Waylorn

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  1. What's the deal between the two?
    Who's the best melee DPS overall?
    Who's the best survivability?
    Let alone they can have both positional def easily softcapped.
  2. Did a few tweaks, now I feel it's almost perfect for me.
    Quick all-around sight:

    - End drain 0,88/sec
    - Recovery 2,97/sec
    - Melee def 47,8%
    - Ranged def 45,6%
    - Aoe def 44,9%
    - Global rech 135%
    - 8 pts of KB protection
    - +34% global accuracy
    - +49,5% global dmg

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  3. Thanks!

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  4. Which do you think:

    1. Is the most survivable
    2. Offers highest DPS
    3. Has the smartest henchies

    Also, am taking advices about EPP/APP, which set offers the best synergies?
  5. Quote:
    Originally Posted by Yorukira View Post
    Disagree:
    Zombie are resistance oriented and Shadow Fall give a Major bonus to resistance than Defence. If you slot for Resist it give major benefit.

    Def IO set wouldn't make a huge improvement, would be a waste unless your looking for IO bonus +rechg.

    Everything else you say is Right
    I wouldn't call an almost 6% def to ALL a waste. I have a 5-slotted red fortune in it with a LotG recharge, but aside from set bonus, I'd always choose a 6% def to all instead of a 24% res to just 3 type of rather uncommon damage.
  6. Quote:
    Originally Posted by Carnifax_NA View Post
    Agreed on Soul Extraction too, a Spirit is always better than a Zombie. I have it max-slotted out for recharge and then some Acc and Dam in there too (frankenslotting with cheap set IOs helps). My style of play is basically if Soul Extraction is ready then one zombie is running madly alone into the next spawn as Alpha absorber in order to die for a Spirit.
    LOL I do almost exactly the same.
    BUT!
    I send in the lich :P
    Spirit Lich >>> Spirit zombie
  7. Quick observations:

    1. Gloom is skippable. At least move it much later in your build and take HT asap.
    2. Soul extraction is a great power, given your zombies will die a lot in late game. Slot it for maximum recharge or use it as a set mule (ie expedient reinforcement with resist bonus)
    3. Fearsome Stare! You can't really miss it.
    4. Shadow Fall is overslotted for end redux. One is more than enough, but I strongly recommend to put at least a red fortune set in it, with a LotG recharge if you can afford it. Generally, slotting it for defence is better than for resistance.
    5. Assault/Tactics are over slotted for end redux. One is enough for both, slot 3 to hit buff in tactics or set mule.
    6. Petrifying Gaze is not mandatory, but if you have room is nice to have. Don't make it a priority though.
    7. Slot Dark Servant for to hit debuff instead of hold. Fluffy has a built in to hit debuff in every attack. Or just use a recharge intensive pet set, like expedient reinforcement.

    Happy necromancing!
  8. Waylorn

    Detonator

    With stamina being soon inherent and such, I was thinking about this power.

    How crap is it?
    Reading the description it sacrifices one henchman. Bots and zombies will blow up instantly, other pets will take seconds to activate. How does it work exactly?
  9. Quote:
    Originally Posted by Obscure Blade View Post
    Even if they changed nothing else, just moving Wormhole up so you can get it at level 12 would greatly improve the set in my opinion.
    Amen that.
  10. I mean, I am very disappointed in it not changing or looked at in i18/GR release.
    C'mon, it's obvious the absolute need of improving...something, the set is absolutely subpar either looking at doms or trollers alternative powersets.
  11. Waylorn

    AoE lawnmowers

    Hm, I cannot stress enough about what 2 crabs can do together:

    - Flat 32% def vs all
    - Flat capped ranged defense
    - Nice res overall, especially to non lethal/smashing dmg

    That's about survivability.
    Speaking about lawnmowing:

