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Narninian

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Everything posted by Narninian

  1. Honestly for farming you don't need anything. I do just fine with my spines/fire brute and he has nothing of any sets in him at all. Hell he doesn't even have IO basics just the SO 53s I have picked up along the way. That is the entire point of AE farming is you make a map or run only maps that cater to your build. In this case a fire build that natively has maxed out fire resistances. Go in with a load of purples and click as needed. If yo are alone you will get more then enough drops to keep them full just burn the reds and yellows and blues as you get them and I set it so I don't get rez and breakfrees at all. I have farmed this toon solo in the AE since he was like 32. Start off slow and build up to what you can handle. And now between his fire resistances and the level shift from the alpha slot he is farming +4/8s with no problem. And like I said no real investment. Heck if you are AE farming just do one run every 3-4 for tickets instead of drops and you will have more then enough tickets to redo SOs and don't even have to spend money there either. Considering I don't plan on ever playing the toon outside of the AE farm or demon farm maps I see no reason to spend influence he is earning on making him any better since really I probably would not notice the difference. Spending influence on a build makes a huge difference in clear speed, not to mention making it easier to live (IE not needing to rely on purple + blue inspirations as much). Now now how much influence to spend is another thing. You can get a pretty cheap build to be very effective, but I woudlnt recommend So/generic IO level cheap. A purpled out build is awesome, but you dont need that if you dont want to do a lot of farming.
  2. What's neat about this build is you could play it with attuned enhacements starting around level 27. (and upgrade the ATOs when you level cap) I'd be interested to see what changes you might make if budget wasn't a consideration, though. (Basically how you'd incorporate more purples/frozen sets for an even stronger build)
  3. You went a very different direction here I'm curious about some of your choices: 5 slotting health? are you hoping for hoping to count health regen as a mitigation strategy? 6 slotting stamina? seems like a bit of a wast as only the 'end mod' portion of the stuff is providing any benefits (a lot of slots going in there to help accuracy/recharge/endurance discount for a skill that can't benefit from those). I get that you are probably after the set bonus, but there are so many options for set bonuses, why not use those slots on something that will benefit from it? With 3 more slots, for example, summon tarantula could give a recharge bonus thats bigger(expedient reinforcment) -- and it would be up a lot more often and do more damage when its out. Slots beyond 3(for stamina) run into major diminishing returns or simply wasted stats like accuracy/recharge/discount, the only reason the 3rd slot is good is because of performance shifter Chance for +end which provides endurance but not as 'end mod' so doesn't have diminishing returns. 6 slotting Levitate + kick vs. instead of taking one of your assault based attacks to do that with instead -- are you going for knockback as a CC strategy? You already have an extreme amount of CC tools: Sleep, Hold, Confuse for Single Target Sleep, Hold, Fear, Confuse, Hold/Toggle + chance for disorient for AOE. so adding more CC seems like dubious utility. 6 slotting both maneuvers + weave, but not touching scorpion shield--- Defense is kind of an all or nothing thing. Getting "some" defense is not something you can rely on, whereas getting the last bit of defense(up to 45%) is incredibly useful. For most of your defenses you're landing around 25% which is not quite to the 'incredibly useful' stage. Your Smashing/lethal/energy defense however is nearly at the useful stage. Every point of defense you get for those 3 (which happen to be the most common) would provides massive amounts of additional mitigation. I personally recommend swapping one of 6 slotted defense sets from manuevers or weave (depending on if you're gonna be grouping or soloing more) over to scorpion shield instead. What is your reasoning for avoiding haste? Are you hoping to save a power selection? If so I notice you're taking both combat jumping and Hover (presumably at LOTG mules) -- you cannot use both --hasten would provide a similar benefit only to a much greater degree, you could slot afterburner instead if you had a spare slot or put stealth in sprint or something which would free up a power slot to upgrade one of your attacks or get some more utility like tactics since psionic lance benefits from +to hit, or get hasten to get 70% recharge since you can already get it up all the time. If is its to avoid having to click the button I get that. I miss it sometimes too, but still have permadom without it and you' dont need combat jumping if you're using hover as your in combat travel power. Pre-sniper changes a build that doesn't have any +To hit seems hard to actually use the snipe unless you get into a group with a veat or something. Post sniper changes tactics (or other ways to get +to hit like kismit/mind link) seems to be useful as well as it will boost one of your better single target attacks/ Either way, I'd try to fit in some more +to hit(kismet accuracy) so you can use your snipe more effectively or swap the snipe with something that doesn't require it. Ignore this if you have a static group that runs tactics/farsight/etc..
