
luxlorica
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I DID, but now I have to re-figure and refactor. Now I have a loose collection of notes to throw away and revisit the idea of being involved in melee and how to best manage that. My selection of a damage set suddenly becomes very serious. Indeed I only know of two or three with anything like a heal in it. Would I be a fool to pass them by? I am understanding the other times I have seen other doms with Rad Assault. Now I get it. But is it that important? Psi has a big heal too if you can catch a crowd in it. Life Drain, as well. I must rethink my methodology Holmes. I must revisit those paths I once dismissed so casually. 🤔
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A method of writing, often used in journalism, is to start with a synopsis styled statement and then unpack or elaborate that statement in further exploration of the topic. So if you see an opening statement that seems overly declarative, try reading a little further. There may by additional paragraphs that expand that thought and explore reasoning around the premise. So yeah, this is working out better than I thought. I am still a delicate little flower but so much more effective throwing hands rather than scowls. Now I need to look at the whole Archetype to see how best to use this new found knowledge. I still think Illusion is a bit overly scavenged, but leaning on the melee portions of the damage set really helps. Thank you @Spaghetti Betty 🙂
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I think it is called criticism with reason. I don’t see any statements to the effect of “Its Bad”. What I see is “its bad because…” and then some reasons. If you don’t think the reasons are valid, those would be good places to add your own comments possible refuting that view. But “if you don’t like then you are bad” isn’t really a participating statement. Consider addressing their points rather than dismissing them just because. Ding dern rassin frassin. I should have guessed that. Well I do have a respec or two, lets see what some punchy punchy action yields. 🙂
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I see you saying that aggression is the key but, in my limited experience, that key only opens the hospital door. Mobs will ignore the three decoy blasters lighting it up to get a shot at YOU. There is no way that they would know that you are the only important solo target on the whole map, its just broken clock syndrome that the one action the bad guys will always take just happens to be the exact perfect option to totally neutralize you. My play-style is everything, pour it on. Is there something not on cool down? Fire it. No saving for a special occasion, no waiting for a rainy day, everyone out on the field and all activations go go go. That might invite the idea that there is a certain chess game that should be played, a labyrinthine clockwork of options to be threaded with deep-blue precision. But if that is indeed the case, then good luck to the other 99% playing the archetype. And lets talk about sleeps for a moment. In the current, massive AOE, thermonuclear damage-centric game, where do sleeps have even the vaguest place besides on a museum shelf in the hall of used-to-have-been? And its not like the devs don’t know the state of the game. So why in the world would anyone replace a taunt with a sleep unless the idea is to compete for most cursed nerf. I shouldn’t give the devs too much static. I want to encourage the act of moving forward creatively and offering player endorsed content. Many of the offering have been great and well thought out. This one, however, has the flavor of “just show up” on it. But then again, maybe its me. Maybe I am expecting something that dominators are not. I have controllers that routinely maul 1x8 and 2x8 dressed in nothing more than end-reduction IOs at 20. This dom couldn’t fight its way out of a wet -1x3 with half again more levels. But perhaps that is how they are supposed to be. Dainty, risk averse, ready to run at the first red numbers. Maybe I am playing them wrong to expect to stand and fight, thinking that my whole bar should be enough to inconvenience the mobs. Maybe I am the drama. That could be. EDIT -------------------------- You know, all my damage set picks are ranged. Is that problematic? Should I be Blapping? Didn't think about that until jut now but I notice that the ranged powers do a lot less damage than the melee powers.
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It has me questioning what dominator play is supposed to feel like. … that came out more salacious than I intended, but you know what I meant! The (any) damage secondary is largely unsupported by Illusion. The control of illusion isn’t enough to make the character viable against mobs and that control disappears as the mobs start to shrug it off more and more. Domination becomes less useful. The core ability modifier of the archetype is minimized because it does nothing for the pets and pseudo-pets. I am thinking that the decent play is just grab all the pets you can and personal force field from Mace Mastery. Then spit out pets, put up force field, go get coffee, and repeat. It makes you the wish version of a mastermind and domination just doesn’t matter. By the time you can do all this, you have ageless anyway so you don’t even need Domination to fill your blue bar. Is there any contention about slotting? Chasing recharge seems a little foolish because PA is so bad. I know you need recharge anyway but, yikes. Chasing proc damage is a huge hole to start digging just to pump infrequent powers up to subpar dps. Your damage set will get you killed, the punishment for using it makes me want to just save it for party play. You should probably chase something, but none of the options lead to anything interesting. You are just pouring time and energy into going from back-up dancer far left to backup-up dancer three from the left. I think that the set should do more to support the damage set. It should pack its own damage potential making the chase for dps a viable one. Then who cares about perma trash PA, let them show up when they show up, whatever. Putting out power activations is putting out damage and that feels more like a dominator. It would be a different feeling than a controller, and making that differentiation seems important.
