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Everything posted by oedipus_tex
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Shotty Mario's Mind Control/Psionic perma-Domination build
oedipus_tex replied to Display Name's topic in Dominator
Thanks for sharing your build. There are some things I agree with and other things I am less sure of. A few notes below. Surge of Power is rarely worth it on a Dominator in my experience. There are exceptions. In this case you already have maxed out Slash Lethal resists. From Surge of Power you gain just 1% to those resists. You do gain resist to other damage sources, but IMO not enough to justify the crash from this power. I can be convinced that I'm wrong if you have specific goals in mind. Group Fly is not a power many players use. Levitate in that final slot isn't doing you a lot of favors. Unsure about the Mu pool for Mind Control. I mean, it can work. But it seems like not the best option. Here is my alternative I just threw together quickly. It is a Ranged style Dominator that specializes in racing in with Drain Psyche and then rains AoE on enemies with Terrorize/Psy Scream/Energy Torrent/Explosive Blast. The knockdown in these powers melds with the Fear in Terrorize to keep enemies permanently occupied and unable to respond, patching holes in Mind Control's long recharging hard control powers. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Mutation Dominator Primary Power Set: Mind Control Secondary Power Set: Psionic Assault Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Primal Forces Mastery Villain Profile: Level 1: Levitate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7) Level 1: Psionic Dart -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(9) Level 2: Dominate -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Rchg/Hold(9), BslGaz-EndRdx/Rchg/Hold(11), BslGaz-Acc/Hold(11) Level 4: Mind Probe -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(13), Hct-Acc/Rchg(13), Hct-Dmg/EndRdx(15), Hct-Dam%(15) Level 6: Confuse -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(17), CrcPrs-Acc/Rchg(17), CrcPrs-Acc/Conf/Rchg(19), CrcPrs-Conf/Rchg(19), CrcPrs-Conf(21) Level 8: Mass Hypnosis -- FrtHyp-Plct%(A) Level 10: Boxing -- Acc-I(A) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 14: Super Speed -- Clr-Stlth(A) Level 16: Psychic Scream -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(23), PstBls-Acc/Dmg(23), PstBls-Dmg/EndRdx(25), PstBls-Dmg/Rng(25) Level 18: Total Domination -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(27), SprDmnGrs-EndRdx/Rchg(27), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(29), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(29), SprDmnGrs-Rchg/Fiery Orb(31) Level 20: Drain Psyche -- EffAdp-Acc/Rchg(A), TchoftheN-Acc/Heal(31), TchoftheN-Heal/HP/Regen/Rchg(31), NmnCnv-Heal/Rchg(33) Level 22: Tough -- StdPrt-ResDam/Def+(A) Level 24: Weave -- LucoftheG-Rchg+(A), RedFrt-EndRdx(33), RedFrt-Def(33), RedFrt-Def/EndRdx(34), RedFrt-Def/Rchg(34), RedFrt-EndRdx/Rchg(34) Level 26: Terrify -- GlmoftheA-Dam%(A), PstBls-Dam%(36), PstBls-Acc/Dmg(36), Rgn-Dmg(36), Rgn-Knock%(37) Level 28: Subdue -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(37), Thn-Dmg/Rchg(37), Thn-Acc/Dmg/Rchg(39), Thn-Acc/Dmg/EndRdx(39), Thn-Dmg/EndRdx/Rchg(39) Level 30: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(45) Level 32: Mass Confusion -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(40), SprAscoft-EndRdx/Rchg(40), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(40), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(42), SprAscoft-Rchg/+Dmg%(42) Level 