    1. Throw an aoe imm from PP
    2. 2X venom grenade (stacked -40% res)
    3. 2X frag grenade
    4. 2X suppression
    5. 2X aoe from PP (eg. disruptor blast)
    6. profit!
  12. I mean, are there any plans around it?
    Switching to bane build and carrying around those legs just doesn't seem...right.
  13. Me and my friend would like to fresh restart with this duo on redside.
    What we are seeking for:
    - Reasonable speed in exp gaining, not going to speedexp everything, just reasonable
    - Possibility to duo some AVs/Heroes
    - Good chunck of debuff and aoe stuff
    - NOT a buffbot (not a duo brute/kin corr or brute/pain corr)
    - possibly two squishies (no brutes, at least)

    We came up with a few options, but would like to add some ideas on top:

    - soldier+widow (to be crab+fortunata)
    - 2 corrs: actually the most yummi one, here's plenty of options, need suggestions for good survivability and reliable dmg.
    - corr+dom: another good one, been thinking about rad/rad for corr and earth/fiery for dom.
    - 2 mms: anything but not /dark, we have plenty.

    Thanks in advance.
  14. Very expensive build but would like to ultimately apply it on my char.
    Comments welcome.

    Villain Plan by Mids' Villain Designer 1,704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Dark Miasma
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Summon Demonlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(19), BldM'dt-Dmg(34)
    Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Acc/EndRdx/Rchg(13), Nictus-%Dam(19)
    Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 4: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(11), DarkWD-ToHitdeb/Rchg/EndRdx(11), DarkWD-ToHitDeb/Rchg(13)
    Level 6: Enchant Demon -- EndRdx-I(A)
    Level 8: Crack Whip -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(17)
    Level 10: Hover -- Flight-I(A)
    Level 12: Summon Demons -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(23), BldM'dt-Acc/EndRdx(23), BldM'dt-Acc/Dmg/EndRdx(25), BldM'dt-Acc(36), BldM'dt-Dmg(37)
    Level 14: Fly -- Flight-I(A)
    Level 16: Swift -- Flight-I(A)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- P'Shift-EndMod(A), Efficacy-EndMod(21), EndMod-I(21)
    Level 22: Shadow Fall -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(40), LkGmblr-EndRdx/Rchg(43), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def(43), LkGmblr-Rchg+(46)
    Level 24: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(25), Abys-Acc/EndRdx(29), Abys-Fear/Rng(31), Abys-Acc/Fear/Rchg(31), Abys-Dam%(31)
    Level 26: Summon Demon Prince -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(27), S'bndAl-Acc/Dmg/Rchg(27), S'bndAl-Acc/Rchg(29), S'bndAl-Dmg/EndRdx(36), S'bndAl-Build%(36)
    Level 28: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(34), BasGaze-Slow%(34)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Abyssal Empowerment -- EndRdx-I(A)
    Level 35: Hell on Earth -- SvgnRt-PetResDam(A), EdctM'r-PetDef(37), C'Arms-+Def(Pets)(37), ExRmnt-+Res(Pets)(50)
    Level 38: Dark Servant -- DarkWD-ToHitDeb/Rchg(A), DampS-ToHitDeb/Rchg(39), DarkWD-ToHitdeb/Rchg/EndRdx(39), SipInsght-ToHitDeb/EndRdx/Rchg(39), Cloud-ToHitDeb/EndRdx/Rchg(40), SipInsght-Acc/ToHitDeb(40)
    Level 41: Web Envelope -- TotHntr-Acc/Rchg(A), TotHntr-Acc/EndRdx(42), TotHntr-Immob/Acc(42), TotHntr-EndRdx/Immob(42)
    Level 44: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(45), LkGmblr-EndRdx/Rchg(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(46), LkGmblr-Rchg+(46)
    Level 47: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(48), GSFC-ToHit(48), GSFC-ToHit/EndRdx(48)
    Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 10% Defense
    • 7,5% Defense(Fire)
    • 7,5% Defense(Cold)
    • 6,25% Defense(Energy)
    • 6,25% Defense(Negative)
    • 5% Defense(Psionic)
    • 8,75% Defense(Ranged)
    • 9,38% Defense(AoE)
    • 2,25% Max End
    • 5% Enhancement(Heal)
    • 45% Enhancement(Accuracy)
    • 40% Enhancement(RechargeTime)
    • 2,75% Enhancement(Terrorized)
    • 5% Enhancement(Immobilize)
    • 9% FlySpeed
    • 111,4 HP (13,9%) HitPoints
    • 9% JumpHeight
    • 9% JumpSpeed
    • MezResist(Confused) 5%
    • MezResist(Held) 14,9%
    • MezResist(Immobilize) 5%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 8,3%
    • MezResist(Terrorized) 5%
    • 10% (0,17 End/sec) Recovery
    • 46% (1,54 HP/sec) Regeneration
    • 20% Resistance(Smashing)
    • 20% Resistance(Lethal)
    • 21,6% Resistance(Fire)
    • 21,6% Resistance(Cold)
    • 20% Resistance(Energy)
    • 23,8% Resistance(Negative)
    • 20% Resistance(Toxic)
    • 29,4% Resistance(Psionic)
    • 9% RunSpeed
  15. Waylorn