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Illusion is here for Doms now and I think it stinks. Wow is it terrible. Phantom Army is neutered to the extent that one wonders why it was even included. The time and endurance used to fire it can get you killed but the decoys can’t save you nor do they do any appreciable damage. They are largely a waste of arcanatime and a great way to get even more bad guys targeting you as they completely ignore the decoy smashing them in the face with a boulder to come over and beat you to death. If they are not going to taunt, or be in some other way useful, they should be always up and comparable to imps. Right now they are more comparable to brawl but with a much longer cooldown. And having downtime for such a milquetoast effect is inexcusable. Gleam seems to be hitting pretty reliably. But in doing no damage, it is worthless against those mobs that just ignore your attempts to mezz them. And without the real Phantom Army there is no way to keep them off you so you end up having to run away again, and again, and again. Not to mention a huge endurance cost and a long cool down for very little aid in not dying. Did I say no damage? That’s wrong. It does just enough single digit damage to ensure the mobs can find you with your invis up. Spectral Terror also does a great job at slowly doing nothing. And that works great on a controller with many other ways to stay safe and chip away at a group. If mobs live through the dom terror, they will just come over and beat you to death, and with no way at all to distract them, you are just waiting to die. Or you could run away… again. Its like the whole set is designed to do nothing. Everything in it should be doing damage with the possible exception of Deceive. PA should either be constant companions or they should taunt to make their downtime, and the long chase to shorten that downtime, worth clicking on the icon. Its like they ported the controller playstyle over to dom without any of the safety and in compensation for the loss of that safety, they added a barrel full of nerfs to ensure the new abilities did not become even remotely useful. As if dominator play is supposed to be you running out of instances to save your own life over and over. But that’s just my experience of it. Maybe you have had a more positive encounter with the power set? Does it just need a specific damage secondary such that it can essentially tag along as a dead-weight “primary”? Is it a late bloomer that only becomes useful once you are an incarnate with everything maxed? Am I just an uncultured philistine who lacks the ability to appreciate a set as … “subtle” and Illusion seems to be on dom. What do you think?
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So after staring at it for while I found a way to move some slots around and implement some suggested changes. Everyone seems to agree that the placate proc is useless to I tossed it, took a slot from fade (its still perma) and from total domination (keeping its +10% global recharge) and filled out Mesmerize with Apocalypse and that let me proc out Dominate. Howling Twilight is still as lean as I can get it, so I can still contribute to big big boy fights where the rest of my kit is inconsequential. In actuality I do play this. I am playing it right now and I will change up the order of the powers (in so much as I can) to respond to needs level by level. I have played many versions and incarnations of these sets though, so I have a good idea of what I will never use and what I will rely upon. Not everyone agrees with my assessments but they are mine all the same. I am not a fan of levitate for reasons that perhaps don’t make sense on a mechanical level. I am overly fond of flight and hover. There are quirks, no doubt. But I am not just choosing randomly. I am drawing on previous attempts and trying to bolster up those spots where it was weak before or where I was sure I could do better. I would say that I am underwhelmed because controllers are funneled into storm to pretend to compete for damage. And they feel the need to compete for damage because mob control becomes increasingly a fond memory toward the higher levels meaning that controllers become the fog machines at the party, pumping out debuffs that hard mobs barely even notice. Isn't there already a post on the controller’s liability status in hard mode? Mind Control in particular seems to be the unfixable grandsire left to pasture while Plant Control has become the best mind control around. That all seems like a separate conversation. I know that I am bringing a lame horse to the race but I do want to do as much with it as I can. So this the tightest version yet
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Well, I’m no fan of Zect’s attitude. But sometimes you can harvest decent ideas even from unlikable people so it pays to keep a level head and examine whats being said. So, slightly different plan. I don’t have a ton of slots to shift around but Dominate wants more damage, so I gave it a full spread of Apocalypse (for now). Its less damage than a set of procs but I do get the +10% recharge which helps a lot. Confuse gets the Coercive Persuasion set while Mass confusion gets the Superior Will of the Controller set (and is still perma). Tar patch gets two Recharge Reductions bringing it to 24 seconds pre-incarnate, it also keeps the damage procs because I am really quite stubborn that way. But it can double stack easy post-incarnate Total Domination gets the full Unbreakable Restraint set for another +10% Combat Jumping remains the Swiss army knife of helpful effects. Fade gets three defense slots making the defense a little ridiculous. According to Uun the portions of Howling Twilight do indeed have different durations. The only aspect I really care about is the -regen, which seems to be running on a 30 second clock. I have about 48 seconds pre-incarnate that goes down to 40 seconds after full incarnates. So around 10 – 18 seconds downtime for Howling Twilight for suppressing a foe’s regen. That just is what it is. I feel like it would be very hard to get faster than that. This build has more recharge, not quite as much damage as it could have, more defense, and Hasten is perma by 1 second pre-incarnate (which is great). 4 +10% sets and 5 Luck of the Gambler +recharge slots with a few misc +% slots as well. -------------------------- Could I get Apocalypse in Mesmerize and proc out Dominate for damage? Yes, by sacrificing Howling Twilight. I COULD take a slot off of Fade leaving it with barely enough recharge to be mostly Perma (if you pay attention and get quick on the button) and two slots off of Howling Twilight. Those three slots go in Mesmerize, stack a full set of Apocalypse there and drop the appropriate procs into Dominate. Everything else stays mostly the same recharge-wise except for Howling Twilight which goes to 55 seconds pre-incarnate and 46 post, that gives it from 16 – 25 seconds of downtime. That seems like a long time. Is it worth taking Howling Twilight largely out of the equation for regen suppression to get Apocalypse into Mesmerism and Proc out Dominate? What do you think?
