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luxlorica

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Posts posted by luxlorica

  1. 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.

    • Like 2
  2. 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?

     

    • Like 2
    • Thumbs Up 1
  3. 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

     

    Spoiler

    This Hero build was built using Mids Reborn 3.4.7
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Zect is a poohead: Level 50 Magic Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Darkness Affinity
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Mesmerize

    • (A) Apocalypse - Damage
    • (3) Apocalypse - Damage/Recharge
    • (13) Apocalypse - Damage/Recharge/Accuracy
    • (34) Apocalypse - Recharge/Accuracy
    • (37) Apocalypse - Damage/Endurance
    • (43) Apocalypse - Chance of Damage(Negative)

    Level 1: Twilight Grasp

    • (A) Preventive Medicine - Heal
    • (5) Preventive Medicine - Heal/Endurance
    • (5) Preventive Medicine - Endurance/RechargeTime
    • (7) Preventive Medicine - Heal/RechargeTime
    • (31) Preventive Medicine - Heal/RechargeTime/Endurance
    • (37) Preventive Medicine - Chance for +Absorb

    Level 2: Dominate

    • (A) Ghost Widow's Embrace - Chance of Damage(Psionic)
    • (3) Neuronic Shutdown - Chance of Damage(Psionic)
    • (15) Gladiator's Net - Chance of Damage(Lethal)
    • (25) Gladiator's Javelin - Chance of Damage(Toxic)
    • (29) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
    • (40) Unbreakable Constraint - Chance for Smashing Damage

    Level 4: Fly

    • (A) Winter's Gift - Slow Resistance (20%)

    Level 6: Hover

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (7) Reactive Defenses - Scaling Resist Damage
    • (19) Shield Wall - +Res (Teleportation), +5% Res (All)

    Level 8: Confuse

    • (A) Coercive Persuasion  - Confused
    • (9) Coercive Persuasion  - Confused/Recharge
    • (11) Coercive Persuasion  - Confused/Recharge/Accuracy
    • (34) Coercive Persuasion  - Recharge/Accuracy
    • (43) Coercive Persuasion  - Confused/Endurance
    • (48) Coercive Persuasion  - Contagious Confusion

    Level 10: Hasten

    • (A) Recharge Reduction IO
    • (21) Recharge Reduction IO
    • (46) Recharge Reduction IO

    Level 12: Darkest Night

    • (A) Dark Watcher's Despair - To Hit Debuff
    • (13) Dark Watcher's Despair - To Hit Debuff/Recharge
    • (27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (39) Dark Watcher's Despair - To Hit Debuff/Endurance

    Level 14: Tar Patch

    • (A) Ice Mistral's Torment - Chance for Cold Damage
    • (15) Impeded Swiftness - Chance of Damage(Smashing)
    • (17) Recharge Reduction IO
    • (50) Recharge Reduction IO

    Level 16: Shadow Fall

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (17) Red Fortune - Defense/Endurance
    • (31) Red Fortune - Defense

    Level 18: Total Domination

    • (A) Unbreakable Constraint - Hold
    • (19) Unbreakable Constraint - Hold/Recharge
    • (33) Unbreakable Constraint - Hold/Recharge/Accuracy
    • (33) Unbreakable Constraint - Recharge/Accuracy
    • (45) Unbreakable Constraint - Hold/Endurance

    Level 20: Fade

    • (A) Recharge Reduction IO
    • (21) Recharge Reduction IO
    • (23) Red Fortune - Defense/Endurance
    • (50) Red Fortune - Defense
    • (50) Red Fortune - Defense/Recharge

    Level 22: Terrify

    • (A) Ragnarok - Damage
    • (23) Ragnarok - Damage/Recharge
    • (36) Ragnarok - Damage/Recharge/Accuracy
    • (36) Ragnarok - Recharge/Accuracy
    • (48) Ragnarok - Damage/Endurance
    • (37) Ragnarok - Chance for Knockdown

    Level 24: Soul Absorption

    • (A) Recharge Reduction IO
    • (25) Recharge Reduction IO

    Level 26: Mass Confusion

    • (A) Superior Will of the Controller - Accuracy/Control Duration
    • (27) Superior Will of the Controller - Control Duration/Recharge
    • (39) Superior Will of the Controller - Endurance/Recharge
    • (39) Superior Will of the Controller - Accuracy/Control Duration/Endurance
    • (40) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
    • (40) Superior Will of the Controller - Recharge/Chance for Psionic Damage