    Demon Prince

    I did amazing things with my necro/dark as I did even more amazing things with thugs/poison. Demon/dark adds nothing to the awesomeness previously seen, it's simply more noisy.
  16. 1. Half the recharge on spec ops aoe cc powers (flashbang grenade and tear gas grenade)
    2. Make the serum recharge on par with Hell on Earth/Gang War/Soul Extraction (600 sec instead of 1000)

    c'mon it can't be that hard
  17. Hello freedomers!
    Back in action after a fairly long time wandering around, just can't resist the calling of my favourite game of all time with all the stuff incoming
    I am actually looking for a bunch of peeps playing in euro primetime or so, got a few 50's on each side and a crapload of teens and such. No particular preference on blue/red side or TF/SF/AE, just would like to play around and have fun.
    GCH is @Rand0lk, thanks for your attention
  18. Uhm, where exactly did I wrote about this six-slot everything thingie huh? My main points were about:

    - Stacking holds is more important than hold duration
    - Entangle is needed to stack up immobilizes and bring down flyers reliably.
    - Thorntrops is also very important against jumpers and to stack slows on top of creepers.
    - Movement is extremely critical in pvp, so 3 slot hurdle is mandatory.

    Other points are still important but these are more imho, nothing to do with six-slot-o-rama
  19. [ QUOTE ]
    seed does not as much in pvp as it does in pve - you can probably drop it for a pool power you can spare slotting and drop more into your main holds and atks - I would say for pvp all of your holds should be slotted 2-3 acc and 2-3 recharge - the hold/slow mods do little and you want to build dom up fast so the recharges on the holds will make that all that more faster.

    [/ QUOTE ]

    Lol
    SoC in pvp is absolutely BRUTAL. With Aim and inherent def debuff from thorns you can have a non-confuse-protected toon confused almost permanently.
    To the OP:

    - Entangle is needed for pvp to stack with impale. Also it brings down flyers and you need to bring down flyers for holds to hit.
    - 3 recharge, 1 hold dur and 2 acc enh on strangler: you need to quickly stack your holds to overwrite protections instead of having a long duration.
    - 2 recharge on SoC too.
    - Hurdle NEEDS 3 jump enh for unsuppressed movement. Movement is critical in pvp.
    - Aid other with 3 heal, 2 int redux and 1 rech enh will heal you for 50% health every 15 sec with very little interruption.
    - Thornthrops is also very important, 3 recharges and possibly 3 slows.
    - I am very skeptical about spirit tree, but it could be playstyle. I am just happy with aid self and kiting.
    - Mako is highly desiderable as patron cause of Water Spout.
  20. [ QUOTE ]
    I'm slightly confused at your disdain for Vines. I've never played plant/*, but it seems like a standard Targeted AOE Hold (a la Grav Distortion field.) Could you explain?

    [/ QUOTE ]

    AOE holds suck bigtime nowadays cause of the general nerf to duration and recharge. Especially when you have a much more reliable source of aoe control up every fight, like SoC.