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According to MIDS this has a duration of 90s and I have the recharge down to 49.95 seconds before incarnates. Does the -regen have a different duration than everything else? Either 4x cloud senses (same slots, more rech) or 6x cloud senses (more rech and ranged defense). Powers that can accept cloud senses nearly always take it over DWD, it is just a superior set. That's what they get in exchange for needing to make tohit checks. The lockdown proc is useless here and the unbreakable constraint needs to go in dominate. Hmm noted. Mainly I wanted the +recharge but CloudSenses carries that as well at a higher %.. If the extra slots do nothing then I can move them to bolster something else. There were 4 lotgs and I thought I had 5 but I did not, I can make room for a 5th though. So, well spotted. So you are saying that this does not stack with Howling Twilight. Then I will probably go Reactive for a couple more points of damage. Fade priority is recharge to get it to perma status prior to incarnates. It doesn't matter how much defense it gives if its on cooldown. Why is there so much rech in it? This power is permanent with ~256% rech (enhancement +global). Because the advantage of this power depends on other factors and you can never have too much of this power but you can find yourself wishing it was available a lot. Both these procs are wastes of slots. 1) You can already heal with twilight grasp. 2) IIRC the placate proc is only mag 2. You will placate the enemies more by logging out. Every sleep power (in the game) is inherently useless in the current meta. Its only service is to mule something that can have even the slightest positive impact. The opportunity to add a bit of healing without the eons long animation of twilight grasp or get even a few mobs to throw spears at someone else is fin by me. Mez is the same way. The damage is largely inconsequential. Controllers will never compete for damage. A quick animation that could net a possible heal and drop a few points of damage is fine. This set is useless for you because you are not pursuing a typed defense build. Sell the Superior Underwhelming Prattle and buy something more useful. Will of the controller may be put here too. Sure do hate to lose those set bonuses. And isn't attaching a damage proc to confuse a bad thing? Maybe you can show me what you mean with a build of your own design.
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Mind control is one of my favorite sets, so you can imagine background noise of disappointment that follows each attempt to make it viable in the current damage-centric game. Its not that I fault the game play, I just hate that the set has been left in another age and forgotten. So here I have combined it with dark affinity to pile in some utility. Lots of good things here but one obvious thorn. Haste is about 4 seconds off perm. That hurts. I have chased haste as hard as I can here, even sacrificing dark servant to squeeze out another 5%. And that haste hiccup means all the other perms are not really there until incarnate levels. Ageless kicks it over into perm without any trouble and with that comes: Perm Fade Perm Mass Confuse Perm Indomitable Will Perm Tar Patch Perm Howling Twilight At Incarnate levels, Total Domination only has about a 28 second downtime with a chance for an absorb shield and a +2 mag. Defenses are pretty solid and there is a built in accuracy increase as well as a +stealth that should improve Shadow Fall for moving around. There are some triggered chances for self heal to make use of your defense you-no-hit-me time. Dark Servant is gutted, but Tar Patch does damage, so have fun with that. All in all its a little disappointing as controllers are wont to be. But ehh, whadaya gonna do.
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Agreed. I think Cardiac and Ageless would finally make this feel heroic.
