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Deelon

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  1. The fighting pool is extremely useful on any build in my opinion. Tough provides a resistance outlet for squishy classes to slot the two +defense IOs. Weave is a healthy defense boost that works no matter what defense type you’re going for and is another outlet for LotG +recharge IOs. Even if you’re not taking alpha, you’re not going to be at your full potential if you don’t softcap your defenses. I’m not sure why you’d want to give up the ability to survive on your own if it’s easily available to you. A lot of endgame content involves running through a lot of baddies to get to some objective, especially on speed runs. If you’re dying every few minutes because you don’t have any defenses, you’ll be slowing your team down.
  2. I’m sure someone’s hit perma Dom without hasten. It’d be a bit tougher to do because you’d be forfeiting a free 70% recharge. I was going by memory earlier so some of my numbers a little off, here’s a link to some useful perma breakpoints: https://paragonwiki.com/wiki/Perma Unless you’re asking if we need to hit perma hasten at all? The quick answer is mayhaps. Your single target attack chains won’t be as smooth, you’ll have downtimes that might require you to add another attack to the rotation, which will lower your dps if it has a worse dpa than your ideal ~3 attack rotation. This would also cost you an extra power slot that could have otherwise gone to something like control/survivability/utility power instead. Not to mention you’d get your AoE controls back that much sooner, in a way that improves your team’s pace and survivability. Recharge arguably helps doms more than any other stat, but if you’re going for a budget build or want to focus on slotting for something else, you’ll still be viable for most of the game’s content.
  3. A permanent 16% scaling damage effect would be pretty busted. Especially when being affected by something like Fulcrum Shift. At a base, the 50% decrease from ~32% damage to 16% isn’t really a huge difference. By no means a reason to stop playing the set. Sure you won’t be doing that extra bit of damage when your at the damage cap, but at that point your damage is high enough that it’s not the end of the world. I’m too lazy too look up the dominator cap but let’s assume it’s somewhere around 500% including enhancements. 16% of that 500 is an 80% damage effect. 80-16=64% damage loss under extreme cases where you’re already dealing 516% damage.
  4. Let me take a step back for a sec. The general consensus of late game is to build your character to have more preventative survivability rather than reactive survivability. Let’s say you jump into a mob, your options of surviving are: 1. Healing: The reactive approach. You have to be fast to click, it takes time away from offensive abilities, has a cooldown timer, and you are hit with any debuff that comes with the attack. 2. Resistance: More of a preventative approach. Great for classes with high HP pools, not as useful for classes with lower HP by itself. You still take any debuff that is attached to the attack. 3. Defense: Most preventative approach. A positional or typed defense of 45% relates to you only taking roughly 1 out of every 20 attacks. That also means you are avoiding debuffs that come with those 19 dodged attacks. Classes with lower HP pools can effectively tank with high defenses because they just don’t take damage. Of course, a mix of these is always good, but priority almost always goes to defense on all my characters. The 275% recharge was specifically for hasten to be permanent. Excluding the 100% recharge from enhancements on Hasten itself, your other powers will effectively see a 175% recharge bonus. With hasten always on, you can apply its own 75% to the 275% total with no downtime math involved. This means you only need 100% recharge from set bonuses or other +recharge powers to get perma hasten. Fortunately, perma Domination only needs something like 125% recharge, which you will have hit way before perma hasten.
  5. Defense at 45% (at least) and recharge at 275% (for perma hasten with 100% recharge from enhancements included in that total) should be your top priority targets. If you can hit those numbers with Mu Mastery AND dropping Weave/Maneuvers, by all means go ahead. With that much recharge, you should be able to somehow control the entire group most of the time, especially with domination. Those few moments of things actually attacking you are more than mitigated with softcap defenses, there shouldn’t be any need to heal. You could also take the healing destiny incarnate if it really is an issue.
  6. In my opinion, you should drop medicine for the flight pool you wanted. Grab hover for that free LotG slot and to help meet your defense softcaps. Speaking of which, you could drop Mu mastery for a set that has a defensive shield instead of a resistive. A lot of people go with the scorpion shield from what I’ve seen and softcap S/L/E defenses. You’ll get a lot more mileage out of defenses with a lower HP class.