  4. I've been looking around for a build like myself I had some specific goals: Ranged Defense Cap Permadom/Permahasten Lots of Controls Good Damage Hover/Fly as Travel power (personal preferance as all my other characters use leaping/speed or no travel power) Here is what I came up with: Pros: Ranged defense cap w/mind link 200+% recharge for Permadom/Permahasten/Perma Mind-Link / Drain Psyche recharge is up just after buff wears off(or before post incarnate) AOE Fear and AOE Sleep up every 10 seconds. AOE Hold, and AOE Confuse up once a minute (so rotate them to have one of them up every 30 seconds) Single Target Confuse/Hold Fully enhanced + Drain Psyche for AV soloing. Both ATO sets for global control duration boost. Both single target attack chain(instant snipe) and AOE ones have low enough recharge to not be waiting for a skill and have strong enhancements AOE Damage (Psychic Shockwave / Psychic Scream) Single Target Damage (Mind Probe, Psionic Dart, Psionic Lance) -- Cons: Requires Boosters to get to 22% hit so not available at lower levels Epic Pools nearly ignored Drain Psyche relies on Global Accuracy / +to hit. No slot investment for making hover/fly faster. No Stealth. No real Heal and mitigation is low besides ranged/energy/negative defense and a bit of S/L resistance due to tough. Untested (I only recently hit 50, I have nearly all the purples slotted by haven't put it in practice yet, ran out of money before getting all the ATOs) Lots of "Perma Powers" but only 1 autocast (meaning you have to monitor domination, hasten, mindlink, and Drain Psyche in addition to whatever else you are doing) Expensive. I welcome feedback/suggestions -- building a dominator is a lot harder/tighter fit than the other Archetypes I've tried to build, and even a slot change to try to make something work can cause things to crumble. I skipped Telekinesis because it seems very tricky to use well and you can't put sets on it, and this is already a very tight build. AOE sleep is more useful for solo, but its aggro free, and is a great way to "prep" groups for one of your hard controls (the Hold, or confuse) in case they miss. AOE fear is a bit better, as only those who want to take retaliate damage will, leaving the single target attackers to take much less damage. Either way you have good uptime on the harder controls, so the fear/sleep are just nice to have on command for when there are tons of ambushes or too many pulls. The one thing I'm not certain about is the specific attacks chosen: This can be tweaked that if, for example, you'd rather have subdue than mid probe to stay at ranged -- or want to get some damage from your primary by Damage enhancing Terrify or swapping in levitate. I don't think it needs *more* attacks though given how much recharge this has, but tweaking which attacks used is a possibility. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Mind Control Secondary Power Set: Psionic Assault Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Mesmerize -- CaloftheS-Acc/Rchg(A) Level 1: Psionic Dart -- Dcm-Build%(A), Dcm-Acc/EndRdx/Rchg(3), Dcm-Dmg/Rchg(3), Dcm-Acc/Dmg(5), Dcm-Dmg/EndRdx(5) Level 2: Dominate -- UnbCns-EndRdx/Hold(A), UnbCns-Hold(7), UnbCns-Hold/Rchg(7), UnbCns-Acc/Hold/Rchg(9), UnbCns-Dam%(9) Level 4: Mind Probe -- Mk'Bit-Dam%(A), Mk'Bit-Dmg/Rchg(13), Mk'Bit-Acc/EndRdx/Rchg(15), Mk'Bit-Dmg/EndRdx(15), Mk'Bit-Acc/Dmg/EndRdx/Rchg(17), Mk'Bit-Acc/Dmg(17) Level 6: Fly -- BlsoftheZ-ResKB(A) Level 8: Confuse -- MlsIll-Dam%(A), MlsIll-Acc/EndRdx(19), MlsIll-Acc/Conf/Rchg(19), MlsIll-EndRdx/Conf(21), MlsIll-Acc/Rchg(21) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 12: Mass Hypnosis -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(A), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(23), SprDmnGrs-EndRdx/Rchg(25), SprDmnGrs-Rchg/Fiery