    Level 28: Combat Jumping

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (29) Kismet - Accuracy +6%
    • (42) Unbounded Leap - +Stealth

    Level 30: Dark Servant

    • (A) Cloud Senses - ToHit Debuff
    • (31) Cloud Senses - Accuracy/ToHitDebuff
    • (42) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (43) Cloud Senses - Accuracy/Endurance/Recharge

    Level 32: Howling Twilight

    • (A) Recharge Reduction IO
    • (33) Recharge Reduction IO
    • (34) Recharge Reduction IO

    Level 35: Indomitable Will

    • (A) Recharge Reduction IO
    • (36) Recharge Reduction IO
    • (48) Recharge Reduction IO

    Level 38: Kick

    • (A) Force Feedback - Chance for +Recharge

    Level 41: Tough

    • (A) Steadfast Protection - Resistance/+Def 3%
    • (42) Gladiator's Armor - TP Protection +3% Def (All)
    • (45) Unbreakable Guard - +Max HP

    Level 44: Weave

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (45) Red Fortune - Defense/Endurance
    • (46) Red Fortune - Defense

    Level 47: Mass Hypnosis

    • (A) Call of the Sandman - Chance of Heal Self

    Level 49: Evasive Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 1: Brawl

    • (A) Empty

    Level 1: Containment


    Level 1: Sprint

     

    | Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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    		|-------------------------------------------------------------------|
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Swift
    • (A) Empty
    Level 1: Health
    • (A) Numina's Convalesence - +Regeneration/+Recovery
    • (9) Miracle - +Recovery
    • (46) Panacea - +Hit Points/Endurance
    Level 1: Hurdle
    • (A) Empty
    Level 1: Stamina
    • (A) Performance Shifter - Chance for +End
    • (11) Power Transfer - Chance to Heal Self
    Level 4: Afterburner

    Level 50: Nerve Radial Paragon
    Level 50: Ageless Core Epiphany
    Level 50: Control Core Embodiment
    Level 50: Reactive Radial Flawless Interface
    ------------

     

    • Like 1
  4. 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?

     

    Spoiler

    This Hero build was built using Mids Reborn 3.4.7

    https://github.com/LoadedCamel/MidsReborn

     

    Click this DataLink to open the build!

     

    Zect is a poohead: Level 50 Magic Controller

    Primary Power Set: Mind Control

    Secondary Power Set: Darkness Affinity

    Power Pool: Flight

    Power Pool: Leaping

    Power Pool: Fighting

    Power Pool: Speed

    Ancillary Pool: Psionic Mastery

     

    Hero Profile:

    Level 1: Mesmerize

    • (A) Entropic Chaos - Chance of Heal Self
       
    • (3) Gladiator's Javelin - Chance of Damage(Toxic)
       
    • (3) Decimation - Chance of Build Up
       

    Level 1: Twilight Grasp

    • (A) Preventive Medicine - Heal
       
    • (5) Preventive Medicine - Heal/Endurance
       
    • (5) Preventive Medicine - Endurance/RechargeTime
       
    • (7) Preventive Medicine - Heal/RechargeTime
       
    • (7) Preventive Medicine - Heal/RechargeTime/Endurance
       
    • (9) Preventive Medicine - Chance for +Absorb
       

    Level 2: Dominate

    • (A) Apocalypse - Damage
       
    • (13) Apocalypse - Damage/Recharge
       
    • (13) Apocalypse - Damage/Recharge/Accuracy
       
    • (15) Apocalypse - Recharge/Accuracy
       
    • (15) Apocalypse - Damage/Endurance
       
    • (17) Apocalypse - Chance of Damage(Negative)
       

    Level 4: Fly

    • (A) Winter's Gift - Slow Resistance (20%)
       

    Level 6: Hover

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
       
    • (17) Reactive Defenses - Scaling Resist Damage
       
    • (19) Shield Wall - +Res (Teleportation), +5% Res (All)
       