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I admit the set looks amazing on paper, fantastic resist values, shrugging off psi like its nothing, great opportunity for defense. The fine print, of course, is that you won’t be able to use these amazing defenses most of the time. I will have to get the KB protection IO of course. This set makes it mandatory. I generally run hover (slotted for end reduction) for the extra defense so at least I am not getting shoved down the hallways, I’m just whirling around in mid air. I originally had this character with Rad Armor and it was so good, but I hated the visuals and I did really want the purity of Dark Armor which is both theme and function for this char. The monumental gap between them them is shocking though. I feel like I traded in my Toyota for a Schwinn. Hey there! Big Fan of your work. This is the build I started with. I did modify a few placements like pulling Touch of Fear to 20 and Shadow Maul to 8. I also smoothed out the slot placement to have more slots available at level. I did notice you had only a single slot in stamina and I may have to change that, at least for leveling. I may have to pull two slots from somewhere else to fortify stamina. It doesn't matter much at the moment because literally every slot is filled with endurance reduction so stealing from a five or six slot power to build up stamina won't matter that much until its time to respend into 50. I don't have that one quite yet but I already know that it is a huge hog. I'm not even complaining about Dark Regen. As an "I win" button it is what it is and I accept that fully. If I want to be immortal then its gonna cost something. I get that. I'm not even saying that the powers should be free or something silly like that. Its just that many of the armor sets I have tried have been quite manageable with slotting and IOs and Dark Armor is so far to the opposite of that, its really surprising. Its a fair point. I do tend to set and forget. Run everything and damn the torpedoes (and I don't even HAVE torpedoes). Since I have downgraded to the kids table of running at 2/-1, I attack for a bit and then just stop. I sit there, doing nothing, while the blues do their thing and just wait for end. Doesn't feel very heroic, but it eventually lets me attack again without dropping everything. I guess I was just unprepared for how radically different Dark Armor is in terms of management as compared to other sets that I have tried.
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Why is Dark Armor such a punishment? I am running a Dark/Dark and I have made it up to about lvl 20, mostly solo. The End costs are unbelievable. Honestly I can’t figure out where it is all going. The numbers don’t seem that extreme on paper, but in practice the blue goes down the toilet instantly. I can run it full for about ten seconds until its dead. Normally I just run Death Shroud and Dark embrace because anything more and it will not have a hope of lasting through a fight. Endurance mod you say? Yep got it, lvl 20 crafted IO. Endurance reduction you say? Yep, I have lvl 20 crafted IOs in Every. Single. Slot. Normally I just IO the first three with End Reductions and most defense sets like that just fine when leveling. Endurance loss is small and I am good for a long time of moderate to constant use. But with this one I’m scraping for every drop of end reduction so its in every slot and it does virtually nothing. I can’t run most of the defenses which means I get stunned and held a lot. Ah, but then I turn on the Psi resist, cool. Now I have about 12 seconds to kill everything before end is gone. I could turn off the Damage Aura and then everything takes even longer to kill and I run out again. I can also just turn off all the defensive powers and watch the green fly off the bar until I die with a quarter blue left. Sometimes I just have to run away and rest. I definitely have to rest between every group. Occasionally I just fight to the last blue, watch all my defenses drop and keep fighting as my green drains away if I think I can kill it before I run out of health. Often I make it through a fight with a sliver of health and no end left, have to rest up and toggle some defenses back on. Not all of them, of course, because that’s just crazy. It reminds me a great deal of having no defense at all. Oh, and of course Dark Armor lets you spend most of your time on your back or flipping around in the air like a clothespin. You would think that a set with such a massive and ridiculously common hole as knockdown/knockback would make up for that in some way. But nope, not dark armor. In return for letting you spend all your time crowd controlled it offers a few seconds of defense before it deletes your endurance after which it just turns your powers off anyway. Are there other armors with massive commonly used holes that keep a character from responding while rendering them essentially defenseless within seconds? It seems the only way to run the armor at all is to have full ageless and probably full Cardiac for ageless downtime. I think Dark Armor just needs training wheels until deep into 50 and other sets will make it look like a hot dripping trash bag until then.
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How do you see brutes performing in the new difficulty settings coming up? I hear “tougher than a scrapper, more damage than a tank” but I have also heard the content described as trivial so maybe that toughness or that damage doesn’t get much of a test? When the new setting land, do you think brutes will melt like fudge ripple at the beach? Will they find their damage insufficient to deal with threats before succumbing to their loving advances? Do you think harder content will trivialize brutes, revealing the “middle of the road” approach to end up being a jack of no trades, master of respawn while more focused ATs like Blaster, Tanker and Scrapper might see their optimizations become more valuable? I think that pure ATs, with their monopolar build directions, will benefit most from adjusting to the new settings. Franken-ATs might see some trouble as their trade-offs become even more pronounced while their trade-ups become less capable.
