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oedipus_tex

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  1. For a new player I would recommend Earth/Ice with the Earth powers set to crystaline and colored blue. Mostly the same set of effects, minus Arctic Air, but a lot easier to play.
  2. I've been playing a Water/Fire Blaster lately and he's pretty good. Based on the success of Ice/Fire farmers, I wondered if he might be viable as a farmer himself. Despite years of playing, I've rarely pent much time actually farming. The build below represents the best of my efforts. He's got nearly capped Fire resist and Fire defense. HP are still a bit low. Some cons: Relatively low overall Recharge (+40%). Somewhat offset by Force Feedback in the nuke? This is VERY expensive. More expensive than anything I've ever actually built. Any tips on where to cut costs are welcome. Some assumptions/questions: Dehydrate doesn't do great damage, but it heals. This should stack with the heal in the sustain power. Am I correct in guessing this could lead to a fairly sustainable character, assuming I'm willing to sacrifice the animation time? I left two slots open, currently in Bonfire. Where would they best go? Would this build even work for what I hope it will? Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Ice Blast Secondary Power Set: Fire Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Flame Mastery Hero Profile: Level 1: Ice Blast -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Acc/Dmg(5), SprWntBit-Dmg/Rchg(7), SprWntBit-Acc/Dmg/EndRdx(7), SprWntBit-Acc/Dmg/Rchg(9), SprWntBit-Dmg/EndRdx/Acc/Rchg(9) Level 1: Ring of Fire -- Empty(A) Level 2: Frost Breath -- Ann-ResDeb%(A) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5) Level 6: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(11), Rct-ResDam%(11), Ksm-ToHit+(13) Level 8: Maneuvers -- LucoftheG-Rchg+(A), RedFrt-EndRdx(13), RedFrt-Def/EndRdx(15), RedFrt-Def/EndRdx/Rchg(15), RedFrt-EndRdx/Rchg(37), RedFrt-Def(17) Level 10: Aim -- RechRdx-I(A), RechRdx-I(17) Level 12: Boxing -- Empty(A) Level 14: Vengeance -- LucoftheG-Rchg+(A) Level 16: Build Up -- GssSynFr--Build%(A) Level 18: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(19), UnbGrd-Max HP%(19) Level 20: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(21), LucoftheG-Def/EndRdx(21) Level 22: Cauterizing Aura -- Prv-Heal(A), Prv-Heal/EndRdx(23), Prv-Heal/Rchg(23), Prv-Absorb%(25), PrfShf-End%(25) Level 24: Fire Sword Circle -- Arm-Acc/Dmg/Rchg(A), Arm-Dmg/Rchg(27), Arm-Dmg/EndRdx(34), Arm-Dam%(27), FuroftheG-Acc/Dmg/End/Rech(40), FuroftheG-ResDeb%(45) Level 26: Ice Storm -- Rgn-Knock%(A), Rgn-Dmg/Rchg(29), Rgn-Acc/Dmg/Rchg(29), Rgn-Acc/Rchg(31), Rgn-Dmg/EndRdx(31), Ann-ResDeb%(31) Level 28: Consume -- PrfShf-EndMod/Rchg(A), PrfShf-EndMod(46), PrfShf-EndMod/Acc/Rchg(48) Level 30: Combustion -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Acc/Dmg/Rchg(43), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(46), SprBlsWrt-Rchg/Dmg%(50) Level 32: Blizzard -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(33), SprFrzBls-Acc/Dmg(33), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/Rchg(34) Level 35: Bonfire -- OvrFrc-Dam/KB(A), PstBls-Dmg/EndRdx(36), PstBls-Dmg/Rchg(36), PstBls-Acc/Dmg(36), PstBls-Dam%(37), PstBls-Acc/Dmg/EndRdx(37) Level 38: Burn -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg(39), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(40) Level 41: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(42), Ags-EndRdx/Rchg(42), Ags-ResDam/EndRdx/Rchg(42), Ags-ResDam(43) Level 44: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-Rchg/Hold(45), BslGaz-EndRdx/Rchg/Hold(46) Level 47: Hot Feet -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(48), SprDfnBrr-Acc/Dmg/Rchg(48), SprDfnBrr-Acc/Dmg/EndRdx(50), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(50) Level 49: Assault -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance 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 -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PrfShf-EndMod/Rchg(3) Level 50: Agility Core Paragon Level 50: Ion Core Judgement Level 50: Degenerative Core Flawless Interface Level 50: Storm Elemental Radial Superior Ally Level 50: Assault Core Embodiment Level 50: Barrier Core Epiphany ------------ ------------ Set Bonus Totals: 10% DamageBuff(Smashing) 10% DamageBuff(Lethal) 10% DamageBuff(Fire) 10% DamageBuff(Cold) 10% DamageBuff(Energy) 10% DamageBuff(Negative) 10% DamageBuff(Toxic) 10% DamageBuff(Psionic) 11% Defense(Melee) 8.5% Defense(Smashing) 8.5% Defense(Lethal) 28.19% Defense(Fire) 28.19% Defense(Cold) 13.5% Defense(Energy) 13.5% Defense(Negative) 6% Defense(Psionic) 9.75% Defense(Ranged) 23.19% Defense(AoE) 3.6% Max End 10% Enhancement(Range) 54% Enhancement(Accuracy) 78.75% Enhancement(RechargeTime) 22.5% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 207.8 HP (17.25%) HitPoints 22.5% JumpHeight 22.5% SpeedJumping MezResist(Confused) 78.75% MezResist(Held) 78.75% MezResist(Immobilized) 78.75% MezResist(Sleep) 78.75% MezResist(Stunned) 78.75% MezResist(Terrorized) 78.75% 24.5% (0.41 End/sec) Recovery 10% (0.5 HP/sec) Regeneration 45% ResEffect(SpeedFlying) 45% ResEffect(RechargeTime) 45% ResEffect(SpeedRunning) 11.75% Resistance(Smashing) 45.5% Resistance(Fire) 45.5% Resistance(Cold) 5% Resistance(Energy) 5% Resistance(Negative) 5% Resistance(Toxic) 5% Resistance(Psionic) 0% Resistance(Smashing) 0% Resistance(Lethal) 0% Resistance(Fire) 0% Resistance(Cold) 0% Resistance(Energy) 0% Resistance(Negative) 0% Resistance(Toxic) 0% Resistance(Psionic) 11.75% Resistance(Lethal) 22.5% SpeedRunning | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1514;691;1382;HEX;| 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  3. Mesmerize is a power more suited for Controllers, due to it having a Mag 3.5 Sleep, which will instantly Sleep a boss. Since Controllers lack Domination mode and have no Assault secondary for damage, this power is more useful to them. It sometimes a useful power to take when leveling up though, mainly so you can sleep Circle of Thorns Mages in one shot and detoggle their force fields. IMO Mass Hypnosis is too good a power to pass up even if you rarely use it. There are a lot of irritating maps that are made easier to solo if you sleep adjacent spawns. If you don't like the power you can always one slot it and with enough global recharge it will still be decent. If nothing else it's a fail safe for moments when Mass Confuse is recharging and you start to get overwhelmed or get ambushed.
  4. Thermal is possibly the most underrated Defender set for dedicated team players. I'm surprised to see so few of them. Although it is true that for a player who sometimes solos, Thermal is probably better for a Mastermind or Controller, since Thermal can help heal and shield their pets. I can't recall ever seeing a Thermal Defender. I've seen plenty of Empathy. I'd generally rate Thermal better than Empathy, so its interesting Thermal is so much less popular. Maybe its due to the thematic aspects of Thermal. Force Field is a hit or miss. If we're talking about incarnate trials, having a Force Fielder with Power Boost is a gift sent from god. Force Field is not nearly as useful in an 8 man task force. Storm is kind of irrelevant as a buff set. I think of Stormers as a subset of Dominator and not really Defenders. They tend to do their own thing, which is fine. It's just not a support set I take much notice of or that radically shifts play. Other than that, the usual buff sets are good. Cold, Dark, Kin.