    Level 8: Confuse

    • (A) Coercive Persuasion - Confused
       
    • (19) Coercive Persuasion - Confused/Recharge
       
    • (21) Coercive Persuasion - Confused/Recharge/Accuracy
       
    • (21) Coercive Persuasion - Recharge/Accuracy
       
    • (23) Coercive Persuasion - Confused/Endurance
       
    • (23) Coercive Persuasion - Contagious Confusion
       

    Level 10: Mass Hypnosis

    • (A) Call of the Sandman - Chance of Heal Self
       
    • (25) Fortunata Hypnosis - Chance for Placate
       

    Level 12: Darkest Night

    • (A) Dark Watcher's Despair - To Hit Debuff
       
    • (25) Dark Watcher's Despair - To Hit Debuff/Recharge
       
    • (27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
       
    • (27) Dark Watcher's Despair - To Hit Debuff/Endurance
       

    Level 14: Tar Patch

    • (A) Ice Mistral's Torment - Chance for Cold Damage
       
    • (29) Impeded Swiftness - Chance of Damage(Smashing)
       
    • (37) Recharge Reduction IO
       
    • (50) Recharge Reduction IO
       

    Level 16: Shadow Fall

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
       
    • (29) Red Fortune - Defense/Endurance
       
    • (31) Red Fortune - Defense
       

    Level 18: Total Domination

    • (A) Unbreakable Constraint - Hold
       
    • (31) Unbreakable Constraint - Hold/Recharge
       
    • (31) Unbreakable Constraint - Hold/Recharge/Accuracy
       
    • (33) Unbreakable Constraint - Recharge/Accuracy
       
    • (33) Unbreakable Constraint - Hold/Endurance
       
    • (33) Unbreakable Constraint - Chance for Smashing Damage
       

    Level 20: Fade

    • (A) Recharge Reduction IO
       
    • (34) Recharge Reduction IO
       
    • (34) Recharge Reduction IO
       
    • (48) Red Fortune - Defense/Endurance
       
    • (50) Red Fortune - Defense
       
    • (50) Red Fortune - Defense/Recharge
       

    Level 22: Terrify

    • (A) Ragnarok - Damage
       
    • (34) Ragnarok - Damage/Recharge
       
    • (36) Ragnarok - Damage/Recharge/Accuracy
       
    • (36) Ragnarok - Recharge/Accuracy
       
    • (36) Ragnarok - Damage/Endurance
       
    • (37) Ragnarok - Chance for Knockdown
       

    Level 24: Soul Absorption

    • (A) Recharge Reduction IO
       
    • (37) Recharge Reduction IO
       

    Level 26: Mass Confusion

    • (A) Superior Will of the Controller - Accuracy/Control Duration
       
    • (39) Superior Will of the Controller - Control Duration/Recharge
       
    • (39) Superior Will of the Controller - Endurance/Recharge
       
    • (39) Superior Will of the Controller - Accuracy/Control Duration/Endurance
       
    • (40) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
       
    • (40) Superior Will of the Controller - Recharge/Chance for Psionic Damage
       

    Level 28: Combat Jumping

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
       
    • (40) Kismet - Accuracy +6%
       
    • (42) Unbounded Leap - +Stealth
       

    Level 30: Dark Servant

    • (A) Cloud Senses - ToHit Debuff
       
    • (42) Cloud Senses - Accuracy/ToHitDebuff
       
    • (42) Cloud Senses - ToHit Debuff/Endurance/Recharge
       
    • (43) Cloud Senses - Accuracy/Endurance/Recharge
       

    Level 32: Howling Twilight

    • (A) Recharge Reduction IO
       
    • (43) Recharge Reduction IO
       
    • (43) Recharge Reduction IO
       

    Level 35: Kick

    • (A) Force Feedback - Chance for +Recharge
       

    Level 38: Tough

    • (A) Steadfast Protection - Resistance/+Def 3%
       
    • (45) Gladiator's Armor - TP Protection +3% Def (All)
       
