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oedipus_tex

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Everything posted by oedipus_tex

  1. I don't know much about AVs/GMs and their resistance. Isn't the limitation of Sonic that it's -Resist is resisted by any elemental Resistance the AV has? If so, if the AV has Smashing or Energy resist, you wouldn't get the full debuff, it would be partially resisted. But maybe most Avs don't have much typed resistance.
  2. Endurance drain could be made better with a small change to AI. If AI had a chance to use no power at all when it determined its endurance was low, even if it could technically afford the cost of the power, endurance drain would be a much better effect and scale properly. FWIW a potential way to fake this without touching AI, assuming this works on enemies, is to give some electric powers a chance to increase power costs. Basically, a chance for reverse Conserve Power. That would increase the cost of their attacks for a period of time and make them unable to use the power sometimes even if they normally would have had enough endurance.
  3. The issue is really that late game is not very multi dimensional. They did take some steps toward that with the iTrials right before the game closed, but didn't get too far. Controllers would be more relevant if there were more situations where blowing enemies away wasn't an option: Specifically, to add value to Controllers, more enemies with toggle armors that add very high HP or Resistance but that detoggles when they get mezzed would be a good option. Adding some enemies that additionally have absurd Defense, so that powers like Quake/Arctic Air/Ice Slick/Repulsion Field that have no true ToHit check can shine would also be nice. We may never see anything like that though.
  4. Any of the sets that offer an instant heal that hits the caster are potentially very strong. Even (yes) Empathy. The deal is that it is possible in the current game to build very good defenses and prop up low damage with procs. The sets that offer an instant heal top off already high survivability and result in very solid characters that other classes can't recreate, because while it is possible to add Defense with IOs you won't get a 25% self heal on a 2.5 second recharge. With that in mind /Rad is one of the stronger sets with a PBAoE heal, so it naturally is pretty good.
  5. Electric, Earth, and Ice Control are all very low damage sets and there is an argument that could be made that they are better on Dominators, because the Assault set fills that hole. A secondary like /Storm might also fill it. Electric and Ice also rely on a PBAOE toggle that Domination mode keeps from detoggling. Controllers have an option in their epics to obtain mezz protection, but Dominator is a good choice for players who don't want to go .. / .. / Psi.
  6. The only time I have seen a Dark/Cold is ages ago when I rolled one on Virtue and as I recall he was pretty strong. I don't think I have ever seen a Plant/Cold but that should theoretically be Plant/Storm's more support-y cousin.
  7. Yes. Wormhole is an AoE stun and teleport power that is totally unique to Gravity, no other set gets a power like it. It was changed for these servers to a non-notify power, which makes it even stronger. Gravity still doesn't have the control abilities of other sets and Wormhole has it annoyances (you can't teleport Bosses who are a certain level above you, which frankly feels like an oversight). But it's ttally unique and very fun.
  8. Gravity leans heavily on Wormhole, and IMO is heavily helped by Wormhole slotted with KB to KD IO. That means it doesn't really take off as a control set until around level 30 when you can get that slotted suitably.
  9. 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.
  10. 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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  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. I have a couple of Ice Control characters at various levels so I could potentially participate one afternoon.
  18. 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| |-------------------------------------------------------------------|
  19. 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.
  20. I would go Blaster. Possibly DP/Temporal.
  21. 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.
  22. 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.
  23. 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.