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WoC is terrible. The confuse is paper thin and milliseconds long. Most of the time you will not even know it has fired. Sometime you will see the effect if you happen to be looking right at someone affected when it affects them but it doesn't stop them. Because once an NPC attack is qued it fires without regard to circumstances, the confuse doesn't even affect combat in any way you can see. WoC is just absorbed into animation time and they just attack as normal. Its one of those powers that has an "on paper" effect but when manifest in the game, it is so under-powered that even the most basic and common game elements overpower it to the point where it ceases to exist save for the fact that you spent a slot on it. Perhaps there was a time when someone worried that the threshold for utility would be too high on a power like WoC but currently the threshold for utility is so low that it disappears into the background noise effectively wasting a power selection. If anything stacks onto its minuscule effect I can't imagine it having any chance to affect the game.
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Kinda hate that energy cloak just negates any work you do on your look.
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As best I know it, such a thing exists but is limited by the absurd complexity of the macro itself. One requirement is that you have to name the specific pet that is to receive the inspiration. If multiple pets have the same name (such as the default names of summoned pets) the inspiration goes to the first such pet you received when you got the summoning power. Thus you may have three Genin, but if you say give this inspiration to Genin, it will always go to the first Genin and ignore the other two in every case. If you give them unique names, you can address them individually. The following Macro sets a button that will give whatever Red Inspirations you have to the pet named Zombob from smallest to largest. NOTE -Inspiration names with a spaces must be placed in quotes as must pet names with spaces. /macro RaaR! "inspexec_pet_name Enrage "Zombob"$$inspexec_pet_name "Focused Rage" "Zombob"$$inspexec_pet_name "Righteous Rage" "Zombob"$$inspexec_pet_name "furious Rage" "Zombob"" And this is the general form for creating auto inspiration macros for your pets. There is a character limit for macros but I don't know what it is. There is also a point at which it becomes very difficult to troubleshoot these commands due to their complexity. If you want to try stacking more than this into a single macro knock yourself out.
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Is there a way to get performance from World of Confusion. Its base functionality seems so meager and worthless. Its like a cut rate Oppressive Gloom that lasts a tenth as long with less range. So how does one squeeze anything out of World of Confusion? Lots of accuracy so that the confusion hits more reliably, then it becomes a disappointing momentary stun. Lots of confusion enhancement to make more of the confusions that do hit Lots of damage to use it as a poor AoE damage source Control Incarnate for a chance at +1 mag Perhaps a cocktail of procs that increase Mag and debuff foes. It looks like a lot of work to make WoC pretend to be useful. It is only noticeable as a soloing tool. Group content eclipses it so completely as to belie its existence. On a side note: World of Confusion does NOT break invisibility from the concealment pool. It hardly matters because the effects are so relentlessly milquetoast, but you could, in theory, just stand in the middle of a pack while they take minuscule damage and occasionally ponder homicide before shaking it off. But what do you think? Have you had success with WoC? Is there a secret to its use? Is it Pro or No?
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I notice that you have the force feedback proc set into kick. I do that all the time as well but when working with mids it can skew the look of the stats. Since the proc is only 10 seconds and it wont be active all the time, its probably best to calculate your recharge with the bubble on that power clicked off. It is a huge boost making your 140 (not perma) second recharge for haste look like a 107 second recharge ( and thus perma ). Its great to have in the build and it can give you a great boost but be careful of leaving it on while building as it can make you think you have way more recharge that you really do.
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I too have noticed the phenomenon of track-star tanks. They aren't in any danger and seem perfectly happy to just stand in some swarm or another for days plinking away while the squishies gather up enough aggro to demolish themselves and then accuse those same squishies of leeching, especially if they dare suggest that the tank might want to pay a little attention to their party rather than playing the solo version of this particular endeavor. But of course that's because those tank don’t need anyone else. Nothing there can kill them. Nothing there can even test them. No one else in the party is helping them so why should they slow down for the weak-knee’ed caster types? Everyone fend for themselves. Looks perfectly reasonable for a tank. Not the proper mindset? They are a bad tank? Sure, you aren’t wrong about that. But lets look at controllers. Your powers are soft and feathery in a world where everyone else is swinging sledgehammers. When that blaster hits their “I win” combo, when that scrapper throws some massive judgment and then drops a critical AoE, it can be easy to feel utterly useless. Eventually a controller learns that if they don’t get something off the instant they get within sight of a group of mobs, they will just be watching. It feels pretty bad. And even though CC is legitimately useless - being either ignored or landing on the scorched stains of where mobs used to be - landing them early lets you pretend that you are contributing. There are, of course, contingent situations where CC has some utility. But in the damage economy, holds don’t buy you much. So you do as much as you can do as fast as you can do it. Its mostly a self-health thing. Often doing nothing would net the same result, but you would feel worse for it. And who wants that?