    • (45) Unbreakable Guard - +Max HP
       

    Level 41: Weave

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
       
    • (45) Red Fortune - Defense/Endurance
       
    • (46) Red Fortune - Defense
       

    Level 44: Hasten

    • (A) Recharge Reduction IO
       
    • (46) Recharge Reduction IO
       
    • (46) Recharge Reduction IO
       

    Level 47: Indomitable Will

    • (A) Recharge Reduction IO
       
    • (48) Recharge Reduction IO
       
    • (48) Recharge Reduction IO
       

    Level 49: Evasive Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
       

    Level 1: Brawl

    • (A) Empty
       

    Level 1: Containment

    Level 1: Sprint

    • (A) Empty
       

    Level 2: Rest

    • (A) Empty
       

    Level 1: Swift

    • (A) Empty
       

    Level 1: Health

    • (A) Numina's Convalesence - +Regeneration/+Recovery
       
    • (9) Miracle - +Recovery
       
    • (11) Panacea - +Hit Points/Endurance
       

    Level 1: Hurdle

    • (A) Empty
       

    Level 1: Stamina

    • (A) Performance Shifter - Chance for +End
       
    • (11) Power Transfer - Chance to Heal Self
       

    Level 4: Afterburner

    Level 50: Nerve Radial Paragon

    Level 50: Ageless Core Epiphany

    Level 50: Control Core Embodiment

    Level 50: Reactive Radial Flawless Interface

    ------------

     

     

     

     

    | Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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    • Like 1
  5. 1 hour ago, Zect said:

    This would be extremely impressive if true, because to make the -regen permanent you need +500% recharge, well over the hardcap.

     

    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?

     

    1 hour ago, Zect said:
    Quote

    Level 30: Dark Servant

    • (A) Dark Watcher's Despair - To Hit Debuff
    • (31) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (34) Dark Watcher's Despair - To Hit Debuff/Recharge
    • (36) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (36) Lockdown - Chance for +2 Mag Hold
    • (36) Unbreakable Constraint - Chance for Smashing Damage
    Expand  

     

    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.

     

    1 hour ago, Zect said:

    I count only 3 lotg's and 4 10% rech bonuses. There is zero reason to not have 5 of both. Fade and Indomitable will can both slot lotg's.

     

    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.

     

    1 hour ago, Zect said:

    Degenerative radial has the same effect of reducing AV regen (it gives -maxhp, which reduces how much each regen tick heals) while also being a damage proc. And you already have -regen from HT. Slot the superior incarnate power and put this in the trash where it belongs.

     

    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.

     

    1 hour ago, Zect said:

    Why is hover slotted for defense but not fade, weave or maneuvers which all give more defense?

     

    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.

    1 hour ago, Zect said:
    Quote

    Level 24: Soul Absorption

    • (A) Recharge Reduction IO
    • (25) Recharge Reduction IO
    • (45) Recharge Reduction IO

     

    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.

    1 hour ago, Zect said:
    Quote

    Level 14: Mass Hypnosis

    • (A) Call of the Sandman - Chance of Heal Self
    • (15) Fortunata Hypnosis - Chance for Placate

     

    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.

     

    1 hour ago, Zect said:
    Quote

    Level 10: Confuse

    • (A) Superior Overpowering Presence - Accuracy/Control Duration
    • (11) Superior Overpowering Presence - Control Duration/RechargeTime
    • (25) Superior Overpowering Presence - Endurance/RechargeTime
    • (27) Superior Overpowering Presence - Accuracy/Control Duration/Endurance
    • (40) Superior Overpowering Presence - Accuracy/Control Duration/Endurance/RechargeTime
    • (40) Superior Overpowering Presence - RechargeTime/Energy Font

    Expand  

     

    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.

     

     

  6.  

    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.

     

    Spoiler

     This Hero build was built using Mids Reborn 3.4.7

    https://github.com/LoadedCamel/MidsReborn

     

    Click this DataLink to open the build!

     

    Mind Spider II: Level 50 Magic Controller

    Primary Power Set: Mind Control

    Secondary Power Set: Darkness Affinity

    Power Pool: Flight

    Power Pool: Leaping

    Power Pool: Fighting

    Power Pool: Speed

    Ancillary Pool: Psionic Mastery

     

    Hero Profile:

    Level 1: Mesmerize

    • (A) Entropic Chaos - Chance of Heal Self
    • (3) Gladiator's Javelin - Chance of Damage(Toxic)
    • (15) Apocalypse - Chance of Damage(Negative)
       

    Level 1: Twilight Grasp

    • (A) Preventive Medicine - Heal
    • (5) Preventive Medicine - Heal/Endurance
    • (13) Preventive Medicine - Endurance/RechargeTime
    • (34) Preventive Medicine - Heal/RechargeTime
    • (50) Preventive Medicine - Heal/RechargeTime/Endurance
    • (50) Preventive Medicine - Chance for +Absorb
       