Orb(25), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(27), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(27) Level 14: Hover -- LucoftheG-Rchg+(A) Level 16: Psychic Scream -- Rgn-Acc/Rchg(A), Rgn-Knock%(29), Rgn-Acc/Dmg/Rchg(29), Rgn-Dmg/Rchg(31), Rgn-Dmg/EndRdx(31) Level 18: Total Domination -- BslGaz-EndRdx/Rchg/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(31), BslGaz-Acc/Rchg(33), BslGaz-Rchg/Hold(33) Level 20: Drain Psyche -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/EndRdx(33), Prv-Heal(34), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg(34), Prv-Absorb%(36) Level 22: Afterburner -- LucoftheG-Rchg+(A) Level 24: Kick -- Empty(A) Level 26: Terrify -- SprAscoft-Rchg/+Dmg%(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(36), SprAscoft-EndRdx/Rchg(36), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(37), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(37), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(37) Level 28: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(39) Level 30: Weave -- Rct-Def/Rchg(A), Rct-EndRdx/Rchg(39), Rct-Def/EndRdx(39), Rct-ResDam%(40), Rct-Def/EndRdx/Rchg(40), Rct-Def(40) Level 32: Mass Confusion -- CrcPrs-Conf/EndRdx(A), CrcPrs-Conf%(42), CrcPrs-Acc/Conf/Rchg(42), CrcPrs-Acc/Rchg(42), CrcPrs-Conf/Rchg(43), CrcPrs-Conf(43) Level 35: Psionic Lance -- StnoftheM-Dam%(A), StnoftheM-Acc/Dmg(43), StnoftheM-Dmg/EndRdx(45), StnoftheM-Dmg/EndRdx/Rchg(45), StnoftheM-Dmg/ActRdx/Rchg(45) Level 38: Psychic Shockwave -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(46), Arm-Dmg/EndRdx(46), Arm-Dam%(46), Arm-Acc/Rchg(48) Level 41: Maneuvers -- LucoftheG-Rchg+(A), Ksm-ToHit+(48) Level 44: Link Minds -- LucoftheG-Rchg+(A), HO:Membr(48), HO:Membr(50) Level 47: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/EndRdx(50), ToHit-I(50) Level 49: Vengeance -- LucoftheG-Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(11) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(11), PrfShf-EndMod/Rchg(13) Level 50: Agility Radial Paragon ------------
  5. I think Permahasten/Permafade is a fine goal. You have some solid ideas in this use and I might try to adjust my Dark/Dark build with a a couple of your ideas. Looks like you're going for DEF Cap too which makes sense given permafade. One shift I would consider is the Single target immobilize. You don't have it slotted for damage, and you are taking it late so it doesn't look like its needed for your attack chain and you're not getting an essential set bonus from it. You have a 4 second cooldown on the cone version, so its really just an endurance consideration but I think you're fine with end usage. Not sure the best use of the power (assault or Dark consumption maybe)/ But you could use one of those slots on Dark embrace and move the steadfast maneuvers enhancement over. This frees up fade, I really like 6 slotted reactive defenses here.. its a boost to your recharge and endurance discount -- along with giving a bigger overall defense boost helping to get you capped w/o incarnate (and it's a buff so your party too) I would also consider change your enhancements on Dark servant. you're not gonna be relying on its heal -- basilik's hold would be a good alternate to consider as the 4 bonus gives more recharge, and boosting the hold means you're gonna get help stacking holds on bosses. ----- I'm gonna post my build to compare. I actually have this built and have been using it -- its solid, but I'm not in love with poisonous ray being half of my limited attack chain, so I'm looking at making the switch to Soul - I just haven't figured out how to do that and keep enough recharge to maintain permahaste/fade. Ideally also picking up the pet. The pets so