I haven't started a Traps/Ice Defender already is I'm having trouble deciding between that and a Fire/Traps Corr, Corrupter definitely has more damage, with the way scourge works with Rain of Fire, but it's harder to softcap, and debuffs aren't quite as good.
  8. An important part of this question is am I the only one with super powers? What super power one would chose would likely be different if its only you, vs you get a power, and a bunch of other people do too.

    If I was the only one getting a super power, then likely I would pick either super intellect or Psi powers , ala Jean Grey or one of the other powerful Psis. If I had to pick only one Psi power rather then a suite being considered one pick, I would go for telepathy.

    If I got a power, and a bunch of other people got powers, it would be harder to choose.
  9. On my Dom I basically rely on a stealth Proc IO in sprint, and I pick a non-squishy and I follow them around.
  10. Quote:
    Originally Posted by Fleeting Whisper View Post
    That's because it's a power that's given to the target, meaning an enemy using it on you causes you to, effectively, attack yourself. It's an odd design choice, but it's not "broken".

    Mental Scramble (Tohit/Def/Perception debuff from high-level Tarantula Mistress) and Scramble Thoughts (Stun/Psi damage from Tarantula Queen) are both autohit.



    Also, please -- unless you have a compelling reason -- leave the default font for your posts.
    I would argue that it is broken. It might be a bug it might not be. But using that system on a fairly commonly used attack by a basic LT mob really kind of breaks the system. It punishes character with high to-hit values and will often bypass most defenses. It makes this one specific LT far more powerful then it should be. That is really the definition of broken, IMO.
  11. for getting to 20 quickly, especially since they made stamina inherent, IMO best is a brute. Claws would be one of the better power sets, you get quick recharging single target attacks to build fury quickly, and you get spin at level 6. Spin is just really great. It's not a huge Aoe, but with Fury it does huge damage compared to the hps of mobs pre-20. For Secondary there are a couple good options. Fire and Dark are both nice, because Fury + Damage Aura is really nice. A Claws/fire Brute works really well, Healing flames is nice right out of the box, you pick up Blazing Aura and spin, and things die really fast.
  12. After the comment about 1200 days, I got curious to see what the high number of days offline I could find on a toon I had. Oldest I can see on my main account is a lvl 2 controller on Pinnacle with 2563 days since I last logged onto him, I guess I should likely delete him huh.
  13. I have a /fire brute that is my main and I really like it. I wanted to try a dm/fire and figured it might work better on a scrapper. However I discovered that without the taunt in Blazing Aura, Burn still caused too much scatter, even after the fear was removed. I ended up dropping the scrapper and I have decided that if I want to play /fire I'm going to do it on a Brute or Tanker, unless they add a taunt to the scrapper Blazing Aura.
  14. Vysires

    alpha and wp

    I would say that since WP can get both Stamina and QR, you wouldn't need Cardiac, and I'm not a big fan of Nerve, especially on a set with only a small amount of defense. That leaves Spiritual and Musculature, which is better depends on your build. I tend to like the idea of Musculature on scrappers, since their base damage is so high, but some builds do benefit from Spiritual and the extra healing enhancement in spiritual would also benefit WP fairly well. If you are having end troubles, one thought might be Musculature with the Endmod bonus, would benefit both Stamina and QR, and you still get the damage boost.
  15. Vysires

    Fire/Rad Help

    Some interesting slotting there. I have a few suggestions, Some slightly different slotting.

    AM for example, can be frankenslotted fairly easily, so doesn't need that many slots, 3 or so is fine, a pair of lvl 50 Endmod/Rech and a lvl 50 end/acc/rech, gives some good numbers, and saves a few slots. The recharge in Rain of Fire is kinda overkill, though it depends on what Alpha you are planning on. RI is a really nice place to put the Achilles -res proc, and you can afford to loose one of the S/L def set bonuses you have there, drop it to 5 slots, 3 for one of the sets you had in it, and the -res proc, and a lvl 50 EndRedux cause while RI's not as expensive as EF or Choking clouds, it's still not cheap. Basically, your build had lots of end recovery, but was lacking in end reduction. Combat jumping only really needs 2 slots, the recharge and a Def, the Def/end is overkill. Only gives a small amount of Def, and Combat Jumping is really cheap.