    Level 2: Dominate

    • (A) Superior Will of the Controller - Accuracy/Control Duration
    • (3) Superior Will of the Controller - Control Duration/Recharge
    • (9) Superior Will of the Controller - Endurance/Recharge
    • (11) Superior Will of the Controller - Accuracy/Control Duration/Endurance
    • (37) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
    • (43) Superior Will of the Controller - Recharge/Chance for Psionic Damage
       

    Level 4: Fly

    • (A) Winter's Gift - Slow Resistance (20%)
       

    Level 6: Hover

    • (A) Red Fortune - Defense/Endurance
    • (7) Red Fortune - Defense
    • (17) Red Fortune - Defense/Recharge
    • (33) Red Fortune - Defense/Endurance/Recharge
    • (46) Red Fortune - Endurance
       

    Level 8: Combat Jumping

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (9) Kismet - Accuracy +6%
    • (39) Unbounded Leap - +Stealth
       

    Level 10: Confuse

    • (A) Superior Overpowering Presence - Accuracy/Control Duration
    • (11) Superior Overpowering Presence - Control Duration/RechargeTime
    • (25) Superior Overpowering Presence - Endurance/RechargeTime
    • (27) Superior Overpowering Presence - Accuracy/Control Duration/Endurance
    • (40) Superior Overpowering Presence - Accuracy/Control Duration/Endurance/RechargeTime
    • (40) Superior Overpowering Presence - RechargeTime/Energy Font
       

    Level 12: Darkest Night

    • (A) Dark Watcher's Despair - To Hit Debuff
    • (13) Dark Watcher's Despair - To Hit Debuff/Recharge
    • (31) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (31) Dark Watcher's Despair - To Hit Debuff/Endurance
       

    Level 14: Mass Hypnosis

    • (A) Call of the Sandman - Chance of Heal Self
    • (15) Fortunata Hypnosis - Chance for Placate
       

    Level 16: Shadow Fall

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (17) Red Fortune - Defense/Endurance
    • (19) Red Fortune - Defense
       

    Level 18: Total Domination

    • (A) Basilisk's Gaze - Accuracy/Hold
    • (19) Basilisk's Gaze - Accuracy/Recharge
    • (21) Basilisk's Gaze - Recharge/Hold
    • (33) Basilisk's Gaze - Endurance/Recharge/Hold
    • (37) Superior Entomb - Recharge/Chance for +Absorb
    • (34) Lockdown - Chance for +2 Mag Hold
       

    Level 20: Fade

    • (A) Recharge Reduction IO
    • (21) Recharge Reduction IO
    • (23) Recharge Reduction IO
       

    Level 22: Terrify

    • (A) Ragnarok - Damage
    • (23) Ragnarok - Damage/Recharge
    • (46) Ragnarok - Damage/Recharge/Accuracy
    • (46) Ragnarok - Recharge/Accuracy
    • (48) Ragnarok - Damage/Endurance
    • (50) Ragnarok - Chance for Knockdown
       

    Level 24: Soul Absorption

    • (A) Recharge Reduction IO
    • (25) Recharge Reduction IO
    • (45) Recharge Reduction IO
       

    Level 26: Mass Confusion

    • (A) Coercive Persuasion - Confused
    • (27) Coercive Persuasion - Confused/Recharge
    • (40) Coercive Persuasion - Confused/Recharge/Accuracy
    • (42) Coercive Persuasion - Recharge/Accuracy
    • (43) Coercive Persuasion - Confused/Endurance
    • (43) Coercive Persuasion - Contagious Confusion
       

    Level 28: Tar Patch

    • (A) Ice Mistral's Torment - Chance for Cold Damage
    • (29) Impeded Swiftness - Chance of Damage(Smashing)
       

    Level 30: Dark Servant

    • (A) Dark Watcher's Despair - To Hit Debuff
    • (31) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (34) Dark Watcher's Despair - To Hit Debuff/Recharge
    • (36) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (36) Lockdown - Chance for +2 Mag Hold
    • (36) Unbreakable Constraint - Chance for Smashing Damage
       

    Level 32: Howling Twilight

    • (A) Recharge Reduction IO
    • (33) Recharge Reduction IO
    • (37) Recharge Reduction IO
       

