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DreadShinobi

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  1. Use Vigor Core Paragon. Agility reduces your proc chance and provides little in the way of endurance management. The global endurance reduction from Vigor reduces your consumption from toggles and the EPS usage from your ability spam, notably powers like Envenom and Dominate that aren't slotted for end redux. Also keep Recovery serum temps stacked on hand from p2w vendor, and keep salvage to use on the recovery buff from SG base as well as the recharge buff (20%) which will perma your hasten. Don't forget to +5 your hasten IOs. With Vigor Core Paragon you can drop Tactics for Assault, which provides more overall damage for yourself than Aim does discounting Gaussian proc, and provides more damage for your team. This also gives you 4 slots. Mind over Body can also be dropped to 4 total slots stopping at the melee defense, the extra 2 slots are better elsewhere. You have Vengeance but no Elixir of Life, which together really help with the fast paced nature of playing poison. Elixer of Life can take the Glad Armor 3% def IO in it's base slot. In my build edit I dropped Paralytic Poison for this, which without procs is just a set bonus mule. With the glad armor proc in EoL you can put a +5 rchg IO in rune of protection, which takes almost 20 seconds off the downtime there. You dipped into Coercive Persuasion 5% ranged def but didn't stack it with the 5% ranged def from a full set of Defenders Bastion. Venomous Gas proc chance is low and unreliable for Achilles heel, It works fine at base slot (HO-enzyme). If you have extra slots you can put 4 into Brawl with Hecatombs, this can pop your global accuracy up, and/or allow you to change fireball to Posi Blasts with double damage procs. Inferno can also work with 6 slot Oblits for +melee defense, and the purple damage proc can go in PT. If envenom accuracy is still too low with the above changes you should have plenty of moveable slots to add an accuracy IO there. The overall opportunity cost on the 3 powers from teleportation is pretty high imo, and youre missing out on full invisibility from super speed+stealth IO (and the -threat level from super speed, which is a very valuable unique bonus), the defensive bonus and combat maneuverability of combat jumping, and the aoe damage you could be getting from Fire Breath by being able to joust it as you jump in to a spawn with combat jumping (damage ticks are still boosted by Venomous Gas even with it being a cone). Take it or leave it advice, as with any of the above.
  2. Rune of protection can replace the need for mez protection on squishies significantly, although i only use it on my blasters because my corrs and defenders all have 45% ranged def which mitigates most incoming mez from landing in the first place. On blasters, a must have, imo. With high recharge ROP is about 66% uptime. I dont use clarion on anything because I use incandescence on everything for team teleports. When starting a tf, i typically only need to grab 2-3 break frees to be set the whole way through.
  3. Animation times could be looked at for sure and the sets in question would greatly benefit, but imo tohit debuffs as a whole just arent as valuable as they have been in the past unless youre just leveling with no IOs ---> see discussion on whether game should be balanced around IOs or not. It would be interesting to see if an additional effect could be added if a critter receives a certain level of tohit debuff. If you cant see anything, being inflicted with terrorize or taking psionic damage would both make sense, or a resistance debuff - you cant guard against what you cannot see.