    Here is an example with some of the changes I mentioned, used the extra slots to put a basilisk gaze in EM Pulse, but really could go a few places, also put a slot in Tactics for Endredux in case you want to run it.

    Edit: forgot, Kinda like Void Spirit said, the Posi Proc is nice in Rain, but I swap it for the Damage/Range, range doesn't really do anything for Rain of fire, and with lvl 50 Positrons, you have plenty of damage. So the proc is pure bonus really. Basically the only powers that benefit from the damage/range in Posi are cones.

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  16. Quote:
    Originally Posted by Jibikao View Post
    Ok, so the debuff values can only stack up to 4 times.

    What about the "Moderate fire" damage? Can you stack the damage and how much is the damage? The guide says "Up to 6 tics"? So each time you trigger it, it only does damage "one time" but you can stack up to 6x?
    No, it's like the Dots on a fire attack, each tick has an 80% chance of happening, if a tick ever fails, then the Dot ends, and you don't get any more. Up to 6 just means that 6 is the max number of ticks.
  17. Just wanted to mention another alternative, I love Sleet, and Ice Storm is great, but another option that works well for /Fire Doms is to grab the Fire APP to leverage Embrace of Fire as much as possible. If you want to do that, Here is a possible version with the Fire APP. Grant invis is your 5th LOTG, Fireball and Rain of Fire are very nice damage, and Rise of the Phoenix is somewhat useful, and will take Doctored Wounds, keeping the build at 211% recharge. If you dont mind giving up the 5% recharge could drop Rise for whatever, SJ maybe, and use the extra slots to fill out various things.

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

    Click this DataLink to open the build!

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

    Villain Profile:
    Level 1: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(37), BasGaze-Rchg/Hold:30(37), BasGaze-Acc/EndRdx/Rchg/Hold:30(40)
    Level 1: Flares -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(36), Decim-Dmg/Rchg:40(36), Decim-Acc/EndRdx/Rchg:40(36), Decim-Acc/Dmg/Rchg:40(37)
    Level 2: Incinerate -- Hectmb-Dam%:50(A), Hectmb-Dmg/Rchg:50(3), Hectmb-Acc/Dmg/Rchg:50(3), Hectmb-Acc/Rchg:50(34), Hectmb-Dmg/EndRdx:50(34)
    Level 4: Fire Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(5), Posi-Dmg/Rng:50(5), Posi-Acc/Dmg/EndRdx:50(31), Posi-Dam%:50(34)
    Level 6: Fire Cages -- GravAnch-Immob/Rchg:50(A), GravAnch-Acc/Immob/Rchg:50(7), GravAnch-Acc/Rchg:50(7), GravAnch-Immob/EndRdx:50(31), GravAnch-Hold%:50(31)
    Level 8: Hot Feet -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(9), Armgdn-Acc/Rchg:50(9), Armgdn-Dmg/EndRdx:50(27), Armgdn-Dam%:50(29), FotG-ResDeb%:50(29)
    Level 10: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(11), Decim-Dmg/Rchg:40(11), Decim-Acc/EndRdx/Rchg:40(19), Decim-Acc/Dmg/Rchg:40(23)
    Level 12: Flashfire -- Amaze-Stun/Rchg:50(A), Amaze-Acc/Stun/Rchg:50(13), Amaze-Acc/Rchg:50(13), Amaze-EndRdx/Stun:50(15), Amaze-ToHitDeb%:50(15)
    Level 14: Assault -- EndRdx-I:50(A)
    Level 16: Embrace of Fire -- RechRdx-I:50(A), RechRdx-I:50(17)
    Level 18: Tactics -- AdjTgt-ToHit/EndRdx:50(A), AdjTgt-EndRdx/Rchg:50(19)
    Level 20: Vengeance -- LkGmblr-Rchg+:50(A)
    Level 22: Combustion -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(25), Oblit-Acc/Dmg/EndRdx/Rchg:50(27), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(43)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
    Level 26: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 28: Stealth -- LkGmblr-Rchg+:50(A)
    Level 30: Invisibility -- LkGmblr-Rchg+:50(A)
    Level 32: Fire Imps -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(33)
    Level 35: Consume -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Dmg:50(43), Oblit-Acc/Rchg:50(46), Oblit-Dmg/Rchg:50(46), Oblit-Acc/Dmg/Rchg:50(50)
    Level 38: Blaze -- Apoc-Dam%:50(A), Apoc-Dmg/Rchg:50(39), Apoc-Acc/Dmg/Rchg:50(39), Apoc-Acc/Rchg:50(39), Apoc-Dmg/EndRdx:50(40), Thundr-Dmg/EndRdx:50(40)
    Level 41: Fire Ball -- Posi-Dam%:50(A), Posi-Acc/Dmg/EndRdx:50(42), Posi-Acc/Dmg:50(42), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(50)
    Level 44: Rain of Fire -- Posi-Acc/Dmg/EndRdx:50(A), Det'tn-Acc/Dmg/EndRdx:50(45), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Det'tn-Dmg/EndRdx:50(46)
    Level 47: Rise of the Phoenix -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(48), Dct'dW-Heal/EndRdx:50(48), Dct'dW-Heal/Rchg:50(48), Dct'dW-Heal/EndRdx/Rchg:50(50)
    Level 49: Grant Invisibility -- LkGmblr-Rchg+:30(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(21), Panac-Heal/+End:50(23)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(17), EndMod-I:50(21)