    Level 35: Kick

    • (A) Force Feedback - Chance for +Recharge
       

    Level 38: Tough

    • (A) Steadfast Protection - Resistance/+Def 3%
    • (39) Gladiator's Armor - TP Protection +3% Def (All)
    • (39) Unbreakable Guard - +Max HP
       

    Level 41: Weave

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (42) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (42) Reactive Defenses - Scaling Resist Damage
       

    Level 44: Hasten

    • (A) Recharge Reduction IO
    • (45) Recharge Reduction IO
    • (45) Recharge Reduction IO
       

    Level 47: Indomitable Will

    • (A) Recharge Reduction IO
    • (48) Recharge Reduction IO
    • (48) Recharge Reduction IO
       

    Level 49: Evasive Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
       

    Level 1: Brawl

    • (A) Empty
       

    Level 1: Containment

    Level 1: Sprint

    • (A) Empty
       

    Level 2: Rest

    • (A) Empty
       

    Level 1: Swift

    • (A) Empty
       

    Level 1: Health

    • (A) Numina's Convalesence - +Regeneration/+Recovery
    • (5) Miracle - +Recovery
    • (29) Panacea - +Hit Points/Endurance
       

    Level 1: Hurdle

    • (A) Empty
       

    Level 1: Stamina

    • (A) Performance Shifter - Chance for +End
    • (7) Power Transfer - Chance to Heal Self
       

    Level 4: Afterburner

    Level 50: Nerve Radial Paragon

    Level 50: Ageless Core Epiphany

    Level 50: Control Core Embodiment

    Level 50: Diamagnetic Radial Flawless Interface

    ------------

     

     

     

     

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  7. 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.

     

    10 hours ago, Infinitum said:

    Try this build.  It runs pretty smooth for me.  One of my toughest tankers.

     

    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.

     

    3 hours ago, Parabola said:

    Dark regeneration is often a culprit for end problems that get blamed on the toggles

     

    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.

     

    5 hours ago, Six-Six said:

    And a last note on style of play. You don't have to go Leroy Jenkins all the time. Yes, i know it's fun, but dying too much surely negates that. Try a bit of strategy and cunning. Again, this works for me, and may not suit you at all. 

     

    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.

    • Like 1
  8. 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.

    • Confused 1
  9. 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.

  10. 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.

  11. 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.

     

     

    • Thanks 1
  12. 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?

     

  13. 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.

    • Like 1
  14. 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?

     

    • Like 2
    • Sad 1
  15. 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.

  16. 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?

    • Sad 1
  17. 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.

  18. 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
    ------------
    ------------

     

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  19. 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
    ------------

     

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    • Like 1
  20. Meant to use Mystic flight to teleport into group, Drain -> Seeds -> Psy Shockwave -> have fun. No clue if it works.

     

    Stealth is to give you those few seconds of grace to start everything off. Defenses should make you a harder target. Resists, Mind link, and Rune should make you more healable if anyone is doing that.

     

    You are still a squishy noodle so be careful.

     

    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!

    Leafy Thoughts: Level 50 Magic Dominator
    Primary Power Set: Plant Control
    Secondary Power Set: Psionic Assault
    Power Pool: Sorcery
    Power Pool: Concealment
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Psionic Mastery