35: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dam%(42), StnoftheM-Dmg/EndRdx/Rchg(43), StnoftheM-Dmg/EndRdx(43), StnoftheM-Acc/ActRdx/Rng(43) Level 38: Conserve Power -- RechRdx-I(A), RechRdx-I(46) Level 41: Combat Jumping -- LucoftheG-Rchg+(A) Level 44: Energy Torrent -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(45), PstBls-Dmg/Rchg(45), PstBls-Dmg/EndRdx(46), PstBls-Dmg/Rng(46) Level 47: Explosive Blast -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(48), PstBls-Acc/Dmg(48), PstBls-Dmg/Rchg(48), PstBls-Dmg/EndRdx(50), FrcFdb-Rechg%(50) Level 49: Temp Invulnerability -- GldArm-3defTpProc(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) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(50) ------------ ------------ Set Bonus Totals: 13% DamageBuff(Smashing) 13% DamageBuff(Lethal) 13% DamageBuff(Fire) 13% DamageBuff(Cold) 13% DamageBuff(Energy) 13% DamageBuff(Negative) 13% DamageBuff(Toxic) 13% DamageBuff(Psionic) 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 29.75% Defense(Energy) 29.75% Defense(Negative) 6% Defense(Psionic) 31% Defense(Ranged) 6% Defense(AoE) 8% Enhancement(Held) 8% Enhancement(Stunned) 8.8% Enhancement(Terrorized) 91.25% Enhancement(RechargeTime) 12% Enhancement(Confused) 16% Enhancement(Immobilized) 16% Enhancement(Sleep) 71% Enhancement(Accuracy) 12% SpeedFlying 49.6 HP (4.88%) HitPoints 12% JumpHeight 12% SpeedJumping MezResist(Confused) 36.25% MezResist(Held) 36.25% MezResist(Immobilized) 36.25% MezResist(Sleep) 36.25% MezResist(Stunned) 36.25% MezResist(Terrorized) 36.25% 34% (0.57 End/sec) Recovery 22% (0.93 HP/sec) Regeneration 7.5% Resistance(Smashing) 7.5% Resistance(Lethal) 14.25% Resistance(Fire) 14.25% Resistance(Cold) 12% SpeedRunning | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1469;658;1316;HEX;| |78DA6594D96ED35010868F63A76DF68626DD93A659BAA54D9B82C40DB48DD216093| |552A45EB2042BB15A4B691CD9AE04975C70CD13B03E00376C657B064054C0252F00| |F40DC2E0F99354B215EBB3FF99FF78E6789CCADDEDE08B6BF7378514293755CBAA6| |D1B477A4BB50D73A8726CABB66EB46441C7209DC95EAC56365AB669340B15BDD5E8| |DECCF6C325CB528F9B76A16A915FAF77EF45A86A9069573F38B4F5D681DFB9DB6F6| 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|BD7E9625E117F5C59677D459252D80FF01F8659EABB| |-------------------------------------------------------------------| -
Elec/Psi > Stacking Conductive and Drain Psyche as fun as it sounds?
oedipus_tex replied to Galaxy Brain's topic in Dominator
This is the build I've been working towards lately. I recently reconfigured it to add Jolting Chain, which I originally skipped. Not sure its actually worth it. I might be playing too fast and loose with just one slot in Stamina. It's just short of Range defense cap, but so close that a few points here and there from an incarnate power more or less takes care of it. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Social Medium: Level 50 Magic Dominator Primary Power Set: Electric Control Secondary Power Set: Psionic Assault Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: Tesla Cage -- BslGaz-Rchg/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-Acc/Hold(5) Level 1: Psionic Dart -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(37), Thn-Acc/Dmg/Rchg(46) Level 2: Chain Fences -- EffAdp-EndMod/Acc(A), Rgn-Dmg(5), PstBls-Acc/Dmg(50) Level 4: Mind Probe -- Hct-Dam%(A), Hct-Dmg/EndRdx(7), Hct-Acc/Rchg(7), Hct-Acc/Dmg/Rchg(9), Hct-Dmg/Rchg(9) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 8: Conductive Aura -- EffAdp-EndMod/Acc(A), PrfShf-EndMod/Acc(11) Level 10: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def(13), RedFrt-Def/Rchg(13), RedFrt-EndRdx/Rchg(15), RedFrt-EndRdx(15), LucoftheG-Rchg+(17) Level 12: Static Field -- SprDmnGrs-Rchg/Fiery Orb(A) Level 14: Jolting Chain -- Apc-Dam%(A), ExpStr-Dam%(17), HO:Nucle(19), Dmg-I(19) Level 16: Boxing -- Empty(A) Level 18: Paralyzing Blast -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(21), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21), SprAscoft-EndRdx/Rchg(23), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(23), SprAscoft-Rchg/+Dmg%(25) Level 20: Drain Psyche -- TchoftheN-Acc/Heal(A), NmnCnv-Heal/Rchg(25), TchoftheN-Heal/HP/Regen/Rchg(27), PrfShf-Acc/Rchg(27) Level 22: Tough -- StdPrt-ResDam/Def+(A) Level 24: Weave -- LucoftheG-Rchg+(A), RedFrt-Def(29), RedFrt-EndRdx(29), RedFrt-Def/EndRdx(31), RedFrt-Def/EndRdx/Rchg(31), RedFrt-EndRdx/Rchg(31) Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(33), CrcPrs-Acc/Conf/Rchg(33), CrcPrs-Acc/Rchg(33), CrcPrs-Conf/EndRdx(34), CrcPrs-Conf%(34) Level 28: Subdue -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(34), Thn-Dmg/Rchg(36), Thn-Acc/Dmg/Rchg(36), Thn-Acc/Dmg/EndRdx(36), Thn-Dmg/EndRdx/Rchg(37) Level 30: Super Speed -- BlsoftheZ-ResKB(A) Level 32: Gremlins -- BldMnd-Dmg(A), BldMnd-Acc/Dmg/EndRdx(37), BldMnd-Acc/EndRdx(39), BldMnd-Dmg/EndRdx(39), BldMnd-Acc/Dmg(42), BldMnd-Acc(43) Level 35: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Dam%(40), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Acc/ActRdx/Rng(40) Level 38: Psychic Shockwave -- Obl-%Dam(A), Obl-Acc/Dmg/Rchg(42), Arm-Dmg(42), Arm-Dam%(43), Erd-%Dam(43) Level 41: Power Sink -- PrfShf-EndMod/Rchg(A), EffAdp-EndMod/Rchg(45) Level 44: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(46), Rgn-Dmg/Rchg(46) Level 47: Summon Guardian -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50) Level 49: Charged Armor -- GldArm-3defTpProc(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 -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A) Level 50: Agility Core Paragon ------------ ------------ Set Bonus Totals: 18% DamageBuff(Smashing) 18% DamageBuff(Lethal) 18% DamageBuff(Fire) 18% DamageBuff(Cold) 18% DamageBuff(Energy) 18% DamageBuff(Negative) 18% DamageBuff(Toxic) 18% DamageBuff(Psionic) 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 9.75% Defense(Fire) 9.75% Defense(Cold) 24.44% Defense(Energy) 24.44% Defense(Negative) 6% Defense(Psionic) 31.63% Defense(Ranged) 10.69% Defense(AoE) 4% Enhancement(Held) 4% Enhancement(Stunned) 4.4% Enhancement(Terrorized) 8% Enhancement(Confused) 8% Enhancement(Immobilized) 8% Enhancement(Sleep) 86.25% Enhancement(RechargeTime) 52% Enhancement(Accuracy) 6% SpeedFlying 19.08 HP (1.88%) HitPoints 6% JumpHeight 6% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 40% MezResist(Held) 40% MezResist(Immobilized) 40% MezResist(Sleep) 40% MezResist(Stunned) 40% MezResist(Terrorized) 40% 23.5% (0.39 End/sec) Recovery 22% (0.93 HP/sec) Regeneration 15.25% Resistance(Smashing) 15.25% Resistance(Lethal) 27.25% Resistance(Fire) 27.25% Resistance(Cold) 11.5% Resistance(Energy) 11.5% Resistance(Negative) 10% Resistance(Toxic) 10% Resistance(Psionic) 6% SpeedRunning | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1480;685;1370;HEX;| |78DA6594594F135114C7EF6DA7164A3796B297A5C8D2562A055C1E348600FA42131| |25ED53A69276592D2693A2591479F156362F4CDF503F8E28BEB6750231A1FFC04CA| |26E0FAE0789CF3A790CCA4CDAFF77FD67BE6DE66AECEF89F5CB8764EC8D0745135C| |DEC8CB1A497D4AA51F164D4829E13F404168C9CAE16FB325A5E5F5EF29212AB7965| |A78D52B5621453B3452D57ADE8B97DA1FFC065CA34D5E56235356FEA46893CB016B| 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|8130E65D2A1CC399479A5F67F21A4ADD4876BFF0ED6868FACF2B075CBA16C3A94ED| |C34A1FBFC53FAD04D6AC7F405FFDDE| |-------------------------------------------------------------------| -
Elec/Psi > Stacking Conductive and Drain Psyche as fun as it sounds?