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  18. I tend to really like the Ice APP for Doms. For my Plant/Thorns/Ice, I took Sleet, Hoarfrost, Ice Storm, and Frozen armor. Sleet I just slotted with some recharge and ACC, and then slotted -res proc. With just 4 slots, you can get good ACC, almost capped recharge, and the proc, Then Hoarfrost gives you 5% recharge from doctored wounds, plus it's almost perma with this much recharge, only 15 seconds downtime. Ice storm takes Posi, and while Posi is low on recharge, it does have middling end red, which is useful considering how expensive IS is.

    Not sure which build you guys were discussing, but using Scene's last build, I pulled a couple slots out of Stamina, cause IMO 5 slots is overkill, the benefits are ok, but not really incredible. Then using the 2 extra slots, plus what was in the mace pool, changing nothing else, I have Sleet 4 slot, Hoarfrost and IS 5 slot, and Frozen armor 3 slot. This gets Sleet well enhanced, Posi in IS, Doctored wounds in Hoarfrost, and Frozen armor with LoTG and 2x Def/End to get it some end reduction, cause it it slightly expensive.

    This looses a little bit of SL Defense, about 18% regen, but gains 6.25% recharge, and a bunch of max hps, with Hoarfrost up most of the time. Also get Sleet and Ice Storm, which will increase your damage by quite a bit more then Poison Ray and the pet.

    That all was looking at the EPP/APP. To be honest, not sure why you thought you were capped on 6.25 on that build. Even with the Posi in IS, you can change Fire Blast to a Decimation, and that adds another 6.25, that puts the build up to 206.25% global, including hasten, which is well perma. If you want even more recharge, I expect you could steal slots from various places to get Consume up to 5, and stick an obliteration in it, not sure if that is worth it or not though. If you don't plan on using Frozen armor and just want it as a LOTG mule, then you could steal a slot from there, and Fire Blast and Incinerate to slot up Consume. You loose a bit of endmod enhancement, but actually end up with a lot more recharge in consume, and Consume is really nice IMO.