far have been doing a good job killing things for me. I solo at +3/x1, but with no danger so thinking about upping it. I also don't have a travel power, which is not my favorite thing even with the p2w powers (the problem is coyote/flight p2w versions remove all your toggles) Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Controller Primary Power Set: Darkness Control Secondary Power Set: Darkness Affinity Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Mace Mastery Hero Profile: Level 1: Dark Grasp -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(17), SprWntBit-Rchg/SlowProc(17), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(43) Level 1: Twilight Grasp -- CldSns-%Dam(A), CldSns-Acc/Rchg(11), CldSns-Acc/EndRdx/Rchg(13), CldSns-Acc/ToHitDeb(13) Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(48) Level 4: Living Shadows -- CldSns-Acc/ToHitDeb(A), CldSns-ToHitDeb(5), CldSns-%Dam(7), CldSns-ToHitDeb/EndRdx/Rchg(7) Level 6: Possess -- CrcPrs-Conf%(A), CrcPrs-Conf/Rchg(15), CrcPrs-Conf(36), CrcPrs-Acc/Rchg(43), CrcPrs-Conf/EndRdx(43), CrcPrs-Acc/Conf/Rchg(45) Level 8: Fearsome Stare -- SphIns-%ToHit(A), SphIns-Acc/Rchg(9), SphIns-ToHitDeb/EndRdx/Rchg(9), SphIns-Acc/ToHitDeb(11), SphIns-ToHitDeb(40), SphIns-Acc/EndRdx/Rchg(40) Level 10: Darkest Night -- DarWtcDsp-ToHitDeb/Rchg(A), DarWtcDsp-Slow%(34), DarWtcDsp-ToHitDeb/EndRdx(36) Level 12: Howling Twilight -- RechRdx-I(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Shadow Fall -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def(34) Level 18: Haunt -- ExpRnf-+Res(Pets)(A), ExpRnf-Acc/Dmg(19), ExpRnf-Acc/Dmg/Rchg(19), ExpRnf-EndRdx/Dmg/Rchg(25) Level 20: Fade -- Rct-Def/Rchg(A), Rct-ResDam%(21), Rct-EndRdx/Rchg(21), Rct-Def/EndRdx(23), Rct-Def(23), Rct-Def/EndRdx/Rchg(25) Level 22: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(27) Level 24: Kick -- Empty(A) Level 26: Shadow Field -- SprWiloft-Rchg/Dmg%(A), SprWiloft-EndRdx/Rchg(29), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(31), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(31), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(34) Level 28: Soul Absorption -- NmnCnv-Regen/Rcvry+(A), NmnCnv-EndRdx/Rchg(36), NmnCnv-Heal/EndRdx(37), NmnCnv-Heal/Rchg(37), NmnCnv-Heal/EndRdx/Rchg(37) Level 30: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(31) Level 32: Umbra Beast -- SlbAll-Build%(A), SlbAll-Dmg(33), SlbAll-Acc/Dmg/Rchg(33), SlbAll-Dmg/EndRdx(33) Level 35: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def(46) Level 38: Dark Servant -- UnbCns-Acc/Rchg(A), UnbCns-Acc/Hold/Rchg(39), UnbCns-Dam%(39), UnbCns-Hold(39), UnbCns-Hold/Rchg(45) Level 41: Combat Jumping -- LucoftheG-Rchg+(A), Ksm-ToHit+(42), ShlWal-ResDam/Re TP(42) Level 44: Poisonous Ray -- Apc-Dam%(A), Apc-Acc/Dmg/Rchg(46), Apc-Dmg/Rchg(46), Apc-Dmg(48), Apc-Dmg/EndRdx(48) Level 47: Scorpion Shield -- LucoftheG-Rchg+(A) Level 49: Summon Tarantula -- CaltoArm-Acc/Dmg/Rchg(A), CaltoArm-+Def(Pets)(50), CaltoArm-EndRdx/Dmg/Rchg(50), CaltoArm-Acc/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(5) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PrfShf-EndMod/Acc(3) Level 50: Agility Core Paragon ------------
  6. Conceptually ForceField makes sense. I can't let that statement go without mentioning a strong mechanical preference for Cold domination over force field in almost all circumstances. (IMO, especially with IO sets giving some extra defense even if they're not trying cold is simply superior -- FF gets 3.5% more defense on their toggle being the main defense difference, but you can still cap it anyway. Forcefield 'other' thing (knockback) are less useful-- but the debuffs from cold are very effective)