  7. Is anyone able to test out the changes? Hopefully it won’t be as bad as it sounds.
  8. Here's slightly changed version of a build Justaris posted earlier this month. I swapped around a few slots here and there and picked up SJ to add Blessing of the Zephyr KB protection (12 points now). The core of Justaris's build makes good use of limited slots to hit all the resistance and defense targets. You might be able sneak in an ATO set somewhere but I don't think you'll see a huge benefit compared to what's there now. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Inkfathom: Level 50 Natural Tanker Primary Power Set: Dark Armor Secondary Power Set: Staff Fighting Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Hero Profile: Level 1: Dark Embrace -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(13), RctArm-EndRdx(13), RctArm-ResDam/EndRdx/Rchg(15), StdPrt-ResDam/Def+(15), GldArm-3defTpProc(17) Level 1: Mercurial Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5) Level 2: Murky Cloud -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(7), RctArm-ResDam(17), RctArm-EndRdx(19), StdPrt-ResKB(19) Level 4: Guarded Spin -- Erd-Acc/Dmg/Rchg(A), Erd-Dmg/Rchg(5), Erd-Dmg(7) Level 6: Obsidian Shield -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(9), RctArm-EndRdx(9), RctArm-ResDam/EndRdx/Rchg(11), UnbGrd-Max HP%(11) Level 8: Dark Regeneration -- ThfofEss-+End%(A), DctWnd-EndRdx/Rchg(21), TchoftheN-Acc/EndRdx/Rchg(23), PrfZng-Acc/Rchg(25) Level 10: Kick -- FrcFdb-Rechg%(A) Level 12: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(27), Krm-ResKB(29), Rct-ResDam%(36) Level 14: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(29), RctArm-EndRdx(31), RctArm-ResDam/EndRdx/Rchg(31), ImpSki-Status(31) Level 16: Eye of the Storm -- Erd-Dmg(A), Erd-Dmg/Rchg(21), Erd-Acc/Dmg/Rchg(33) Level 18: Cloak of Fear -- DarWtcDsp-ToHitDeb/EndRdx(A) Level 20: Staff Mastery Level 22: Weave -- LucoftheG-Def/EndRdx(A), ShlWal-ResDam/Re TP(23), LucoftheG-Def/Rchg+(34), LucoftheG-Def(34) Level 24: Death Shroud -- Erd-Dmg(A), Erd-%Dam(25), Erd-Acc/Dmg/EndRdx/Rchg(36), OvrFrc-Dam/KB(37) Level 26: Precise Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx/Rchg(36), KntCmb-Dmg/EndRdx(46), KntCmb-Dmg/Rchg(48) Level 28: Taunt -- MckBrt-Taunt(A), MckBrt-Rchg(33), MckBrt-Taunt/Rchg/Rng(33), MckBrt-Acc/Rchg(34), MckBrt-Taunt/Rng(37) Level 30: Serpent's Reach -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(37), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(43), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), SprWntBit-Rchg/SlowProc(50) Level 32: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 35: Innocuous Strikes -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(45), SprAvl-Rchg/KDProc(45) Level 38: Sky Splitter -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Rchg/HoldProc(42) Level 41: Soul Transfer -- AbsAmz-Stun/Rchg(A) Level 44: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(48) Level 47: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(50) Level 49: Super Jump -- BlsoftheZ-ResKB(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet 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 -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(39), Mrc-Rcvry+(46), Prv-Absorb%(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(45), PrfShf-End%(46) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 20: Form of the Body Level 20: Form of the Mind Level 20: Form of the Soul Level 50: Cardiac Core Paragon ------------
  9. I’d also be interested to see what people come up with. Just got my dark/staff tank to 31 and he already feels unkillable and I just overcame the endurance hurdle. I’ve got a build that I can post later tonight that is a modified version of something I found in these forums. There might still be room for further optimization, I wasn’t planning on taking every staff power but the 3-4 piece set bonuses from sets like kinetic combat where somewhat necessary to get all the typed defenses softcapped. It might not be the perfect build you’re looking for but it’ll be a good starting point!
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