    Here is a modified version of Scene_EU's build with all the changes I mentioned. Not sure if it's better, just different, more recharge and has the ICE APP for more damage, but less regen and doesn't have PFF as a fall back. If you don't want to bother putting the Obliteration in Consume, then you can move slots back to the attacks, or over to Frozen armor.

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

    Click this DataLink to open the build!

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

    Villain Profile:
    Level 1: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(37), BasGaze-Rchg/Hold:30(37), BasGaze-Acc/EndRdx/Rchg/Hold:30(40)
    Level 1: Flares -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(36), Decim-Dmg/Rchg:40(36), Decim-Acc/EndRdx/Rchg:40(36), Decim-Acc/Dmg/Rchg:40(37)
    Level 2: Incinerate -- Hectmb-Dam%:50(A), Hectmb-Dmg/Rchg:50(3), Hectmb-Acc/Dmg/Rchg:50(3), Hectmb-Acc/Rchg:50(34), Hectmb-Dmg/EndRdx:50(34)
    Level 4: Fire Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(5), Posi-Dmg/Rng:50(5), Posi-Acc/Dmg/EndRdx:50(31), Posi-Dam%:50(34)
    Level 6: Fire Cages -- GravAnch-Immob/Rchg:50(A), GravAnch-Acc/Immob/Rchg:50(7), GravAnch-Acc/Rchg:50(7), GravAnch-Immob/EndRdx:50(31), GravAnch-Hold%:50(31)
    Level 8: Hot Feet -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(9), Armgdn-Acc/Rchg:50(9), Armgdn-Dmg/EndRdx:50(27), Armgdn-Dam%:50(29), FotG-ResDeb%:50(29)
    Level 10: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(11), Decim-Dmg/Rchg:40(11), Decim-Acc/EndRdx/Rchg:40(19), Decim-Acc/Dmg/Rchg:40(23)
    Level 12: Flashfire -- Amaze-Stun/Rchg:50(A), Amaze-Acc/Stun/Rchg:50(13), Amaze-Acc/Rchg:50(13), Amaze-EndRdx/Stun:50(15), Amaze-ToHitDeb%:50(15)
    Level 14: Assault -- EndRdx-I:50(A)
    Level 16: Embrace of Fire -- RechRdx-I:50(A), RechRdx-I:50(17)
    Level 18: Tactics -- AdjTgt-ToHit/EndRdx:50(A), AdjTgt-EndRdx/Rchg:50(19)
    Level 20: Vengeance -- LkGmblr-Rchg+:50(A)
    Level 22: Combustion -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(25), Oblit-Acc/Dmg/EndRdx/Rchg:50(27), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(43)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
    Level 26: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 28: Stealth -- LkGmblr-Rchg+:50(A)
    Level 30: Invisibility -- LkGmblr-Rchg+:50(A)
    Level 32: Fire Imps -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(33)
    Level 35: Consume -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Dmg:50(43), Oblit-Acc/Rchg:50(46), Oblit-Dmg/Rchg:50(46), Oblit-Acc/Dmg/Rchg:50(50)
    Level 38: Blaze -- Apoc-Dam%:50(A), Apoc-Dmg/Rchg:50(39), Apoc-Acc/Dmg/Rchg:50(39), Apoc-Acc/Rchg:50(39), Apoc-Dmg/EndRdx:50(40), Thundr-Dmg/EndRdx:50(40)
    Level 41: Sleet -- AnWeak-Acc/Rchg:50(A), ShldBrk-Acc/Rchg:30(42), RechRdx-I:50(42), Achilles-DefDeb/Rchg:20(42)
    Level 44: Hoarfrost -- Dct'dW-Rchg:50(A), Dct'dW-Heal/EndRdx:50(45), Dct'dW-EndRdx/Rchg:50(45), Dct'dW-Heal/Rchg:50(45), Dct'dW-Heal/EndRdx/Rchg:50(46)
    Level 47: Ice Storm -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(48), Posi-Dmg/Rchg:50(50)
    Level 49: Frozen Armor -- LkGmblr-Rchg+:30(A), LkGmblr-Def/EndRdx:50(50)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(21), Panac-Heal/+End:50(23)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(17), EndMod-I:50(21)



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  19. Just a few comments, I personally have a hard time putting purples into a build without getting a large benefit from them. For example your proposed slotting for Dominate, yes it does give good enhancements, but generally for my Forts, Dominate gets 4 Basilisk Gaze, and 2 50 Damage IOs. This gives pretty good slotting for recharge and hold, also gives good damage, and you get some ranged def, and +7.5% global recharge, for a fraction of the cost of the purples you put in there.