  24. Rather than comment on the build specifically I spent a bit of time looking at various options. This is a fairly difficult character to min/max, but my overall feeling is that it should be making using of Cardiac incarnate power for the alpha slot, and should bank on obtaining maximum possible Resistance with as much Defense as is feasible. I found building for Range defense difficult, but after many tries finally came up with a build that is nearly capped Smash/Lethal, has 33.2% Ranged defense, has nearly capped Smash/Lethal resistance, plus Aid Other/Aid Self to patch heal. It does rely on the /Earth tertiary pool, which may or may not be attractive to you. Seismic Smash is procced out, and Mids estimates it hits for around 600 HP per punch, but I am unsure how reliable that number actually is. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Controller Primary Power Set: Earth Control Secondary Power Set: Sonic Resonance Power Pool: Medicine Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Ancillary Pool: Stone Mastery Villain Profile: Level 1: Fossilize -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Rchg/Hold(3), HO:Perox(3), Dmg-I(5) Level 1: Sonic Siphon -- Acc-I(A) Level 2: Stone Prison -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(9), Thn-Dmg/EndRdx/Rchg(9) Level 4: Aid Other -- Prv-Heal(A), Prv-Heal/EndRdx(13) Level 6: Boxing -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(15), SprBlsCol-Acc/Dmg/Rchg(15), SprBlsCol-Acc/Dmg(17), SprBlsCol-Acc/Dmg/EndRdx(29) Level 8: Sonic Barrier -- StdPrt-ResDam/Def+(A) Level 10: Sonic Haven -- GldArm-3defTpProc(A) Level 12: Stalagmites -- SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprOvrPrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SprOvrPrs-EndRdx/Rchg(19), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(21), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21), SprOvrPrs-Rchg/Energy Font(23) Level 14: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(23), BlsoftheZ-ResKB(25) Level 16: Disruption Field -- EndRdx-I(A) Level 18: Earthquake -- FrcFdb-Rechg%(A) Level 20: Sonic Dispersion -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam(25), TtnCtn-EndRdx(27), TtnCtn-ResDam/EndRdx/Rchg(27) Level 22: Aid Self -- Prv-Heal(A), Prv-Heal/Rchg(29) Level 24: Stone Cages -- PstBls-Acc/Dmg(A), PstBls-Dam%(31), TraoftheH-Dam%(31) Level 26: Volcanic Gasses -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(31), SprWiloft-EndRdx/Rchg(33), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(33), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(33), SprWiloft-Rchg/Dmg%(34) Level 28: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34) Level 30: Tough -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(36), TtnCtn-EndRdx(36), TtnCtn-ResDam/EndRdx/Rchg(36) Level 32: Animate Stone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(37), ExpRnf-Acc/Dmg/Rchg(37), ExpRnf-Dmg/EndRdx(37) Level 35: Hurl Boulder -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(39), Thn-Dmg/Rchg(39), Thn-Acc/Dmg/Rchg(39), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(40) Level 38: Fissure -- Rgn-Dmg(A), PstBls-Acc/Dmg(40), FrcFdb-Rechg%(42), PstBls-Dam%(42) Level 41: Seismic Smash -- GhsWdwEmb-Dam%(A), GldNet-Dam%(42), UnbCns-Dam%(43), Hct-Dam%(43), Hct-Dmg(43), TchofDth-Dam%(46) Level 44: Weave -- LucoftheG-Rchg+(A), RedFrt-Def(45), RedFrt-EndRdx(45), RedFrt-Def/EndRdx/Rchg(45), RedFrt-Def/EndRdx(46), Rct-ResDam%(46) Level 47: Rock Armor -- LucoftheG-Rchg+(A), RedFrt-Def/EndRdx(48), RedFrt-Def(48), RedFrt-EndRdx(48), RedFrt-Def/Rchg(50), RedFrt-Def/EndRdx/Rchg(50) Level 49: Liquefy -- BslGaz-EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(50), BslGaz-Acc/EndRdx/Rchg/Hold(51), BslGaz-Rchg/Hold(51) 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 -- Prv-Absorb%(A), Prv-Heal(11) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(13) Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 50: Clarion Partial Core Invocation Level 50: Cardiac Core Paragon ------------ ------------ 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) 11% Defense(Smashing) 11% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 26% Defense(Energy) 26% Defense(Negative) 6% Defense(Psionic) 8.5% Defense(Melee) 23.5% Defense(Ranged) 6% Defense(AoE) 8% Enhancement(Stunned) 8% Enhancement(Confused) 8% Enhancement(Held) 8.8% Enhancement(Terrorized) 16% Enhancement(Sleep) 16% Enhancement(Immobilized) 29% Enhancement(Accuracy) 51.25% Enhancement(RechargeTime) 12% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 61.04 HP (6%) HitPoints 12% JumpHeight 12% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 58.75% MezResist(Held) 58.75% MezResist(Immobilized) 58.75% MezResist(Sleep) 58.75% MezResist(Stunned) 58.75% MezResist(Terrorized) 58.75% 23% (0.38 End/sec) Recovery 15% ResEffect(SpeedFlying) 15% ResEffect(RechargeTime) 15% ResEffect(SpeedRunning) 26.75% Resistance(Smashing) 26.75% Resistance(Lethal) 14% Resistance(Fire) 14% Resistance(Cold) 9.5% Resistance(Energy) 9.5% 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) 12% SpeedRunning | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1516;688;1376;HEX;| |78DA6594CB4F135114C6EF74A622A5E55591525A9ED2422B2DAD6E0D8980C648130| |C0BF09134B50C65126C49A989464D44E3DEF858199F0B7C256EDCF88FF858F00768| |14415DB9AAA7F37D40E34C32F9DDFBDD73CE3DE7CEB993B932E97D77726D5C69AD1| |3CBB9D5D5EC44A95829979697CDB23B932B58795DC9D3206FDFDECA8E51622A57AE| |2CEDCC427506C72F2F2E26664B452B9F9D342FCA44F9664AE2903117ACBC5534313| |B6115962A56B1E0B567D3666E45261E7B32BB629A0BED532B563E315B2915CD6C26| |B75A31CB570392495CDEEB9AE253D5D51797526143B93E91C74436746584852943C| |DEDD92A1584764D34C855B7F6189AF104DCF7947C06EE7F4EBE00C3721C3A7C35FD| |AB6E6BDE6FA0266B6EAC19EE8786AD353F20EF83AD77C1D03D705E1269D0905F43A| |766D77056D0C89C1BD3887D53B426E6DC14806F7B1719040F749321F0609894BC7C| |D8C3E5EBD0A09D46DCC086CBE679915B98474B3F6A5D93791BF368BB03BB0BA2F96| |1A7FB6388154880C124F20F8E62DE2BFB76F0AC3A7856A1EFE00D31E9C49AABF33D| |F6EBF9403E82FF2D41176BEE5A875FCF4BB0EF15F99A7C03F6BF050764EF6ED6DC1| |D47DCFEFFA88B4D98B58459C3206B1A4C92ACE5B6A0973DD7BB85B338B44DFE267F| |81B5120798F700FB2BC2FE8AB0BF22ECAF28FB2BCAFEFA21BE43DC67288D78519EC| |F08BFC108CFE9AF57A961EE337C09798E4CA1FED829D8C6E264041CCD8A7954FA5D| |6A8FA376779C3D71B8996C217DE0A887FC83D89B82047D13F44DD226C91849C6483| |5918C95158CB1BEB1CFB8B3A98F609A7739CDBB5C6BE3DDBB5B95A726EE28D59863| |75CCA1A41CCA118772D4A14C3B941963F78FA1345B696CDDFD0F54373DB2AAD5AF6| |EED299A563B2E39710F6FC04F87F576BD751FBEAD973CE3B1B3B0F799AB1BCFD78D| |CFD58DD7FDE2C6F1786D8CB8D57F016EF7DF| |-------------------------------------------------------------------|
  25. Blackstar on Defenders should be thought of as a debuff aura that happens to do big damage as a nice secondary effect. Blackstar with 2 -Tohit IOs starts at -95.36% Tohit, but thats just where the fun begins... One a Defender, Power Boost (from the Soul Mastery pool) + Blackstar loaded with 2 -ToHit IOs does -155% ToHit for 20 seconds. Against a +4 boss that's still around -75%. Which will soft cap the team against all positional attacks from every source, even on incarnate trials, and provide significant room for edge cases where a team member got hit with -defense. I would cast it every time it is up and not save it for special situations.
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