  5. In the past I've found it useful to put the Ragnarok: Chance for Knockdown proc in Terrify. Since Fear'ed enemies have a chance to perform an attack when you damage them, Terrify -> Terrify can result in spawns shooting at you. But if they get knocked down, they lose their chance to hit you, and instead stand back up and go back into their Fear pose. However, this is probably more useful on Controllers, who have fewer AoE attacks.
  6. I used to main an Ice/Fire Dominator on live. I enjoyed him a lot, but the way the game has progressed has pushed Ice Control further and further down the power spectrum. The change to procs to favor long recharge powers over toggles nuked the effectiveness of Arctic Air with the Contagious Confusion proc. The proc used to fire frequently in AA. Now it very rarely does. Ice Slick, unlike Earthquake, can't slot knockback IOs. In fact it can't slot any special IOs at all. So, where Earth can get +100% recharge for 5 seconds with every quake, Ice is stuck with a power that takes no IOs at all. Ice Slick also can't take -Run Speed IOs. This doesn't really matter in practice, its just annoying because Quicksand in the Earth set can. Adding insult to injury, Bonfire on Fire Control can be slotted with a KB to KD IO, which turns into a far better knockdown patch than Ice Slick, with better up time, longer duration, and free damage. In addition, Bonfire can also slot the +recharge proc for +100% Recharge. Bonfire was never designed to be competitive with Ice Slick (Ice's key power) but massively outperforms it in practice. The original design of Ice Control was supposed to be "low damage, good soft control, autohit powers" and it functioned at least semi-well in that role even if it was fairly weak. But since then all of the other sets have received big power ups where Ice has either maintained its old position, or even gotten worse, as with Arctic Air. I would very much like to see this set increased in power. I love the idea of a PBAoE toggle and a knockdown patch being Ice's main draws, with the main drawback being no good hard ranged opener (the price paid for both AA and Ice Slick lacking Accuracy checks). But for it to be so, those powers have to be competitive. Right now AA and Ice Slick sadly do not deliver. Also, there's Shiver, which for all intents and purposes is worthless on this set, for a long list of reasons. As for Icy Assault, it recently got a bump in power. I've yet to try it out, but it has some nice features. In the past it was a middling set. Chilling Embrace was known to be one of the worst powers in the game but recently got a power up. Interestingly, it has become one of the few powers in the game that also lacks a Accuracy check, kind of continuing the theme of Ice Control.
  7. Mass Confusion's recharge time is the main issue with it. It was the first AoE Confuse power in the game (outside of Arctic Air).The 240 second recharge time compares to: Seeds of Confusion: 60 seconds Synaptic Overload: 60 seconds Both of these powers have their own quirks that nominally make them not as good as Mass Confusion. Seeds is a cone that alerts enemies, Synaptic is a chain that can be slow to reach the whole spawn. But Mind sacrifices a pet for Mass Confusion and with that in mind the recharge should be 60 or at most 100 seconds, not 240.
  8. I have been playing a Water/Fire, which has insane AoE if you are willing to get in close. I had previously leveled a Radiation/Fire to 50 but I find the Water/Fire far stronger overall. /Fire's sustain also provides heal per second which stacks with the heal in Water, and makes the character extremely survivable.