    Another comment, I much prefer Ball lightning to Static discharge. I find targeted AoEs easier to use, and it animates much more quickly. I do admit on a Fort build with all the cones, fitting in another isn't hard, but the range on Static discharge is shorter then the other two you have so it will still cause some problems.

    Some other ideas, Total Domination and Aura of confusion are long recharge, true, but when building for recharge like this they become fairly useful. Not sure exactly where to fit them in though, could drop aim for one of them, and pull slots from a couple places to get up to 5 or 6. If you go with Aura of confusion, then you could pull slots from confuse, and move the purple over from there, but that wouldn't gain you much. One idea was using the 3 slots in aim, plus a slot from Mu lightning and change Static discharge to ball lightning, or not, but take the range out of there, thats 5 slots, put total dom instead of aim and 5 slot the hold purple, that nets another 10%, or you could just 4 slot basilisk gaze and a and extra and get 7.5%.

    Last note, getting a single lvl 50 Def IO into combat jumping, either normal or a LOTG one, gives about 0.7% extra def to all, really worth it for one slot. This is in addition to the LOTG +recharge on in there.
  20. Thanks for posting that Von Krieger, That build does have every thing I wanted, and it's got some different ways of getting there, gave me some good ideas.
  21. So I've got a SoA who is almost 50, haven't quite pushed him all the way up yet. Right now he's running a Huntsman build and a Bane build. I was thinking of switching one of those builds to crab at 50, not sure which. Likely the Huntsman since a Crab build would be pretty close. I've had a lot of trouble getting a crab build that has everything I want though, but I think I've mostly got something workable. Here is the plan I have at this point.