  4. Here's the variation I am using for EM/EA/Elec. 151.3% global recharge. Uses Adrenal booster with near 50% uptime for extra damage, recharge, and stun duration. Under adrenal booster and SG base buff you get to +288.93% global recharge, just shy of hitting the recharge cap with enhancement value for many powers. Experimental Injection is a nice utility perk that you can tag an ally with for permanent mez protection/regen/recov on a 40 sec recharge with 60 duration. Double procs in ball lightning with zero enhanced recharge for max proc chance. Alternate slotting for Energy Punch is swappable that uses 3 slots of Overwhelming force (+12% regen, +3% dmg, -5% recharge) that allows you to move 2 slots elsewhere (powercrash (gladiators fury), buildup, stamina, tough) Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Mutation Stalker Primary Power Set: Energy Melee Secondary Power Set: Energy Aura Power Pool: Leaping Power Pool: Speed Power Pool: Experimentation Power Pool: Fighting Ancillary Pool: Mu Mastery Villain Profile: Level 1: Energy Punch -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx/Rchg(15), CrsImp-Dmg/EndRdx(15), CrsImp-Acc/Dmg/EndRdx(17), CrsImp-Acc/Dmg/Rchg(46) Level 1: Hide -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(3) Level 2: Kinetic Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3) Level 4: Power Shield -- Rct-Def(A), Rct-Def/EndRdx(5), Rct-EndRdx/Rchg(5), Rct-Def/Rchg(7), Rct-Def/EndRdx/Rchg(7), Rct-ResDam%(9) Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(9), SprStlGl-Acc/Dmg/Rchg(11), SprStlGl-Dmg/EndRdx/Rchg(11), SprStlGl-Acc/Dmg/EndRdx/Rchg(13), SprStlGl-Rchg/Hide%(13) Level 8: Build Up -- GssSynFr--Build%(A) Level 10: Entropy Shield -- EndRdx-I(A) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 14: Hasten -- RechRdx-I(A) Level 16: Kinetic Dampening -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(48) Level 18: Power Crash -- Arm-Dmg(A), Arm-Dam%(19), Arm-Dmg/EndRdx(19), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(21) Level 20: Speed of Sound -- HO:Micro(A) Level 22: Experimental Injection -- Pnc-Heal(A), Pnc-Heal/EndRedux(23), Pnc-EndRdx/Rchg(23), Pnc-Heal/Rchg(25), Pnc-Heal/EndRedux/Rchg(25) Level 24: Adrenal Booster -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(31), AdjTrg-Rchg(31), AdjTrg-ToHit/EndRdx/Rchg(45), AdjTrg-EndRdx/Rchg(45) Level 26: Energy Transfer -- SprAssMar-Dmg/EndRdx/Rchg(A), SprAssMar-Dmg/Rchg(27), SprAssMar-Acc/Dmg/Rchg(27), SprAssMar-Acc/Dmg(29), SprAssMar-Acc/Dmg/EndRdx/Rchg(29), SprAssMar-Rchg/Rchg Build Up(31) Level 28: Energy Drain -- LucoftheG-Def/Rchg+(A) Level 30: Boxing -- AbsAmz-Stun(A), AbsAmz-EndRdx/Stun(34), AbsAmz-Stun/Rchg(45), AbsAmz-Acc/Stun/Rchg(46), AbsAmz-Acc/Rchg(48) Level 32: Total Focus -- Hct-Dmg/Rchg(A), Hct-Dmg/EndRdx(33), Hct-Acc/Rchg(33), Hct-Acc/Dmg/Rchg(33), Hct-Dam%(34), TchofDth-Dam%(34) Level 35: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(37) Level 38: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dmg/EndRdx(39), StnoftheM-Dam%(39), StnoftheM-Dmg/ActRdx/Rchg(40), Apc-Dam%(43) Level 41: Ball Lightning -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg/EndRdx(42), PstBls-Dam%(43), Bmbdmt-+FireDmg(46) Level 44: Tough -- GldArm-3defTpProc(A) Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48) Level 49: Electric Shackles -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(50), BslGaz-Rchg/Hold(50), BslGaz-EndRdx/Rchg/Hold(50) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Quick Form 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 -- Qck-EndRdx/RunSpd(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(17), Pnc-Heal(37), Pnc-Heal/EndRedux(40), Pnc-Heal/Rchg(40), Pnc-Heal/EndRedux/Rchg(43) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A) Level 50: Musculature Core Paragon Level 50: Ageless Core Epiphany Level 0: Marshal Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 1: Energy Focus Level 10: Shadow Recall -- Empty(A) Level 0: Frenzy ------------
  5. +range does not affect the radius on PBAOEs or Targetted AoEs. It affects the range of cones which is where you will see the most benefit. Fire Breath and Steam Spray are good examples of winners here.