  9. I have a couple of Ice Control characters at various levels so I could potentially participate one afternoon.
  10. This particular task seems to favor melee characters. If I wanted to do this on a Ranged character I'd probably pick Defender. Specifically, I need 2 powersets that are highly front loaded. So I'd likely go with Dark Miasma/Sonic Attack. That would give this character the AoE heal, Tar Patch, and Shriek. Because Sonic Attack's blast powers are a victim of cast times at higher levels, you lose out less on the T3 blast. Pool picks would probably be Leadership, Fighting, Sorcery, Leaping. The epic pool would probably be Psi, so that Dominate could be slotted as a damage power (using procs) to fill in some of the ranged damage hole. Enflame would also be slotted for damage. Note this character is still very, very, very impractical, with slots thrown away on powers like Mystic Flight just to eat a power choice. Possible build below (I didn't do any slotting). Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Pool Boy: Level 49 Magic Defender Primary Power Set: Dark Miasma Secondary Power Set: Sonic Attack Power Pool: Leadership Power Pool: Fighting Power Pool: Sorcery Power Pool: Leaping Ancillary Pool: Psychic Mastery Hero Profile: Level 1: Twilight Grasp -- Empty(A) Level 1: Shriek -- Empty(A) Level 2: Tar Patch -- Empty(A) Level 4: Maneuvers -- Empty(A) Level 6: Assault -- Empty(A) Level 8: Boxing -- Empty(A) Level 10: Arcane Bolt -- Empty(A) Level 12: Combat Jumping -- Empty(A) Level 14: Tactics -- Empty(A) Level 16: Tough -- Empty(A) Level 18: Weave -- Empty(A) Level 20: Vengeance -- Empty(A) Level 22: Mystic Flight -- Empty(A) Level 24: Enflame -- Empty(A) Level 26: Victory Rush -- Empty(A) Level 28: Super Jump -- Empty(A) Level 30: Rune of Protection -- Empty(A) Level 32: Acrobatics -- Empty(A) Level 35: Spring Attack -- Empty(A) Level 38: Dominate -- Empty(A) Level 41: Mass Hypnosis -- Empty(A) Level 44: Mind Over Body -- Empty(A) Level 47: Telekinesis -- Empty(A) Level 49: [Empty] Level 1: Brawl -- Empty(A) 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 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) ------------ ------------ Set Bonus Totals: | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;848;386;772;HEX;| |78DA65D25D4BC2501807F0AD29666A66BEA3620882248CA2EE23B3BA7121D9FD38C| |C3987B6C9B6202FFB025D14F531FA32BD5CF41D7AF906EBD9B34709CF611B9CDFF3| |E7393BDB516EBBC997F3BB2341DC3C9932D755BBFA48B786BA135598616A028CF5B| |E6D4F773AF63C0693F2A2AE766E4623B9CB9C89AA98CCBD66D565E59259863E9407| |B6656AEAB1E7316D22A48326724F671070C7E62C85F333D3187BA665247136B01D4| |D77E6C945740695DCE9CCD4E4BE3BD7C6D04C61AE078912BC4813EEC19A40C3870B| |86F0C9C915884822A264601F128984B20D122589A28820319218CA032C182789A31| |42090104349A064415224291409244D924689806448322839902C75CEA23CC25A79| |923CCA134891A488720F522629A314A14F85A482F20C991A490DA504993AAD5E0F7| |75A108406651A28AF52F8750369A2BC81B4485A28EF206D9236CA07884C22A3040F| |BF1A59FD21BB9CEC71B2CFC90127879CF438B90824DCAEDF8FAC1E84F8D6F220F85| |F1B5015FF577F38F9E6E497933F41A40836| |-------------------------------------------------------------------|
  11. Mainly you would want to put it in a psuedo pet with a longish Recharge time but that you summon over and over, like Tornado.
  12. I would go Blaster. Possibly DP/Temporal.
  13. The one area where Resistance handily defeats Defense is with auto-hit damage. However, auto-hit damage is rare in this game and not generally worth building around. I'm not very familiar with PVP, but in that scenario you might be more likely to encounter it.
  14. I've always wanted to see a 8 man Ice Control team just for the hilarity of Mag 24 Confusion via Arctic Air applied by a toggle that has no cast time.
  15. I think it would be more useful if it didn't time out automatically after 30 seconds. 30 seconds isn't usually long enough to matter. I usually skip this power on Gravity characters.
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