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Chelsea Rorec

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Posts posted by Chelsea Rorec

  1. 17 hours ago, Phalanx480bc said:

    That is likely because fun is probably the most subjective thing in the game.  In any game, really.  Now if you're curious to hear Lobster's opinion on which they find the most fun, good luck with that, because Lobster obviously has many doms and their favorite likely changes based on how the wind is blowing.  😉  I think that's the theme for most of us dom specialists.

    I agree 100% with you but it's still intresting to hear other peoples opinion on fun sets to play v optimal sets to play.

    • Like 1
  2. 2 hours ago, seresibyl2 said:

    Not sure I understand the efficiency here tho:

    Level 2: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(25), PrfShf-End%(48)

    With tough/weave and manueuvers you'll need all the end you can so 3 end 1 P shift for the chance for end.

    The slotting levels might be a bit wonky so i'll leave the slot level up to you.

  3. Your skipping list is like a list of things you should take.

    Half of them are not worth taking but the rest should be.

     

    45% ranged def, 72% S/L 40% Nrg resist, 143% rech

     

    Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Gravity Control
    Secondary Power Set: Savage Assault
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Lift -- Acc-I(A)
    Level 1: Call Swarm -- Acc-I(A)
    Level 2: Gravity Distortion -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SprAscoft-EndRdx/Rchg(3), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(43), SprAscoft-Rchg/+Dmg%(48)
    Level 4: Vicious Slash -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(5), Mk'Bit-Dmg/Rchg(5), Mk'Bit-Acc/EndRdx/Rchg(7), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37), Mk'Bit-Dam%(48)
    Level 6: Propel -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(9), Dcm-Dmg/Rchg(9), Dcm-Acc/EndRdx/Rchg(23), Dcm-Acc/Dmg/Rchg(46)
    Level 8: Super Jump -- Jump-I(A)
    Level 10: Crushing Field -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(11), SprDmnGrs-EndRdx/Rchg(11), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(17), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(17), SprDmnGrs-Rchg/Fiery Orb(40)
    Level 12: Unkindness -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(13), PstBls-Dmg/Rchg(13), PstBls-Dmg/Rng(15), PstBls-Acc/Dmg/EndRdx(15)
    Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 16: Spot Prey -- GssSynFr--Build%(A)
    Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-EndRdx/Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(34)
    Level 20: Rending Flurry -- Obl-Dmg(A), Obl-Acc/Rchg(21), Obl-Dmg/Rchg(21), Obl-Acc/Dmg/Rchg(31), Obl-Acc/Dmg/EndRdx/Rchg(31)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Wormhole -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(27), Stp-Acc/EndRdx(27), Stp-Stun/Rng(29), Stp-Acc/Stun/Rchg(29), Stp-KB%(37)
    Level 28: Blood Craze -- DctWnd-Heal/Rchg(A)
    Level 30: Tough -- StdPrt-ResDam/Def+(A), Ags-ResDam(31), Ags-ResDam/EndRdx(46), Ags-ResDam/EndRdx/Rchg(46)
    Level 32: Singularity -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-+Res(Pets)(34)
    Level 35: Call Hawk -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(36), Dcm-Dmg/Rchg(36), Dcm-Acc/EndRdx/Rchg(36), Dcm-Acc/Dmg/Rchg(37)
    Level 38: Feral Charge -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(39), Mk'Bit-Dmg/Rchg(39), Mk'Bit-Acc/EndRdx/Rchg(39), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40), Mk'Bit-Dam%(40)
    Level 41: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(42), RedFrt-EndRdx/Rchg(42), RedFrt-Def/EndRdx/Rchg(42), RedFrt-Def(43), RedFrt-EndRdx(43)
    Level 44: Charged Armor -- GldArm-3defTpProc(A), Ags-ResDam/EndRdx(45), Ags-ResDam(45), Ags-ResDam/EndRdx/Rchg(45)
    Level 47: Power Sink -- RechRdx-I(A)
    Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50), LucoftheG-Def/EndRdx/Rchg(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Quick Form
    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 -- Mrc-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(25), PrfShf-End%(48)
    Level 1: Blood Frenzy
    Level 50: Agility Partial Core Revamp
    ------------

     

    I bet you'll still complain i took propel and crushing field 😛

  4. It's a location AoE so you place it on the ground and NPC's in the area of effect will be held.

    It does require Acc enhancers to be able to hit.