oedipus_tex replied to Galaxy Brain's topic in Dominator
The downside of Power Sink is the 10 ft radius. It's still one of the best powers in the game though, mainly due to the fact that it is autohit. I even frequently take it even on non-sapper builds just for the endurance recovery. Overall the Mu pool is pretty solid too, especially due to a pretty strong pet. -
I would vote for either /Time or /Dark Miasma. Psychic Blast's one big trick is the extra range it gets on its attacks, and both sets are well suited to keep enemies in that zone with slow patches and (in Dark's case) a pet. I suppose Traps could work for that as well.
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build help Advice/Build Help Needed - Fire Control/Nature Affinity
oedipus_tex replied to TrueAntagonist's topic in Controller
Pet recharge can't be increased. They made this change to prevent pet AI from breaking when their recharge rate got too fast. It was a shame too. Pre-nerf Lightning Storm was absolutely beautiful. -
Blasters struggled heavily on live because i24 never got posted, but they are a very good AT on Homecoming. The secondary is a big part of that, due to the sustains. They do tend to have "too many" attacks in the sense that if you took all of them you'd have redundancies. In practice this means they are one of the only ATs with options on which attacks they want. Many other ATs struggle to fit Punch/Tough/Weave into their builds but for Blasters its a given, and they don't do worse for it. It's just that their incredible sustain abilities is all neatly packaged in a single power pick.
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build help Advice/Build Help Needed - Fire Control/Nature Affinity
oedipus_tex replied to TrueAntagonist's topic in Controller
It used to, but that was changed sometime ago. Some older guides still advise slotting +Recharge, but it isn't all that useful in that power unless your imps die very frequently. -
While Domination does not directly benefit Arctic Air, it does provide mezz protection which is critical to keeping Arctic Air from detoggling. Overall I find Ice much more better suited for Dominators. its still a low performing set, unfortunately.
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build help Advice/Build Help Needed - Fire Control/Nature Affinity
oedipus_tex replied to TrueAntagonist's topic in Controller
Fire/Nature is an interesting combo with a bit of a drawback in that its heal is a cone, which conflicts somewhat with the PBAoE nature of Fire's Hot Feet. Normally, a teamed Nature player benefits from hanging back at range and healing the team. However, at least the cone always hits the caster, so its still useful in some ways. On the other hand, Nature has a bit of conflict within itself with the Entangling Roots power being a PBAoE. Fire is one of the few control sets that benefits from that power, since you will be in melee anyway. So there is some positive in the tradeoff. -
Force Field is pretty easy to turn into a tank kind of character. Here's one I threw together quickly with soft capped Ranged defense and near capped S/L resist with Aid Self and 7 slots left to place where you want. Blank slots are for KB to KD ios. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 49 Magic Controller Primary Power Set: Gravity Control Secondary Power Set: Force Field Power Pool: Leadership Power Pool: Speed Power Pool: Medicine Power Pool: Fighting Ancillary Pool: Primal Forces Mastery Hero Profile: Level 1: Lift -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(3), Thn-Dmg/EndRdx/Rchg(3), Thn-Dmg/Rchg(5), Thn-Dmg/EndRdx(5), Thn-Acc/Dmg/Rchg(7) Level 1: Personal Force Field -- LucoftheG-Rchg+(A) Level 2: Gravity Distortion -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Hold(7), BslGaz-Acc/Rchg(9), BslGaz-Rchg/Hold(9), Dmg-I(11), HO:Perox(11) Level 4: Deflection Shield -- LucoftheG-Rchg+(A), LucoftheG-Def(15) Level 6: Propel -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(15), Thn-Dmg/Rchg(17), Thn-Acc/Dmg/Rchg(36), Thn-Dmg/EndRdx/Rchg(37), Thn-Acc/Dmg/EndRdx(40) Level 8: Crushing Field -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(17), PstBls-Dmg/EndRdx(19), PstBls-Acc/Dmg(19), PstBls-Dmg/Rchg(21), TraoftheH-Dam%(21) Level 10: Insulation Shield -- LucoftheG-Rchg+(A), LucoftheG-Def(23) Level 12: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def(23), RedFrt-EndRdx(25), RedFrt-EndRdx/Rchg(25), RedFrt-Def/Rchg(27), RedFrt-Def/EndRdx/Rchg(27) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 16: Aid Other -- Heal-I(A) Level 18: Gravity Distortion Field -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(29), SprWiloft-EndRdx/Rchg(31), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(31), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(31), SprWiloft-Rchg/Dmg%(33) Level 20: Dispersion Bubble -- RedFrt-Def(A), ShlWal-ResDam/Re TP(33), RedFrt-Def/EndRdx(33), RedFrt-Def/EndRdx/Rchg(34), RedFrt-EndRdx(34), RedFrt-Def/Rchg(46) Level 22: Aid Self -- Heal-I(A) Level 24: Boxing -- Empty(A) Level 26: Wormhole -- FrcFdb-Rechg%(A), Empty(34), AbsAmz-Stun(36), AbsAmz-Stun/Rchg(36) Level 28: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(37) Level 30: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(39) Level 32: Singularity -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(40), Empty(40) Level 35: Repulsion Field -- Empty(A) Level 38: Conserve Power -- RechRdx-I(A), RechRdx-I(43) Level 41: Energy Torrent -- PstBls-Dam%(A), PstBls-Dmg/Rchg(43), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(45), PstBls-Acc/Dmg(45), FrcFdb-Rechg%(46) Level 44: Power Boost -- RechRdx-I(A) Level 47: Temp Invulnerability -- TtnCtn-EndRdx(A), TtnCtn-ResDam(48), TtnCtn-ResDam/EndRdx(48), TtnCtn-ResDam/EndRdx/Rchg(48) Level 49: Force Bubble -- EndRdx-I(A) 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 -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(42) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), PrfShf-End%(13), EndMod-I(13) ------------ ------------ Set Bonus Totals: 11% DamageBuff(Smashing) 11% DamageBuff(Lethal) 11% DamageBuff(Fire) 11% DamageBuff(Cold) 11% DamageBuff(Energy) 11% DamageBuff(Negative) 11% DamageBuff(Toxic) 11% DamageBuff(Psionic) 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 19.75% Defense(Energy) 19.75% Defense(Negative) 6% Defense(Psionic) 22.25% Defense(Ranged) 6% Defense(AoE) 47% Enhancement(Accuracy) 4% Enhancement(Confused) 4% Enhancement(Stunned) 4% Enhancement(Held) 4.4% Enhancement(Terrorized) 8% Enhancement(Immobilized) 8% Enhancement(Sleep) 76.25% Enhancement(RechargeTime) 12% SpeedFlying 26.71 HP (2.63%) HitPoints 12% JumpHeight 12% SpeedJumping MezResist(Confused) 27.5% MezResist(Held) 27.5% MezResist(Immobilized) 27.5% MezResist(Sleep) 27.5% MezResist(Stunned) 27.5% MezResist(Terrorized) 27.5% 15% (0.25 End/sec) Recovery 30% (1.27 HP/sec) Regeneration 11% Resistance(Smashing) 11% Resistance(Lethal) 12.5% Resistance(Fire) 12.5% Resistance(Cold) 8% Resistance(Energy) 8% Resistance(Negative) 5% Resistance(Toxic) 5% Resistance(Psionic) 12% SpeedRunning | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1392;633;1266;HEX;| |78DA65934B6F12511886CF61062B77B0C55E10B9B6542894AA4B9BC6B6D2A42D098| |9895B42604A274120031ABB74E1D64BD4B8305E175E13375E7F84BA52E39FD0D6FE| |01FC98EF6D219949260FE7FD2EE7FD0E678AD756DDEFD6AE2F09E95F69543A9DF24| |AABD9355A8D8666D88B95BA5E15FD6784DEF8207290945B332A57F5EECEC13A3494| |B27C656B2B57681955AD5CD0B5464DF84A2DAAD8D42A35CDE86CEB6DA7B9BED8D6B| |49AC7FC59D46A7A556F6ABC2AE8F5EDAEDEAC4F5D68EBD55CC9D02F571A65B35FA7| |5CAC74BA9AB13341AEA6E9BD29059E9E5D3C222CA8C2F60C7CCE549F808F99479E3| |2CF0D6A85084A53BB4590E8277FDB840853FE0FE6D19FE02FA633CC7D9C8B445511| |8B54A870AD54D0CF3BC6BC4DB0A3AF1D3EBDF0E387BF047C25E13B8539EE48FE17F| |AB5235F50F39979EC03F89E39F6117CC8FB2E111CF0E480A7E3F014A0A62EC97D5D| |4EC4BCCC091FE8664EB9400F334EB51EAE959E0CEF79020C53CC8773F52559BB4BB| |901CC1078A170FE4BE6C957E06BF00D33FA96799E6A47E173B4EF8FCE3EBAA130E1| |3B065F31F8CEC26F84BC04E125082F92B47168E33D7AC43D4A9E644599BC61E34E6| |624B1CEABC40653A1DA10E60E8DB397E469F6A9522CCC315B18679DC459CFF899F7| |0911DE498DEC72CF993DF01F33B50F9A0E96A9220EB77153F9AAF0DDEF7B98C699A| |7C17DB710B338E759DC9534EEC4DC271077670E77268B89BF53DF0C76CAA0DF37D2| |723C93929BE719E673601ACC32570979D4E763B813EAD03766BA0F0F945EDA12CD5| |B94058B72C6A29CB5289B16A5A41E7ED9429A8AC37FF8BDF6FE38292A87A3BB0345| |CA4B3CE1A975624A157F2DD97B03C526A33CBBFB019FAB1BEBFFAB6AED48| |-------------------------------------------------------------------|