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

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Channelgun -- Dev'n-Dmg/EndRdx:50(A), Dev'n-Dmg/Rchg:50(3), Dev'n-Acc/Dmg/Rchg:50(3), Dev'n-Acc/Dmg/EndRdx/Rchg:50(5)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(5)
    Level 2: Longfang -- Dev'n-Acc/Dmg/EndRdx/Rchg:50(A), Dev'n-Acc/Dmg/Rchg:50(7), Dev'n-Dmg/EndRdx:50(7), Dev'n-Dmg/Rchg:50(9)
    Level 4: Combat Training: Defensive -- LkGmblr-Rchg+:50(A)
    Level 6: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(9), HO:Cyto(11)
    Level 8: Suppression -- Posi-Acc/Dmg/EndRdx:50(A), Det'tn-Acc/Dmg/EndRdx:50(11), Posi-Dmg/Rchg:50(13), Det'tn-Dmg/Rchg:50(13), Achilles-ResDeb%:20(36)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(15), LkGmblr-Def:50(17)
    Level 12: Venom Grenade -- Posi-Acc/Dmg/EndRdx:50(A), Det'tn-Acc/Dmg/EndRdx:50(17), Det'tn-Dmg/Rchg:50(19), Posi-Dmg/Rchg:50(19)
    Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15)
    Level 16: Boxing -- RzDz-Acc/Rchg:30(A), RzDz-EndRdx/Stun:30(23), RzDz-Acc/EndRdx:30(25), RzDz-Stun/Rng:30(25), RzDz-Acc/Stun/Rchg:30(27), RzDz-Immob%:30(27)
    Level 18: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(29), Aegis-ResDam/EndRdx/Rchg:50(29)
    Level 20: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(21), LkGmblr-Rchg+:50(23)
    Level 22: Mental Training -- Run-I:50(A)
    Level 24: Fortification -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(31), Aegis-ResDam/Rchg:50(33)
    Level 26: Tactical Training: Leadership -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(33), GSFC-ToHit/Rchg/EndRdx:50(33), GSFC-Rchg/EndRdx:50(34), GSFC-ToHit/EndRdx:50(34), GSFC-Build%:50(34)
    Level 28: Tactical Training: Assault -- EndRdx-I:50(A)
    Level 30: Serum -- Dct'dW-Rchg:50(A), Dct'dW-Heal/EndRdx/Rchg:50(31), Dct'dW-Heal/Rchg:50(31), Dct'dW-Heal:50(36), Dct'dW-EndRdx/Rchg:50(36)
    Level 32: Omega Maneuver -- Posi-Acc/Dmg/EndRdx:50(A), Det'tn-Acc/Dmg/EndRdx:50(37), Det'tn-Dmg/Rchg:50(39), Posi-Dmg/Rchg:50(39)
    Level 35: Summon Spiderlings -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg/Rchg:50(37), Dmg-I:50(37), ExRmnt-EndRdx/Dmg/Rchg:50(40), ExRmnt-Acc/Dmg:50(40)
    Level 38: Call Reinforcements -- ExRmnt-EndRdx/Dmg/Rchg:50(A), RechRdx-I:50(40), ExRmnt-Acc/Rchg:50(42), ExRmnt-Acc/Dmg/Rchg:50(42), ExRmnt-Acc/Dmg:50(43), Dmg-I:50(43)
    Level 41: School of Sharks -- Enf'dOp-Acc/Rchg:30(A), Enf'dOp-EndRdx/Immob:30(42), Enf'dOp-Acc/EndRdx:30(43), Enf'dOp-Immob/Rng:30(46), Enf'dOp-Acc/Immob/Rchg:30(46), Enf'dOp-Acc/Immob:30(50)
    Level 44: Arctic Breath -- Posi-Acc/Dmg:30(A), Posi-Dmg/EndRdx:30(45), Posi-Dmg/Rchg:30(45), Posi-Dam%:30(45), Posi-Acc/Dmg/EndRdx:30(46)
    Level 47: Bile Spray -- Posi-Dam%:30(A), Posi-Acc/Dmg/EndRdx:30(48), Posi-Dmg/Rchg:30(48), Posi-Dmg/EndRdx:30(48), Posi-Acc/Dmg:30(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
    Level 0: Invader
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    Level 0: Marshal
    Level 50: Musculature Radial Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Conditioning
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(21)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(39)
    ------------



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    So the idea/requirements I have for what I want is pretty close to capped Def, tough to fill out SL Resist, I want the 2 pet powers. I want Arctic Breath and Bile Spray. I want Hasten. I want as much recharge as I can get within those constraints. The above build has most everything I want. The main points it's lacking on are no travel power, not much recovery, and not quite as much recharge as I would hope. But I figured I would check to see if anyone has ideas I've missed. I'm planning on running with Musculature Alpha, I know Cardiac would help end, but the extra damage Musc would give to me, my pets, and eventually the other incarnate powers makes it worth it IMO.

    So what I'm looking for is ideas to squeeze out a bit more recovery or recharge without loosing too much of whats already there.

    edit: just read another thread on crabs, and realized I had missed the fact that Titanium Coating gave Melee def, so I could potentially pull all the slots from boxing move 3 over to Tough, put 6 Titanium Coating in Tough, then put the extra slots in Stamina for the proc, and longfang to grab a 5 slot decimation. That trade looses 4% AoE Def, and a bit of max hps, for 6.25% recharge, +2.25% max end, and about 0.2eps from the proc in Stamina. Not sure which is better.
  22. So just a few comments. I think the recharge alpha is the best for a DM/Fire. Recharge helps Soul drain be up more often, Healing flames be up more often, Consume be up more often. The recharge alpha also buffs heal, so you get a buff to healing flames, and the few other regen powers you have.