  6. All my characters have minimum height settings, 4 ft tall or whatever that happens to be. It affects your camera angle, and so i cant bring myself to make any character taller because i am so used to playing with the same character height. Going through doorways and such feels awfully awkward to me on taller characters. Auras and some power fx that cloak your character also look different with different sizes and heights. I generally get a kick out of being a tiny speeding ball of death and destruction.
  7. Powersurge cannot be perma due to the recharge cap. You can use burnout from the speed pool to reset it once but eventually you will crash.
  8. The tldr is that it is a great blaster choice for endgame team content where you fight strings of archvillains. It is a blaster choice where you put out similar amounts of damage as any other fire blaster but also function as a strong damage multiplier for the rest of your team. A heavy proc blaster means you will have less in the way of defensive set bonuses, and especially if you opt into surveillance, which has a poor mans resistance shield means you will benefit heavily if you play primarily on teams where there are floating maneuvers stacks, ice shields, or other defensive buffs, and melee archetypes that will help reduce your incoming damage load.
  9. That slotting I use only works for me on plant dom not controller because controllers get more value out of the coercive persuasion proc, doms dont need it at all. Coercive persuasion also offers zero range enhancement. The difference between a 50 ft SoC and 75 ft is pretty large. With control+assault set slotting opportunities I never have a hard time getting all 5 10% recharge bonuses as a dom, and my doms build s/l def with ice mastery for sleet. The ranged def from CP goes farther with a resist shield on a controller.
  10. Seeds of Confusion is a clear winner. +dmg with your opener works just like anything else you're putting it in, and it is on a base 60 recharge vs 90. I slot SoC with both ATO procs (+rchg), cacophany dmg proc, malaise dmg proc, malaise confuse/range, and a boosted range IO
  11. Mu mastery is great for stalkers. Zapp can be a good follow-up to your AS hide proc, as is Ball Lightning from hidden. Patron attacks do not build assassins focus however. Soul Mastery is also a good choice, which gives a Snipe like mu mastery to assist your single target damage, but has Shadow Meld which is great for electric armor, providing a defensive clicky worth 30-32% def all for 15 seconds. A long animation but you can click it while moving between spawns, and it makes up for most of what electric armor lacks in layered defenses.
  12. Fiery Assault is very late blooming, you don't get blaze or blazing bolt going until your late 30s (fully slotted blaze @ lvl 40). Fire control for controllers can also be pretty endurance heavy while leveling if you're running hot feet (dominators rely on the damage from hot feet less). Twilight Grasp is a great self heal, but otherwise I wouldn't rec either for a solo leveling project.
  13. I have a fire/ninja/munitions blaster that is a currently unfinished project, but it does a few things other blasters typically cannot do. The most important piece being that it has several options to exceed the damage cap, whether that be from red insps, a kinetics, aim/gaussians, other team buffs, etc. The crit provided by shinobi is pretty minor, however it is still extra damage that is not impacted by your damage cap. /ninja + //munitions offers a ton of potential -res, with -20% from fury of the gladiator in GD, -14% + -20% achilles heel in surveillance, and -10.5% in smoke flash. 64.5% resistance debuff is no small number when it is boosting blaster base damage (and everyone elses). That is actually as much or more standard resistance debuffing as most any support character can bring (just mostly single target resistance debuffing for AV killing). Also not all blasters have access to consistent forcefeedback recharge procs, and golden dragonfly delivers. Choking Powder has a superb animation time compared to other holds like Stangler, Ice Arrow, Positron Cell, etc. making it great for some additional proc damage in your rotation.
  14. Giggles. I have also found that passive regeneration is extremely undervalued by the community. My Psi/Shield Scrapper has 2216 hp and 312% regen, or 28.8 hp/sec, 1728 hp/min, which is a ton of mitigation (to all damage types) on top of softcapped positionals. Kill speed and any crowd control you have extend the effectiveness of passive regeneration. I also like a sizeable regen stack on squishies lacking self healing as well, such as my Poison and Cold Domination defenders and corrs. My fire/cold corr has 1481 hp and 284% regen, or 1053 hp/min for example and it really makes a difference in the amount of incoming damage you can ignore and the amount of extra red insps you can bring.