    But location Aoe's can be cast around corners.

     

    Don't get to hung up on the "chance" part.

    Everything in the area will get held if you have enough acc.

    • Like 1
  5. I'm currently running fire/ice and ice melee is a mixed bag with 3 melee and 2 ranged with the top 2 most damaging powers being ice slash(melee) and Bitter ice blast (ranged).

    When i get my recharge up i can see my combo being ice sword,ice slash,bitter ice blast with ice sword circle for the pbaoe.

     

    Elec Melee if you have perma dom it's charged brawl,havoc punch,thunder strike all day long if melee is your bag.

  6. 23 hours ago, Golden Azrael said:

    Agility.  Not global recharge then.  But it enhances the recharge you already have.  So if you have 15% short of perma-hasten it could make up the short fall..?  And Agility will boost defence numbers?

    No what i think it does is improve the recharge enhancers in hasten by X Amount.

    You won't see any global recharge or an improvement in domination recharge but you will see powers with recharge enhancers improve.

  7. Also don't forget voltaic life span is only 1 minute so you have to recast it every minute.

    So for the damage it does i didn't think it was worth taking.

    Agility dosn't add global recharge, i think it enhances the recharge enhancers you already have ? i think...

    And don't forget Barrier won't always be up or available to use so you will have periods with low or no def so i thought building a charactor with good def anyway was better.

    And also a lot of sets give S/L resist and ranged defence all in 1.

     

  8. 19 hours ago, Golden Azrael said:

    The Not So Good.

     

    No Smash and Lethal Defence Cap.

    Short of the Perm-hasten.

    We lose Jolting Chain.  'Nooooooooooo!'  It means no proc', no time, no knock down, no proc'...(I said that.)   One less power to do -recovery.

    No Mu ball?  😮

    We lose Static Discharge which means we can't stack the AoEs of Mu Ball and Static Discharge to 'tap' out what's left of the mobs.  Whilst both AoE powers are somewhat mediocre, stacked they'll get an even con mob down to about half hit points?  So no AOE capability. 😮

    No Voltaic.

    No Mu Pet.

     

    Conclusion.

     

    A very fast, robust performer which is range capped with jaw breaking resistance.  It has some end drain capability and has respectable damage numbers.  This will do the job alright guv'nor and do what it says on the tin.

     

    Dosn't need the S/L cap because of the range def and S/L resists

    With Agility hasten is perma (119 rech to hasten 120 rech so perma by 1 second)

    jolting chains had to go because it took to many slots to make it usefull.

    No Mu ball because of the smash ! 🙂

    More Smash and everything gets drained while waiting to be smashed by conductive 🙂

    Voltaic pet got dropped because its not that long lived and the cast time reduced the smash time 🙂

    Mu pet i did contemplate but went for +Max HP in surge of power.

  9. On 2/20/2020 at 3:48 AM, oedipus_tex said:

    This is anecdotal, but I'm fairly sure I remember my Elec/Psi Dom flooring the endurance on every big boss enemy in the Summer Blockbuster trial. I am unsure whether I was exemped below Power Sink for that. Bottoming out every Elite Boss in the ITF is definitely a repeatable feature though.

     

     

    Taking Preemptive incarnate will allow you to floor EB's and AV's -end in the ITF with ease if you have powersink aswell.

    EB's you can drain without preemptive.