    As far as build, one of the strengths of DM is that is doesn't need many attacks. Smite, Siphon Life and Midnight grasp are all you really need once you can get an acceptable amount of global recharge. This allows you to save slots and powers for other things. Shadow Punch is not needed, and is a waste of a power and slots. If you really want another attack, use Gloom.

    But really, Siphon life - Smite - MG - Smite is a fairly doable attack chain. MG is the catch on that chain, you need 234% recharge total. 90% in the power, leaves 144% required, which is hasten + 74%, so a bit harder then I remembered, but, that is for a completely lag free chain, which is a stretch. For example your latest build had 53% global, you take that, add hasten, and 90% recharge in MG, your left with about 0.3 seconds recharge, which is easily covered by lag, and would likely be barely noticeable. When hasten is down, add a Gloom into the chain and your good to go. With the recharge alpha, it's even easier to get the chain locked in. Plus Hasten has an even better uptime.

    Dropping SP allows you to put more slots into the good attacks, smite, SL and MG, and to pick up some extra utility power. Worst case, just stick in an extra LOTG mule, and you have improvement right there. I'm also not a big fan of Dark Consumption, it's so much smaller then Consume, that I have a hard time fitting it in, plus, since Consume got buffed with the short +recovery and the long recovery debuff protection, Dark Consumption looks that much worse.

    I would say drop it and pick up hasten, So you loose Dark Consumption, but get Consume more often, plus Soul drain and healing flames more often as well. Looking at the latest build posted by VelRahn, you have Dark Consumption and Consume at about 73s recharge. If you drop DC, and add in Hasten, Consume drops to 57 seconds, so instead of one every 36 seconds or so, you have the better one every 57 seconds. Not quite as much end, but still good, and you have hasten for everything else.

    Just as an example, here is the data chunk for a DM/Fire build I had put together in the past, bit different then what you have right now, but might give some ideas. It has 72.5 global recharge, 41% S/L Def, and 37.7% melee def. It does have one purple set slotted in Rise of the Phoenix, the stun set because it's one of the cheaper purple sets, but your still looking at some serious cash, so is you swap that to a Stupify set, your loosing about 3.75% global recharge. It also has the Blessing -KB slotted into SJ just because I happened to get a couple of those when I was doing random rolls, but it's not required.

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  23. I don't have a SS/elec build handy, but getting high S/L and Melee def isn't hard, sometimes kinda expensive, but not hard. What you do is slow Kinetic combat in every melee attack you can, and Obliteration in all your PBAOEs. /Elec has a bit less PBAE then my SS/fire, but should be able to get good numbers.
  24. Quote:
    Originally Posted by LygerZero View Post
    Ok, so I cranked my recharge to over 213%, DP is down for maybe a few seconds, but even with it up, I can't seem to whittle down Numi's health in AE. I can, however, keep her perma confused through PtoD.

    Ideas?
    Is your DP slotted for Heal? Because that enhances both heal and -regen. Other then that, you just need to figure out the best attack chain you can in between confuses. I don't have a mind/ myself, so not sure how often you have to fit in confuse. What is your APP? If it's /Ice like the OP, then you would likely want to fire off Sleet and Ice Storm as often as possible. IF you have Mind Probe slotted for damage, that would be your best dps attack, followed by Subdue and Mental blast, which are identical. If you have done all that, and still can't take her down, not sure what else to say. I guess you could add envenomed dagger, but not sure how much it will add over DP.

    Basically you would design a priority of attacks between confuses, so if confuse is recharging, then you fire off something, and the something would be a ordered list. So for Mind/Psy/Ice with Sleet, Ice Storm, Mind Probe and Mental blast, that would basically be the priority. If you don't have Mind Probe, or a different APP, then it would be a bit different. It won't be hard to design a solid attack chain, simply because you will be firing confuse off so often. So what you want to do is use the best dps attacks whenever you can.