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You don't strictly need a temp power, the issue was always that Controllers do double damage against Contained mobs, and most Illusion Controllers dont have access to an Immobilize. The developers went through many hoops to avoid giving Traps to Controllers or supplying easy sources of Immobilize temp powers out of fear of what Illusion Control could pull off if it could access to Containment (the only other Controller secondary with an Immobilize is Trick Arrow). Ill/Cold definitely can down AVs and is a strong choice. I don't think it's the top line choice it used to be though. The only time Traps would really struggle is if AVs or GMs tended to run away like they sometimes do in iTrials.
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Is it really that much set up though? It seems like Ill/traps would deal nearly double the damage of Ill/Cold but I'm maybe missing something. Does Ill/Cold have a way to get Containment for the double damage? Containment and mezz protection were a big part of why the devs never let /Traps be a thing for Controllers due to fears of how strong it would be combined with Illusion Control, but there are lots of temp powers I suppose people are using these days?
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Is Ill/Cold still king there? I would think Ill/Traps would be better for soloing most AVs. For one thing Ill/Cold lacks a single target immobilize, which hugely penalizes damage plus is just annoying for dealing with AVs. Are people using some temporary power or other trick?
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*/Ninja Training - How does any primary other than Archery make sense?
oedipus_tex replied to Fan Mail's topic in Blaster
Fire/Ninja? -
No worries. FWIW a few seconds later I happened upon a Possessed Scientist with a version of Earth armor. Endurance draining him caused it to drop. So it's not limited to just AoEs. These mechanics are much easier to observe on an Electric Dominator where draining is more feasible and contributes somewhat to damage output by removing enemy toggles.
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FWIW I just did a test with Arch Mages from the Circle of Thorns group. Draining all of their endurance causes their Dispersion Bubble to drop. So it appears enemies do have the capability of having powers that drop when endurance is reduced to zero.
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Are we sure about this? I just tested using an Electric Dominator versus some custom made enemies in the AE. I gave them the Arctic Air toggle power from Ice Control. They consistently kept the power up until I endurance drained them, then the power would instantly drop. I did notice most enemy armors don't seem to drop when they run out of endurance (at least looking at the animation). But it does seem at least possible for enemies to have toggle powers that bottom out. It wouldn't surprise me if the AE works differently than the rest of the game of course. Someone should check the Hurricane power that Tsoo Sorcerors have. That one definitely detoggles if you mezz them, I have done it many times. I bet it also drops if you endurance drain them. Pics below arent the best. I turned off Conductive Aura for better control over when enemies hit bottom endurance. You can see the guy on the left gets detoggled. The next screenshot was taken a few seconds later when he had regained a little endurance.