  10. I'll throw my build in the ring.

    47% melee (can go up to 66% with divine) 59% ranged

    Spoiler

    Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Level 50 Natural Stalker
    Primary Power Set: Ninja Blade
    Secondary Power Set: Ninjitsu
    Power Pool: Leaping
    Power Pool: Medicine
    Ancillary Pool: Weapon Mastery

    Villain Profile:
    Level 1: Sting of the Wasp -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(15), Mk'Bit-Acc/EndRdx/Rchg(17), Mk'Bit-Acc/Dmg/EndRdx/Rchg(21), Mk'Bit-Dam%(37)
    Level 1: Hide -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(39), RedFrt-EndRdx/Rchg(39), RedFrt-Def/EndRdx/Rchg(39), RedFrt-Def(40), RedFrt-EndRdx(40)
    Level 2: Gambler's Cut -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(15), Mk'Bit-Acc/EndRdx/Rchg(31), Mk'Bit-Acc/Dmg/EndRdx/Rchg(36), Mk'Bit-Dam%(36)
    Level 4: Flashing Steel -- Obl-Dmg(A), Obl-Acc/Rchg(5), Obl-Dmg/Rchg(5), Obl-Acc/Dmg/Rchg(17), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(40)
    Level 6: Ninja Reflexes -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(7), RedFrt-EndRdx/Rchg(7), RedFrt-Def/EndRdx/Rchg(13), RedFrt-Def(42), RedFrt-EndRdx(42)
    Level 8: Assassin's Blade -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(9), SprStlGl-Acc/Dmg/Rchg(9), SprStlGl-Dmg/EndRdx/Rchg(25), SprStlGl-Acc/Dmg/EndRdx/Rchg(25), SprStlGl-Rchg/Hide%(34)
    Level 10: Danger Sense -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(11), RedFrt-EndRdx/Rchg(11), RedFrt-Def/EndRdx/Rchg(13), RedFrt-Def(43), RedFrt-EndRdx(43)
    Level 12: Super Jump -- BlsoftheZ-ResKB(A)
    Level 14: Placate -- RechRdx-I(A)
    Level 16: Kuji-In Rin -- RechRdx-I(A)
    Level 18: Divine Avalanche -- Acc-I(A), Acc-I(19), LucoftheG-Def/Rchg+(19), LucoftheG-Def/Rchg(23)
    Level 20: Kuji-In Sha -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(21), StdPrt-ResDam/Def+(31), GldArm-3defTpProc(31)
    Level 22: Combat Jumping -- Krm-ResKB(A)
    Level 24: Build Up -- GssSynFr--ToHit(A), GssSynFr--Build%(37), GssSynFr--ToHit/Rchg(43), GssSynFr--ToHit/Rchg/EndRdx(46), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(48)
    Level 26: Soaring Dragon -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(27), Mk'Bit-Dmg/Rchg(27), Mk'Bit-Acc/EndRdx/Rchg(29), Mk'Bit-Acc/Dmg/EndRdx/Rchg(29), Mk'Bit-Dam%(42)
    Level 28: Caltrops -- PstBls-Dmg/Rchg(A)
    Level 30: Injection -- Acc-I(A)
    Level 32: Golden Dragonfly -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(34)
    Level 35: Web Grenade -- Acc-I(A)
    Level 38: Kuji-In Retsu -- LucoftheG-Def/Rchg+(A)
    Level 41: Physical Perfection -- NmnCnv-Regen/Rcvry+(A)
    Level 44: Shuriken -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(45), Thn-Dmg/Rchg(45), Thn-Acc/Dmg/Rchg(45), Thn-Acc/Dmg/EndRdx(46), Thn-Dmg/EndRdx/Rchg(46)
    Level 47: Exploding Shuriken -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rchg(50), PstBls-Dmg/Rng(50), PstBls-Acc/Dmg/EndRdx(50)
    Level 49: Aid Self -- Heal-I(A)
    Level 1: Assassination
    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 -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrc-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(36)
    Level 50: Assault Partial Core Graft
    Level 50: Agility Partial Core Revamp
    Level 50: Diamagnetic Partial Core Conversion
    ------------

     

     

     

  11. I have surge of power in my build but have honestly never used it or felt the need to.

    If you have enough -end the mobs are hardly attacking anyway.

    Even with EB's AV's my def/S/L is high enough to mitigate the damage.

    I still don't miss jolting chains 😛

    And achieving at least 40% ranged def is very easy.

    My damage chain is basicly the 3 melee attacks.The rech is high enough that i can cycle through all 3 constantly and maybe throwing in a snipe or charged bolt as needed for the heal.