  7. Based on lot of feedback in the discord I made some more adjustments (editing first page as well) Notable changes: Added Darkest Night back (its a great buff, I just wasn't seeing the benefit of -to hit, but -30% damage is still great and it cant miss) Removed Damage Enhancements from Aoe Immobilize (damage on that power is laughable anyway) in place of -tohit debuffs Got Beefier Holds from the /Dark Pet. Non-S/l/E defense (scorpion shield covers thosel) is just under softcap now, but any abilities usage (any of the controls, Darkest night, any pet attacks) will bring that back over defense cap. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Controller Primary Power Set: Darkness Control Secondary Power Set: Darkness Affinity Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Mace Mastery Hero Profile: Level 1: Dark Grasp -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(17), SprWntBit-Rchg/SlowProc(17), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(43) Level 1: Twilight Grasp -- CldSns-%Dam(A), CldSns-Acc/Rchg(11), CldSns-Acc/EndRdx/Rchg(13), CldSns-Acc/ToHitDeb(13) Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(48) Level 4: Living Shadows -- CldSns-Acc/ToHitDeb(A), CldSns-ToHitDeb(5), CldSns-%Dam(7), CldSns-ToHitDeb/EndRdx/Rchg(7) Level 6: Possess -- CrcPrs-Conf%(A), CrcPrs-Conf/Rchg(15), CrcPrs-Acc/Rchg(43), CrcPrs-Conf/EndRdx(43), CrcPrs-Acc/Conf/Rchg(45) Level 8: Fearsome Stare -- SphIns-%ToHit(A), SphIns-Acc/Rchg(9), SphIns-ToHitDeb/EndRdx/Rchg(9), SphIns-Acc/ToHitDeb(11), SphIns-ToHitDeb(40), SphIns-Acc/EndRdx/Rchg(40) Level 10: Darkest Night -- DarWtcDsp-ToHitDeb/Rchg(A), DarWtcDsp-Slow%(34), DarWtcDsp-ToHitDeb/EndRdx(36) Level 12: Howling Twilight -- RechRdx-I(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Shadow Fall -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def(34) Level 18: Haunt -- ExpRnf-+Res(Pets)(A), ExpRnf-Acc/Dmg(19), ExpRnf-Acc/Dmg/Rchg(19), ExpRnf-EndRdx/Dmg/Rchg(25) Level 20: Fade -- Rct-Def/Rchg(A), Rct-ResDam%(21), Rct-EndRdx/Rchg(21), Rct-Def/EndRdx(23), Rct-Def(23), Rct-Def/EndRdx/Rchg(25) Level 22: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(27) Level 24: Kick -- Empty(A) Level 26: Shadow Field -- SprWiloft-Rchg/Dmg%(A), SprWiloft-EndRdx/Rchg(29), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(31), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(31), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(34) Level 28: Soul Absorption -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(36), NmnCnv-EndRdx/Rchg(36), NmnCnv-Heal/EndRdx(37), NmnCnv-Heal/Rchg(37), NmnCnv-Heal/EndRdx/Rchg(37) Level 30: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(31) Level 32: Umbra Beast -- SlbAll-Build%(A), SlbAll-Dmg(33), SlbAll-Acc/Dmg/Rchg(33), SlbAll-Dmg/EndRdx(33) Level 35: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def(46) Level 38: Dark Servant -- UnbCns-Acc/Rchg(A), UnbCns-Acc/Hold/Rchg(39), UnbCns-Dam%(39), UnbCns-Hold(39), UnbCns-Hold/Rchg(45) Level 41: Combat Jumping -- LucoftheG-Rchg+(A), Ksm-ToHit+(42), ShlWal-ResDam/Re TP(42) Level 44: Poisonous Ray -- Apc-Dam%(A), Apc-Acc/Dmg/Rchg(46), Apc-Dmg/Rchg(46), Apc-Dmg(48), Apc-Dmg/EndRdx(48) Level 47: Scorpion Shield -- LucoftheG-Rchg+(A) Level 49: Summon Tarantula -- CaltoArm-Acc/Dmg/Rchg(A), CaltoArm-+Def(Pets)(50), CaltoArm-EndRdx/Dmg/Rchg(50), CaltoArm-Acc/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(5) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PrfShf-EndMod/Acc(3) Level 50: Agility Core Paragon ------------
  8. I'm just hoping whatever they land on has -tohit helping snipes since my 2 50s I got first (Fire/time corrupter and a /martial assault dominator) both have Permanent +22% to-hit from stuff they want up all the time anyway (Farsight, envenomed blades) -- I get that the ones that cant dont like being forced into tactics/kismet though.