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This is true, but related to why Electric Blast is very difficult for players to deal with when used by enemies. Part of the reason the situation is so binary is most mobs don't have good shields that are worth detoggling, whereas players do. If you End drain a Tanker, Brute, or Scrapper player, you've totally disarmed them. Most mobs don't have toggle shields, they have native Resistance that they keep regardless of what their endurance is. If could detoggle it to break through, you'd gain whatever percentage of Resistance back. This probably wouldn't work in current PVE because the farm model is so established. I hold out hope though of some "last level" content that is designed with the current meta in mind that provides much more variation in enemy design. Barring that, see my idea about giving Elec sets a chance for reverse Conserve Power, which causes powers to cost more endurance for a period of time. That would achieve nearly the same effect as what happens when players notice their endurance bar dropping.
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If I was trying to design this with near-ideal stats, I think it would be impossible to go wrong with: 1 Kinetics 1 Cold Domination 1 Time 2 Thermal 2 Storm 1 Nature A couple of team members should plan to take the Manuevers skill from the leadership pool. That would give you: - Three sources of Sleet / Freezing Rain, which pack -30%/-35% resistance per cast - Two sources of Melt Armor (Thermal) - Fulcrum Shift (Kin) to maximize damage - +100% Recharge from Time/Kinetics - Soft capped defenses from Cold shields + Arctic Fog + Steamy Mist + Manuevers - ~60% resistance to all damage sources (Thermal) - Three sources of Resurrection (Thermal, Nature) - Four sources of AoE healing (thermal, kinetics, nature) - Three very strong sources of -Regen (Cold, x2 Thermal) - Lots of soft control from the two Stormers - Good bonus damage even when the Kin isn't Fulcrum Shifting (Nature) This is an idealistic take on it. You could probably combine any 8 Defender sets and make a good team.
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Electric Blast is an interesting place because when used by players endurance drain is not great but when used by enemies, even with lower damage output it is perhaps the most dangerous blast set. It's worth discussing why. Most players go into fights assuming they will need to continue fighting to the end. Enemies on the other hand are on a suicide mission. Players often also depend on a series of toggles. If they get detoggled they significantly lose power. Moving some enemy resistance, defense, and mezz protection that is currently automatic to enemies into toggles would make Endurance Drain a much more attractive effect.
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UPDATE! Electric Blast is no longer 'Bad-don't use it!'
oedipus_tex replied to Frostweaver's topic in Blaster
I'd like to see Short Circuit turned into a teleport power like Lightning Rod. That would make this powerset unique and fun to play. -
What I was referring to is that an enemy with either Smashing or Energy resist would resist the debuff. For example, if a same-level enemy has 50% Smashing resistance, the debuff is actually 13% *0.5 = 7.5%. If that enemy is also +4 to you, its reduced more. Someone may have already done the math and worked out that it doesn't matter. Was just curious whether many AVs and GMs have Resistance armors and whether that makes Sonic less attractive than it seems at a glance.
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Elec/Psi > Stacking Conductive and Drain Psyche as fun as it sounds?
oedipus_tex replied to Galaxy Brain's topic in Dominator
The character who is more or less my main is an Elec/Psi. There's a lot of synergy between the sets. As nice as Drain Psyche is, its mainly a healing and regen debuff tool rather than a sapping one. So, it will help you stay alive while up close to enemies but doesn't contribute a ton to sapping them, other than the Recovery debuff. What does contribute to sapping, significantly, is Power Sink in the Mu villain pool. With Power Sink you can floor the endurance even of Elite Bosses in seconds. Conductive Aura + Drain Psyche + Power Sink are marvelous trifecta. That said, except for the healing portion (the real draw of Drain Psyche), sets that have a version of Power Boost can make Power Sink insane. Power Boost was recently slightly reduced in power and a damage component added. But the old numbers in Mids show Power Boost + Power Sink with 2 lvl 50 IOs would drain 99.58% endurance. Picking an Alpha slot which includes Endurance Modification will push this number higher. The fact that Power Sink is auto hit is just one more reason the power fits well into a sapper build. You ca usually get away with just 2 or 3 slots.