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Hmmm... Acrobatics is no go, no room in the build but I can find places for both the karma IO and the Steadfast one. The final version will have soft capped defense for melee and most positions... So not quite as grim in the future. Thanks.
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Not having any kind of knock mitigation is a tremendous glaring disadvantage. As my DA character gets stronger it is becoming the only way of taking him out. The game just plinks away, eventually I Dark Regen it all back and the train keeps rolling. But the instant something with even a hint of knock-back arrives, I just get juggled to death. Makes it feel like DA should be way stronger in other ways to compensate for being auto-dead when someone has knock. I know there is a flight IO that reduces knock mag, Blessing of the Zephyr. Are there other ways to control knock?
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Okay, so what I am hearing is that survival is based not so much in what you are but rather what you do. Also Melee attacks increase survival by just making the fights shorter and dispatching foes sooner. Would you care to share your build? I ask that but looking at you character names I suspect it is already on here.
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So I have some questions about forts. 1 – Tough? I have heard a few account now about how strong this archetype is defensively such that they are taking on entire groups and soloing group content. How does this work? When does this happen? My fort is around lvl 40 and about as sustainable as a lace doily in a blast furnace. They fall apart if a mob looks at them sideways. Is this a thing one only sees after 50 with multiple incarnates powers running? Right now I feel like a crappy blaster with just enough control to be unhelpful. 2 – Link Link Link Link Minds Someone mentioned perma-link minds. Is that a thing? How does that work? I tried to build for it in mids but got no where close. If you know how to get perma link minds I would love to know how you did it? Feel free to share that build. Here is the build I am working towards. At the moment I have exactly no sets and I am just trying to keep from getting consumed by endurance loss. (incarnate powers are just thoughts, I don't know what incarnate direction to go in) I can see that the defenses are sky high, but those are only going to be available long, long after 50. By then everyone is awesome in spades. I’m just not seeing the surprising strength of the archetype. Maybe I’m just doing it wrong Edit: It strikes me that I do not have the medicine pool for a self heal... maybe I should restructure for that. Its not like I can't afford to lose a point of two of defense. Edit: Also this is a no claw build, maybe having the claw attacks makes a difference in power and sustain? Villain Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Fort Meh: Level 50 Natural Arachnos Widow Primary Power Set: Fortunata Training Secondary Power Set: Fortunata Teamwork Power Pool: Sorcery Power Pool: Flight Power Pool: Speed Power Pool: Leaping Villain Profile: Level 1: Mental Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(3), Apc-Acc/Dmg/Rchg(3), Apc-Acc/Rchg(7), Apc-Dmg/EndRdx(13), Apc-Dam%(15) Level 1: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A) Level 2: Subdue -- SprWntBit-Acc/Dmg/Rchg(A), SprWntBit-Dmg/Rchg(37), SprWntBit-Acc/Dmg(40) Level 4: Telekinetic Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(5), Dcm-Dmg/Rchg(5), Dcm-Acc/Dmg/Rchg(15), Dcm-Build%(17) Level 6: Mystic Flight -- WntGif-ResSlow(A) Level 8: Psychic Scream -- Rgn-Dmg(A), Rgn-Dmg/Rchg(9), Rgn-Acc/Dmg/Rchg(9), Rgn-Acc/Rchg(11), Rgn-Dmg/EndRdx(11), Rgn-Knock%(13) Level 10: Hover -- ShlWal-ResDam/Re TP(A), BlsoftheZ-ResKB(43), BlsoftheZ-Travel/EndRdx(48), BlsoftheZ-Travel(48) Level 12: Dominate -- Dcm-Dmg/EndRdx(A), Dcm-Dmg/Rchg(21), Dcm-Acc/Dmg(21), Dcm-Acc/EndRdx/Rchg(23), Dcm-Acc/Dmg/Rchg(37) Level 