  15. Compared to both SR and EnA, you're going to be spending a whole lot more slots to be able to hit 45% def softcap numbers, or just not hitting them. SD does not have a regen buff or a heal like EnA and does not have any endurance management tools. You will likely rely on Cardiac, Vigor, Agility, or Ageless incarnate choices to manage your endurance sustainability. Basically, for access to Shield Charge, SD pays for it heavily (for stalkers).
  16. +1 fire breath. Very strong gap filler for an aoe attack chain. The animation damage is subpar but the total damage per activation is quite good, especially when you've blown your other higher dpa attacks, everything recharges during fire breath animation. I'll also add in shriek from sonic blast. Best t1 blast, underrated value for applying a quick res debuff. Most things dont live long enough for the shorter debuff duration to matter, the quick animation and projectile speed means youre debuffing the target before your ally finishes their headsplitter animation or whatever long animation heavy hitter theyre winding up.
  17. If youre in a room with multiple spawns, just wormhole the non-engaged spawn on top of the one where your team is currently fighting. Simple and effective.
  18. The only question I ask when choosing a secondary for a scrapper is whether or not it has a taunt aura because not all of them do. Due to scrapper's high base damage I also prefer armor sets that increase offense. This typically leaves me choosing between Bio and Shield for scrappers. Fiery aura sadly does not have a taunt component for scrappers, which imo, makes it unusable, and better played as a tank or brute. Melee choice is really just choosing your flavor.
  19. Plant/Earth/Ice is pretty epic. The forcefeedback procs will help you recharge seeds of confusion, carrion creepers, and sleet. Sleet also has very good synergy with SoC increasing the likelihood that enemies will actually hit each other and the damage they take from confusion, as well as increasing all the proc damage they take from 6 procs creepers.
  20. Tough and weave are not necessary, they can help, and they offer spots for good IOs, but their base values are pretty poor for blasters. Rune of Protection from the sorcery pool with a high recharge IO build can offer alot more, providing resistance to all damage types and mez protection. I run a resistance based blaster with mu mastery and 20-30% defense to most damage types, the highest being ranged defense, so you can softcap with a purple insp or two. Rune of Protection is effectively a stack of insps all in one click and extends what you can do with your inspiration tray.
  21. I agree that FF proc should not be used to hit permadom numbers. However increasing your recharge while in combat does have good benefits for a dominator, the more you are under forcefeedback, the faster your domination click recharges, which is a full endurance refill and effectively increases your end/sec. For dominators the FF proc can be considered as a recovery proc as well for this reason. It also increases the recharge on some of your longer recharging control powers, that allow you to engage the next spawn sooner and more safely, such as Seeds of Confusion, Flashfire/Cinders, Stalagmites/EQ/Volc Gasses, Wormhole, Total Domination/Mass Confusion, Glacier, etc. Also great for a faster recharging Sleet from Ice Ancillary, which improves team damage significantly. Earth, Energy, and Thorny Assault generally have the most opportunities to make strong usage of the proc.
  22. You can use Intuition Radial instead of Musculature for Ice Melee, improves the range on frost and the hold duration on FT. Also a minor boost to slows, and if you take Soul Mastery like I did on my fire/ice tanker, the tohit debuffs as well.