    I like the smash 🙂

     

  12. Here is my elec/elec/mu

    Shes 50 and was so much fun to play.

    75% S/L res 48% range def and 160% rech.

     

    Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Milly Amp 2: Level 50 Mutation Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Electricity Assault
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-Acc/Rchg(7), BslGaz-EndRdx/Rchg/Hold(7)
    Level 1: Charged Bolts -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(15), Dcm-Dmg/Rchg(25), Dcm-Acc/EndRdx/Rchg(40), Dcm-Acc/Dmg/Rchg(42), EntChs-Heal%(42)
    Level 2: Charged Brawl -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(5), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(9), Mk'Bit-Dam%(23)
    Level 4: Chain Fences -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Rchg/Fiery Orb(9), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(31), SprDmnGrs-EndRdx/Rchg(43), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(50)
    Level 6: Fly -- Flight-I(A)
    Level 8: Conductive Aura -- NmnCnv-Regen/Rcvry+(A), PrfShf-EndMod/Acc(42)
    Level 10: Havoc Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(11), Mk'Bit-Dmg/Rchg(11), Mk'Bit-Acc/EndRdx/Rchg(46), Mk'Bit-Acc/Dmg/EndRdx/Rchg(48), Mk'Bit-Dam%(48)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Hover -- LucoftheG-Def/Rchg+(A)
    Level 16: Static Field -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(17), SprAscoft-EndRdx/Rchg(17), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(19), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(19), SprAscoft-Rchg/+Dmg%(43)
    Level 18: Build Up -- GssSynFr--Build%(A)
    Level 20: Paralyzing Blast -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-EndRdx/Rchg/Hold(21), BslGaz-Acc/EndRdx/Rchg/Hold(34)
    Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(23), Rct-Def/EndRdx(25), ShlWal-ResDam/Re TP(46)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(27), CrcPrs-Acc/Conf/Rchg(27), CrcPrs-Acc/Rchg(29), CrcPrs-Conf/EndRdx(29), CrcPrs-Conf%(43)
    Level 28: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(40)
    Level 30: Weave -- Rct-Def(A), Rct-Def/EndRdx(31), LucoftheG-Def/Rchg+(31), LucoftheG-Def/EndRdx(37)
    Level 32: Gremlins -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-+Res(Pets)(34), ExpRnf-Dmg/EndRdx(34)
    Level 35: Thunder Strike -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37)
    Level 38: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Acc/ActRdx/Rng(39), StnoftheM-Dmg/ActRdx/Rchg(39), StnoftheM-Dmg/EndRdx/Rchg(40), EntChs-Heal%(50)
    Level 41: Power Sink -- RechRdx-I(A), EndMod-I(50)
    Level 44: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(45)
    Level 47: Afterburner -- LucoftheG-Def/Rchg+(A)
    Level 49: Surge of Power -- UnbGrd-Max HP%(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 -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(46), EndMod-I(48)
    Level 50: Barrier Partial Core Invocation
    Level 50: Agility Partial Core Revamp
    Level 1: Quick Form
    Level 50: Assault Partial Core Graft
    Level 50: Preemptive Total Core Conversion
    ------------

     

     

     

     

     

     

  13. On 2/8/2020 at 10:33 PM, Idiotfool said:

    Recently, I asked about a defensive Dominator build for my Fire/Ice Dom. I had some pretty good recommendations to shoot for Perma-Dom, first, then start going for defense. Also, some comments indicated I didn't need as many primary and secondary powersets as I had always done, in the past, so I started trimming to the essentials to make room for defense and resistance powers. Char is a given, but I'm not sure on the other holds or disorients.

     

    My questions are:

     

    • Which is better for a targeted AoE: Cinders or Flashfire?
      • If you get both, why?
    • Of the two, would you choose Ring of Fire or Fire Cages?
      • 5-slot with Gravitational Anchor?

     

    Thanks!

     

     

    I took both Cinders and flashfire because more control.

    Fire cages and i slotted with Dominating grasp coz firey orb.

    The single target immob is useless.

    • Thanks 1
  14. I'm with the guys above.