    Villain Profile:
    Level 1: Strangler -- SprAscoft-Rchg/+Dmg%(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(3), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(3), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(5), SprAscoft-EndRdx/Rchg(5), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7)
    Level 1: Psionic Dart -- EntChs-Heal%(A)
    Level 2: Roots -- SprDmnGrs-Rchg/Fiery Orb(A), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(9), SprDmnGrs-EndRdx/Rchg(9), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(11), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(11)
    Level 4: Mind Probe -- Hct-Dam%(A), Hct-Dmg/EndRdx(17), Hct-Dmg(17), Hct-Dmg/Rchg(19), Hct-Acc/Dmg/Rchg(19)
    Level 6: Mystic Flight -- WntGif-ResSlow(A)
    Level 8: Seeds of Confusion -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(21), CrcPrs-Acc/Rchg(21), CrcPrs-Acc/Conf/Rchg(23), CrcPrs-Conf/Rchg(23), CrcPrs-Conf(25)
    Level 10: Stealth -- LucoftheG-Def/Rchg+(A), RedFrt-Def(25), RedFrt-Def/EndRdx(27)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
    Level 14: Kick -- FrcFdb-Rechg%(A)
    Level 16: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(29), Ags-Psi/Status(31)
    Level 18: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), Rct-ResDam%(31)
    Level 20: Vines -- Lck-%Hold(A), GhsWdwEmb-Dam%(33), NrnSht-Dam%(33)
    Level 22: Drain Psyche -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(33), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg(34), Prv-Heal/EndRdx(34), Prv-Heal(36)
    Level 24: Arcane Bolt -- FrcFdb-Rechg%(A)
    Level 26: Carrion Creepers -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(36), SprFrzBls-Acc/Dmg/Rchg(36), SprFrzBls-Acc/Dmg/EndRdx(37), SprFrzBls-Dmg/EndRdx(37), SprFrzBls-Acc/Dmg(37)
    Level 28: Subdue -- EntChs-Heal%(A)
    Level 30: Rune of Protection -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
    Level 32: Fly Trap -- SvrRgh-PetResDam(A), SvrRgh-Acc(39), SvrRgh-Acc/Dmg(39), SvrRgh-Dmg/EndRdx(40), SvrRgh-Acc/EndRdx(40), SvrRgh-Acc/Dmg/EndRdx(42)
    Level 35: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(42), StnoftheM-Acc/ActRdx/Rng(42), StnoftheM-Dmg/ActRdx/Rchg(43), StnoftheM-Dmg/EndRdx/Rchg(43)
    Level 38: Psychic Shockwave -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(43), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx(46), SprAvl-Dmg/EndRdx(48), SprAvl-Acc/Dmg(50)
    Level 41: Link Minds -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(45), RedFrt-Def(45)
    Level 44: Mind Over Body -- ImpSki-Status(A), UnbGrd-Max HP%(46), ImpArm-ResPsi(46)
    Level 47: World of Confusion -- FuroftheG-ResDeb%(A), MlsIll-Dam%(48), Arm-Dam%(48)
    Level 49: Indomitable Will -- LucoftheG-Def/Rchg+(A), RedFrt-Def(50), RedFrt-Def/EndRdx(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(13), Pnc-Heal/+End(13)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-End%(A), EndMod-I(15), EndMod-I(15)
    Level 50: Nerve Core Paragon
    Level 50: Ageless Core Epiphany
    Level 50: Support Core Embodiment
    Level 50: Diamagnetic Radial Flawless Interface
    ------------

     

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  21. On 10/14/2019 at 3:21 PM, loyalreader said:

    Why the KB protection in Fly? I'm not challenging it... just curious. 

    Because I always have a slot left over in fly and KB protection is a pretty low priority because I expect to be hovering. So, When I am looking for something useful to put in flight other than just "moar fly", KB protect is just there and it sounds useful. I don't really need anything there but I figure, ehh why not.

     

    On 10/14/2019 at 3:21 PM, loyalreader said:

    Not sure why you are so focused on S/L def? It may be better off building to WP strength and focus on regen, while building in some broader def/res.

    Well, S/L is so easy to reach and I hate to be below a cap that I can easily reach. Something about being sub cap on something so basic makes me visualize taking damage later in the game and thinking "If only I had capped this, it would not be this bad. You are a bad builder and you should feel bad". Then the voices in my head start up and its a whole thing.

     

    But if you would like to propose an alternate build, I would love to see it. If I can get a better defensive spectrum with good resists and keep damage (such as it is) about where it is now then that would be, as the young heroes say, super dope.

     

    Regen is great for recovery and uptime, but not so hot for mitigation. I don't think you are going to regen faster than you take damage without some ridiculous regen numbers. I have a hard time seeing regen as a primary defense without bursts of health to cover those hits and WP only has one of those. So I was hoping to mitigate through actual resists and defense. taking less damage and taking it less often. To me, that gives regen a chance to make some kind of difference. But if I switch those priorities, then I am taking more damage more often, and regen can't keep up with that.

     

    ...or that's my philosophy anyway. I could be wrong. I'm certainly no expert and this thread is just as much yours as mine, so feel free to discuss and correct.

     

    On 10/14/2019 at 3:21 PM, loyalreader said:

    Boxing can be used as stun mule. I'd throw your stuns in there and slot Cross Punch for damage. I'm assuming you took both Kick and Boxing for the extra juice to Cross Punch? That would at least make Boxing viable for you (think of it as a stun and not damage power).