  9. When I first started playing with Homecoming I made a Dark/Cold Controller -- this seemed like a natural pairing, as Cold provides a passive (well buff based so you can do it ahead of time) defense, while Dark pair that with -to hit meaning your teammates will usually have a low chance of getting hit. Cold also has some good debuffs (unlike the older 'Force fields' set who gimmick besides giving defense is knock-back which is can be fun, but not as useful as lower resistance, regen, defense and damage of the enemy. I find myself (pre-io) less durable than my teamates though due to bosses not being controlled with my aoe controls, and me not getting the defense buffs since the big ones were ally only. Looking at the controller specific /Dark it looks like it can pretty much serve the same role but I think it works better in a lot of ways. Fade -- provides a pretty big defense buff (2% less than then shields provide from cold) but it works on yourself! Its a long cooldown of course, but that is what recharge is for, and with enough recharge it can be cast before the buff expires. Both Cold and Dark can slow the enemy and lower their resistance and damage. Cold Divides in into an offensive aoe debuff (-def/res) and an aoe slow (which personally I'd skip since powers are hard to find room for), and a Single target defensive debuff -def/-damage (so no aoe version) Dark Divides into into the bread and butter -res/slow (bonus its available at low levels and useful on every pull ) and a purely defensive one (-damage,-to hit)---but its aoe and can be saved for tough pulls after controls are put out. With similar debuffs with have to look at other trade-offs. Dark gets a CC pet, cold gets an *extra* -damage single target debuff(which is where it gets its -regen and probably only useful for AVs), whereas dark has extra -to hit, and relies on a targeted heal for -regeneration. They both have ways to give endruance to the party. All in all I think Dark is a stronger package specifically for a controller due to fade/soul absorption and the possibility of enough recharge to have them up consistently. I'm attaching my first attempt to build. I've mainly looked at other people's suggestions for other builds and here is my first real build. A) Once there is enough recharge you can reach the "soft cap" for defense of 45% for both types and position defense by casting Fade (which is available before it expires)with the exception of Psychic melee attacks (this is fixed with any group member's maneuvers or Incarnate buffs ---- but also by the fact that you'll immediately be putting ~ -10%+ to hit on all the mobs.) ~20% of this defense ALSO goes to your teammates, so if Darkest Night or a couple of your stacking -to hit from controls are up your teammates will be soft capped as well ignoring their builds. It even has uses for geared out characters, as it provides defense debuff resists, and cascading failures can hurt a defense based character. The character will also have decent (But not amazing) resists to mitgate some of the damage that does get through B) It end ups with a total of 5 Pets (not counting lore) ---Most of which provides additional CC and -to hit. It also squeezes in defense aura/resistance aura and chance for build up for them. The pets with 'long recharges' only have a few seconds of downtime. --- that being said it has some flaws and could use feedback. 1) I'm worried about Damage. the 5 pets are CC focused which is great for the main role, but they main not make up for the damage that is lacking. I 2 Single target attacks enhanced for damage (The hold and the poisonous ray), the Cone Immobilize enhanced for damage -- and of course the enemies will usually be debuffed with -RES from both the attack and tar patch. 2) No travel power. This is a minor consideration but inconvenient. 3) There are some *good* powers that I under slotted to make room for the set bonuses to get to my goals (perma hasten/fade /high uptime pets /softcapped defenses, some damage). Including Howling Twilight, My heal/-regen and tar patch. Tar patch I think is fine, since you can only put slows in there, but the other 2 I wish I had more room for. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ EDIT: Version 2 of this build makes some changes. 1) Got more slots into some of the important powers (the heal, darkest night) 2) slightly less overall defense, but Way over cap for S/L/E and once any control or Darkest night or pets hit, they'll be back under defense cap. 3) More focus on Single target damage now (from the hold, and poisonous ray) as the AOE immobilize was a poor source of damage -- in a group its not gonna be a big contributer no matter what, soloing ST attack chain (hold/ray) and pets will do the job. Click this DataLink to open the build! Level 50 Magic Controller Primary Power Set: Darkness Control Secondary Power Set: Darkness Affinity Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Mace Mastery Hero Profile: Level 1: Dark Grasp -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(17), SprWntBit-Rchg/SlowProc(17), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(43) Level 1: Twilight Grasp -- CldSns-%Dam(A), CldSns-Acc/Rchg(11), CldSns-Acc/EndRdx/Rchg(13), CldSns-Acc/ToHitDeb(13) Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(48) Level 4: Living Shadows -- CldSns-Acc/ToHitDeb(A), CldSns-ToHitDeb(5), CldSns-%Dam(7), CldSns-ToHitDeb/EndRdx/Rchg(7) Level 6: Possess -- CrcPrs-Conf%(A), CrcPrs-Conf/Rchg(15), CrcPrs-Acc/Rchg(43), CrcPrs-Conf/EndRdx(43), CrcPrs-Acc/Conf/Rchg(45) Level 8: Fearsome Stare -- SphIns-%ToHit(A), SphIns-Acc/Rchg(9), SphIns-ToHitDeb/EndRdx/Rchg(9), SphIns-Acc/ToHitDeb(11), SphIns-ToHitDeb(40), SphIns-Acc/EndRdx/Rchg(40) Level 10: Darkest Night -- DarWtcDsp-ToHitDeb/Rchg(A), DarWtcDsp-Slow%(34), DarWtcDsp-ToHitDeb/EndRdx(36) Level 12: Howling Twilight -- RechRdx-I(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Shadow Fall -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def(34) Level 18: Haunt -- ExpRnf-+Res(Pets)(A), ExpRnf-Acc/Dmg(19), ExpRnf-Acc/Dmg/Rchg(19), ExpRnf-EndRdx/Dmg/Rchg(25) Level 20: Fade -- Rct-Def/Rchg(A), Rct-ResDam%(21), Rct-EndRdx/Rchg(21), Rct-Def/EndRdx(23), Rct-Def(23), Rct-Def/EndRdx/Rchg(25) Level 22: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(27) Level 24: Kick -- Empty(A) Level 26: Shadow Field -- SprWiloft-Rchg/Dmg%(A), SprWiloft-EndRdx/Rchg(29), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(31), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(31), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(34) Level 28: Soul Absorption -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(36), NmnCnv-EndRdx/Rchg(36), NmnCnv-Heal/EndRdx(37), NmnCnv-Heal/Rchg(37), NmnCnv-Heal/EndRdx/Rchg(37) Level 30: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(31) Level 32: Umbra Beast -- SlbAll-Build%(A), SlbAll-Dmg(33), SlbAll-Acc/Dmg/Rchg(33), SlbAll-Dmg/EndRdx(33) Level 35: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def(46) Level 38: Dark Servant -- UnbCns-Acc/Rchg(A), UnbCns-Acc/Hold/Rchg(39), UnbCns-Dam%(39), UnbCns-Hold(39), UnbCns-Hold/Rchg(45) Level 41: Combat Jumping -- LucoftheG-Rchg+(A), Ksm-ToHit+(42), ShlWal-ResDam/Re TP(42) Level 44: Poisonous Ray -- Apc-Dam%(A), Apc-Acc/Dmg/Rchg(46), Apc-Dmg/Rchg(46), Apc-Dmg(48), Apc-Dmg/EndRdx(48) Level 47: Scorpion Shield -- LucoftheG-Rchg+(A) Level 49: Summon Tarantula -- CaltoArm-Acc/Dmg/Rchg(A), CaltoArm-+Def(Pets)(50), CaltoArm-EndRdx/Dmg/Rchg(50), CaltoArm-Acc/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(5) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PrfShf-EndMod/Acc(3) Level 50: Agility Core Paragon ------------
  10. Im in the same boat.. I basically took every power in martial as I am leveling up but I know we can't afford to take them all. Skipping, the Single target Root, Aoe sleep, and Healing tree. but having a harder time figuring out what to skip in Martial Assault. So we'll want perma-hasten and perma-dom recharge will be pretty high and we'll likely be able to get perma-envenomed blades as well.
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