14: Psionic Tornado -- PstBls-Dam%(A), PstBls-Acc/Dmg(42), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rchg(42), PstBls-Dmg/Rng(43) Level 16: Tactical Training: Assault -- EndRdx-I(A) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 20: Mask Presence -- LucoftheG-Def/Rchg+(A), RedFrt-Def(25), RedFrt-Def/EndRdx(25), RedFrt-Def/EndRdx/Rchg(31), RedFrt-EndRdx(31), RedFrt-Def/Rchg(34) Level 22: Foresight -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(23) Level 24: Mind Link -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(27), Rct-Def/Rchg(27), Rct-EndRdx/Rchg(29), Rct-Def/EndRdx(29), Rct-Def(31) Level 26: Total Domination -- GldNet-Acc/Hold(A), GldNet-Dam%(36), GldNet-Acc/EndRdx/Rchg/Hold(36), GldNet-Rchg/Hold(36), GldNet-Acc/Rchg(37) Level 28: Confuse -- MlsIll-Dam%(A), MlsIll-Acc/Conf/Rchg(46), MlsIll-Conf/Rng(46), MlsIll-Acc/EndRdx(50), MlsIll-EndRdx/Conf(50), MlsIll-Acc/Rchg(50) Level 30: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43) Level 32: Psychic Wail -- Arm-Dmg(A), Arm-Dam%(33), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(34), Arm-Dmg/EndRdx(34) Level 35: Combat Training: Offensive -- Acc-I(A) Level 38: Aura of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(39), CrcPrs-Acc/Conf/Rchg(39), CrcPrs-Acc/Rchg(39), CrcPrs-Conf/EndRdx(40), CrcPrs-Conf%(40) Level 41: Indomitable Will -- GldArm-3defTpProc(A), TtnCtn-ResDam(45), TtnCtn-ResDam/EndRdx(45), TtnCtn-ResDam/EndRdx/Rchg(45), TtnCtn-ResDam/Rchg(46) Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 47: Tactical Training: Leadership -- RctRtc-Pcptn(A), GssSynFr--Build%(48) Level 49: Aim -- RechRdx-I(A) 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 1: Conditioning Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(17), Pnc-Heal/+End(19) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(7) Level 50: Musculature Radial Paragon Level 50: Ageless Core Epiphany ------------ ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1528;696;1392;HEX;| |78DA7594594F135114C7EFB4534B3728B4AC652BB6822D1D5AC07D616D71A14A22C| |117B54EA0A18DB543A625E8A39F40054D717B9798F8E2123F8BFA1504049727530F| |F33F2924D59B36BFCCFFDC73EEFFDC3B7393F7269D6FA71E8C08C93B91530B85D49| |8AECE67F25A21753DBBA0AD58AFA8C5655DCD99851035094D2F7627D3192B3DF88D| |706A5657B3F96C7E51D98B2DE7D5A25A917CB369F5EE8AA6DF391863493867342DA| |75CD3F4F9B47EDF613C2472D9C54CD18EC0523ABD8039D3697589AA79E34BD97965| |2E3E369B4A2EA7926AA148892D64244AFF874EC1A36C11FD262162B23045980A786| |8007446C1DA183861A734C9C815A25132B4C74E9644D924BD910D2DB001F6BE061F| |D11C33E6C8E612A15716F23AF31958FB0274BF04D782425890232C3EB351678DEA5| |8D9BB75109E6A8698C3A0FD18F338F77002B451A20DB966DB65D40B7D456CE00BF3| |33F884D671B05F07FBF4B24F2FFB6F7A0E06D8F753CA71718EEB9330EA1C7DC77CC| |FFC00863E8253B49F75BC9F757E683DE4B31E9A541F86D6C03C4FF33D88593CBCFF| |2DB54C3BD8E962D6817E0778D18E23DBABDBC8B94D7FE8B1431623146BE67D6DDEC| |5DEB4ED30BF83EDDBCC2DB073132C51DFADDC77EB28B4C371E624731C0C8C81A3B4| |9E8FD7F3FD8697C82FE64F30F683B9CBDC01E394DBC17D74701F2137B84E5EBAB86| |ED7499C65F739E629E669D07F8679169CA4BA3D7C163D6DD8EF71D2825C2F7803F3| |8EDC64DE62A6C0DEDB4C154C506E1FEAC97D83E8BB5F81CFFE1033C23D87F93CE8E| |CC3EC21CCBD5DA03A0AF7ABBCA2DA1E7A4F37B0C6AA13DFF4DEFC28BF23ED72E5FB| |A61F0D11AA52A2554AAC4A19AA5286AB9469F9C07D6083A7ABFB5A7946AEDC0D423| |2326CEECA4D50FE469D49D2C1E8D6BE6292E6D0BFFB92647C5F0D7EECE16655D6F6| |BE224925BEC156C172654C7B48605FFF1DA57F4EFA0B199D16AB| |-------------------------------------------------------------------|