    First option for me is always perma hasten then range def and if i can, some smashing and lethal resists depending on the power i've taken.

    Perma hasten means you have the recharge to only need 3 big hitting attacks which will recharge fast enough to cycle through.

    Taking the snipe power is also an option IMO as there are sets that give range def/rech and S/L resists and can top up the 3 big hitters for some range.

    My favourite is Mu epic for charged armour for the S/L/E resists with tough and some set bonuses and you can cap resists and also gives you power sink to counteract taking weave and manuevers to cap the range def.

    My fav elec/elec as an example. 48% range def,75% S/L 160% rech.

    It's so much fun 🙂

  15. I had just finished 'arresting' a Master Illusionist  who had cast a phantasm and i realised it had somehow transfered to me.

    It's at the top right in my list of buffs.

    It did run out after time but lasted longer than the phantasm cast. He vanished some time ago.

     

    screenshot_200129-14-31-02.jpg

  16. On 1/25/2020 at 6:25 PM, oedipus_tex said:

     

    Have you tried it with damage procs? You should be able to fit the following procs in it:

    • Apocalypse chance for Neg damage
    • Explosive Strike chance for Smash damage
    • Gladiator's Javelin chance for Toxic damage
    • Force Feedback chance for +100% Recharge
    • Entropic Chaos chance for self heal (optional)
    • Decimation chance for Build Up (optional)

     

    Because of Jolting Chain's unique activation mechanism, procs have a high chance to activate in this power. It's more critical to proc it out on Controllers, but my Dominators enjoy it as well.

     

    If you can get some of these procs prior to level 50, it can significantly help with the level up process. 

    Absolutely.

    I tried it on test and it just required to many slots also given that my build was mainly scrapper-ish and melee it didn't really fit in and was cut.

    Doms are always tight on slots and my damage was coming from elec melee anyway.

    If i had 6 slots spare and a power pick i might of used it.

    Plus if you use static field and then jolting chains you end up waking everything up and just take agro as /elec is limited in control.

  17. I found with my elec/elec dom that having 75% S/L and 48% ranged def coupled with conductive aura and panacea +Hit points/endurance also entropic chaos +chance for heal keeps you alive really well.

    so i didn't need to take aid self which i often do on doms.

    Elec/eng won't have the same -end as elec/elec because elec assault does most of the -end but power sink really will help.

    I think jolting chains is skippable.I skipped it and i don't miss it.

    My combo is Fences(superior dominating grasp with firey orb is good),static field, single target hold a guy and beat on him while the rest get end drained by conductive aura.

    Synaptic overload for the big mobs.

     

  18. 2 minutes ago, Caulderone said:

    Well, point him back at that last post you quoted.  It gives examples that should be easy to see and understand.

    Yeah you need to spell it out in plain english for him.

  19. 13 minutes ago, Caulderone said:

    There are two softcaps, but AVs have nothing to do with it.  AVs get accuracy, not to-hit.

     

    Normal content = 45%

    Incarnate content = 58.75%

     

    I believe I made that clear above and that he understood that.

     

    edit to add numbers:

    +4 AV, 45% (or more) defense = 5*2.1 = 10.5% chance to hit you

    +4 Incarnate AV, 58.75% (or more) defense = 5*2.1 = 10.5% chance to hit you

    +4 Incarnate AV, 45% defense = 13.75*2.1 = 28.875% chance to hit you

    Oh no he believes you.

    But before his post we had a convo where i badly explained the def caps and he wouldn't believe me.

    So he came here because he believes a random on the forums before me.

    So now ingame its: Nightmarer 2: so 55% for regular AV's is f**king useless

    All day long.

    He can't grasp the concepts that there is an incarnate def cap to.

  20. I told him there is 2 softcaps 45% and 55%.

    I mentioned 55% helps Vs AV's.

    Hes taken it that i said 55% is an EB/AV softcap when its not.

    It does help a bit.

    He now going to keep building all his toons with just 45% def cap and ignore any incarnate content or def caps becuase hes a pig headed moron and hes using this posts to prove hes right.

    Thats what i'm dealing with in game.

    I honestly give up.

     

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