  23. The temp powers I keep on hand include: P2W vendor -Recovery Serum -Med Pack (green insp available every 20 seconds, long animation) -Resuscitator (ally rez) -Kinetic Dampener (toggle S/L def, energy resists) -Small Longbow Jetpack SG Base -Recharge -Recovery -Whatever resistance buffs I can snag with the salvage I have on hand -Sometimes Grant Invis if the content I am running doesn;t have a hostage rescue -Knockback Protection whenever exemping below a level where I would not have permadom For playing the dom build I posted here, an AoE rotation looks something like: -Cast Seeds of Confusion while jumping into the middle of the spawn (jousting cones is pretty easy to get a hang of, targets hit are selected at the start of the cast, then use the animation time to get into the middle of the spawn -Depending on the situation, cast Sleet, Thorn Burst, or Roots, depending on how you want to manipulate the mob AI, sometimes waiting to cast Sleet or Roots is important so they clump closer during the initial confusion, sometimes you need to cast Roots earlier if they are likely to scatter, sometimes you're on a fast moving team and you just need to get down the -res before your allies lay on their damage. -If you're engaging a spawn with SoC on cooldown you will likely want to pop a purple insp. Carrion Creepers can also help take aggro, if it's just one spawn where you don't want to pop an insp. Spamming Ripper and Thorn Barrage with forcefeedback procs helps recharge your seeds of confusion faster. -cast Strangler on a boss as needed, but only if it actually poses a threat and is not confused. Cast Strangler on any threats that your confusion misses. -If you plan on casting Fling Thorns you can reverse joust your Thorn Burst into a good position to cast your cone or to get out of any melee threats while you're locked into the Thorn Burst animation. You can also Seeds of Confusion>Joust Fling Thorns>Thorn Burst, but this is generally less effective because Thorn Burst can pop off -40% resist. -Whenever AoE, Control, and resistance debuffing is complete or unneeded, spam Skewer. Secondary priority to Skewer is Thorn Barrage and Ripper. Thorn Barrage is also ranged gap filler, and Ripper only surpasses Skewer DPA if it hits 3 or more targets. Ripper can almost match Skewer DPA if it hits 2 targets if you are damage capped, or whenever you hit Build Up and Gaussians procs. Thorn Burst matches Skewer DPA with 7+ targets hit, but also debuffs resistance. -This dom is meant for team play primarily as much of the strength comes from being your typical dominator that offers control+damage to your team, but also being a fully functional resistance debuffer for the other damage dealers on your team. -If you are looking to Perma hold an AV your rotation is Strangler>Skewer repeat, filling each gap with one of Sleet, Thorn Burst, Ripper, or Thorn Barrage. Geas/Force of Nature accolades, Megalomaniac, and Ageless make a big difference here. I personally don't run ageless, but it is nice to have on hand.
  24. Oh sorry, I don't have a bulkier plant/thorny build, what I meant above was that this dominator is much squishier and needs to be played more carefully than other characters, like my defenders, corruptors, etc that I build for softcapped defenses + resist shield, but it is also even squishier than other dominators I play not even holding 45% S/L defense. Survivability comes through from seeds of confusion and intelligent usage of inspirations and kill speed. All my dominators use Ice mastery though, opportunity cost is way too high to pass on sleet, YMMV, so my doms tend to be baseline squishier than some others. I would take Ice mastery for Sleet even if the ancillary didn't have a shield at all. Thorns in particular also has so much going for it with heavy proc slotting, if you wanted a dominator that can build in more defensive set bonuses without dropping offensive potential or recharge set bonuses, I recommend fiery assault. Fire/Fiery, Grav/Fiery, and Plant/Fiery are all great choices.
  25. I played both Plant/Psi and Mind/Fire as mains back on live but did not remake them on homecoming. Plant/Psi I used as a farmer, as carrior creepers let you bypass the aggro cap, but this is less relevant now. Mind/Fire I used for soloing the LRSF, among other things. Fiery Assault is very late blooming, you won't get your bread or your butter until lvl 35/38. Plant and Psi bloom much earlier with Seeds of Confusion and Drain Psyche coming in by lvl 20 and keep getting better as you stack on more global recharge to your build. I recommend Plant Control for any new dominator because seeds of confusion and Roots are so strong and SoC lets you learn just how effective confusion is pretty quickly.
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