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I was wondering if anyone had some experience with these two sets in conjunction. Is it a bad idea? Is the endurance pit a never ending problem? At incarnate levels it looks like a resistance monster for a scrapper. Defenses look unimpressive but that cloak of fear should mitigate that as it gains uptime. Shadow meld is in there but its uptime is strained even at incarnate levels. 3s down is a long time when the big shots are raining down. Mostly it's around 10 seconds down. I cut down the STJ selections to keep an economy of slots. Katana is another thought for this kind of build and might have been a better idea. Hasten is perma(esque). So that's good, or is it? Maybe it just shovels blue out faster. Those low defenses are worrisome. Have I just made the worlds most exhausted punching bag? Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Bad Idea: Level 50 Magic Scrapper Primary Power Set: Street Justice Secondary Power Set: Dark Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Heavy Blow -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg/EndRdx/Rchg(3), SprScrStr-Acc/Dmg(3), SprScrStr-Dmg/Rchg(5), SprScrStr-Acc/Dmg/Rchg(5), SprScrStr-Dmg/EndRdx/Rchg(7) Level 1: Dark Embrace -- ImpSki-ResDam/EndRdx(A), ImpSki-ResDam/Rchg(7), ImpSki-EndRdx/Rchg(9), ImpSki-ResDam/EndRdx/Rchg(9), ImpSki-Status(11) Level 2: Death Shroud -- Arm-Dam%(A), Arm-Dmg(11), Arm-Dmg/EndRdx(13), Arm-Dmg/Rchg(13), Arm-Acc/Dmg/Rchg(15) Level 4: Murky Cloud -- ImpSki-ResDam/EndRdx(A), ImpSki-ResDam/Rchg(21), ImpSki-EndRdx/Rchg(21), ImpSki-ResDam/EndRdx/Rchg(23), ImpSki-Status(23) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), RedFrt-Def(25), RedFrt-Def/EndRdx(25) Level 8: Rib Cracker -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(27), SprCrtStr-Acc/Dmg/Rchg(27), SprCrtStr-Dmg/EndRdx/Rchg(29), SprCrtStr-Acc/Dmg/EndRdx/Rchg(29), SprCrtStr-Rchg/+50% Crit(31) Level 10: Kick -- FrcFdb-Rechg%(A) Level 12: Combat Readiness -- RechRdx-I(A) Level 14: Obsidian Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam(15), Ags-ResDam/Rchg(50), Ags-EndRdx/Rchg(50) Level 16: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(31), Ags-Psi/Status(31) Level 18: Dark Regeneration -- Prv-Heal(A), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(34), Prv-Absorb%(34) Level 20: Spinning Strike -- Rgn-Dmg(A), Rgn-Dmg/Rchg(34), Rgn-Acc/Dmg/Rchg(36), Rgn-Acc/Rchg(36), Rgn-Dmg/EndRdx(36) Level 22: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(37), Rct-ResDam%(37) Level 24: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), RedFrt-Def(37), RedFrt-Def/EndRdx(39) Level 26: Shin Breaker -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(39), Mk'Bit-Dmg/Rchg(39), Mk'Bit-Acc/EndRdx/Rchg(40), Mk'Bit-Dam%(40), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40) Level 28: Cloak of Fear -- CldSns-%Dam(A), CldSns-Acc/EndRdx/Rchg(42), CldSns-ToHitDeb/EndRdx/Rchg(42), CldSns-ToHitDeb(42) Level 30: Super Jump -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(43) Level 32: Acrobatics -- EndRdx-I(A) Level 35: Crushing Uppercut -- Hct-Dmg(A), Hct-Dmg/EndRdx(43), Hct-Dmg/Rchg(43), Hct-Acc/Dmg/Rchg(45), Hct-Acc/Rchg(45) Level 38: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46) Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(46), RedFrt-Def/EndRdx(46) Level 44: Moonbeam -- EntChs-Heal%(A), SphIns-%ToHit(48), Dcm-Build%(48) Level 47: Shadow Meld -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(50) Level 49: Oppressive Gloom -- Acc-I(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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+(17), Pnc-Heal/+End(17) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), EndMod-I(19), EndMod-I(19) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 50: Ageless Core Epiphany Level 50: Melee Core Embodiment Level 50: Diamagnetic Radial Flawless Interface Level 50: Cardiac Radial Paragon ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1613;710;1420;HEX;| |78DA7D94CD4E135114C7EF4CA7164A6941A0A52D055AF96CE9D0F261D46054448D4| |A1392266EEBD85E4AA5D2668A51972E7C00576C7C061FC0C4175011A3BE8189808A| |9AB871570F73FE2DC531DE407E73CF3D9FFF9BDBCCC325CFF36B8F2F08C57BB96CD| |46AB96CDE34AA55693A3346B19417B4DA168DC2F0F582345CB40934CE7319599652| |5F348D07E5D24631DCB42FC955B95193FA9261AEE72E99F72AA6F0AC542A657D591| |A55F2ECB436574BC5B54DDAB9AD5DB62A65C1D7F02A48B3B656AA06AF544B793DBB| 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