    Aye, truth. Bit of an experiment that. Normally I just take kick on the off-chance I luck into a ForceFeedback proc. But since I had the architecture for it here I figured why not, lets see what happens. Fine call on boxing, I think I just mentally blocked it. I click and then forget. I'll fix it in post.

     

  22. A standardesque SS/WP build. Leaning hard on S/L, light on Energy/Negative resists.

     

    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!

    Punchy McGee: Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Punch -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(3), SprBlsCol-Acc/Dmg/Rchg(3), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg(42)
    Level 1: High Pain Tolerance -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-EndRdx/Rchg(5), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(50)
    Level 2: Haymaker -- SprBrtFur-Dmg/Rchg(A), SprBrtFur-Acc/Dmg(7), SprBrtFur-Rech/Fury(9), SprBrtFur-Acc/Dmg/EndRdx/Rchg(9), SprBrtFur-Acc/Dmg/Rchg(11), SprBrtFur-Dmg/EndRdx/Rchg(42)
    Level 4: Mind Over Body -- Ags-ResDam(A), Ags-ResDam/EndRdx(11), Ags-ResDam/Rchg(13), Ags-ResDam/EndRdx/Rchg(13), Ags-EndRdx/Rchg(50)
    Level 6: Hover -- LucoftheG-Def/Rchg+(A), Ksm-Def/EndRdx(15), Ksm-EndRdx/Rchg(19), Ksm-Def/EndRdx/Rchg(48)
    Level 8: Knockout Blow -- SprUnrFur-Dmg/EndRdx/Rchg(A), SprUnrFur-Rchg/+Regen/+End(17), SprUnrFur-Acc/Dmg/EndRdx/Rchg(17), SprUnrFur-Acc/Dmg/Rchg(19), SprUnrFur-Dmg/Rchg(21), SprUnrFur-Acc/Dmg(46)
    Level 10: Fly -- BlsoftheZ-ResKB(A)
    Level 12: Fast Healing -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-Heal/Rchg/EndRdx(23), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(25)
    Level 14: Indomitable Will -- Ksm-Def/EndRdx(A), Ksm-EndRdx/Rchg(25), Ksm-Def/EndRdx/Rchg(27)
    Level 16: Rise to the Challenge -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(29), Prv-Heal/Rchg(43), Prv-Heal/Rchg/EndRdx(50)
    Level 18: Rage -- RechRdx-I(A)
    Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(29), EndMod-I(31)
    Level 22: Kick -- FrcFdb-Rechg%(A)
    Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(34), UnbGrd-Max HP%(36)
    Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(33), Rct-ResDam%(34), LucoftheG-Def(48)
    Level 28: Heightened Senses -- LucoftheG-Def/Rchg+(A), Ksm-Def/EndRdx(34), Ksm-EndRdx/Rchg(36), Ksm-Def/EndRdx/Rchg(36), LucoftheG-Def(43)
    Level 30: Maneuvers -- Ksm-Def/EndRdx(A), Ksm-Def/EndRdx/Rchg(37), Ksm-Def/Rchg(37)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(39)
    Level 35: Foot Stomp -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Acc/Dmg/Rchg(40), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg(43)
    Level 38: Superior Conditioning -- EndMod-I(A), EndMod-I(40)
    Level 41: Physical Perfection -- EndMod-I(A)
    Level 44: Cross Punch -- AbsAmz-ToHitDeb%(A), AbsAmz-Stun(45), AbsAmz-Stun/Rchg(45), Arm-Dam%(45), Arm-Dmg(46), Arm-Dmg/EndRdx(46)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Boxing -- Empty(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: Fury
    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+(33), Prv-Absorb%(33), RgnTss-Regen+(48)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-End%(A), EndMod-I(31), EndMod-I(31)
    Level 50: Agility Core Paragon
    Level 50: Ageless Core Epiphany
    Level 50: Support Core Embodiment
    ------------

     

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    I really like the high S/L resist, not pleased with the low E/N resists. But What to do? If I tank the IOs toward E/N, S/L will slide away. What I am really hoping is that I missed a big trick somewhere. I am hoping that someone will be able to remake this in some maximal fashion that I can use.

     

    That said, I am pretty fond of flight. If hover goes away that's fine (except I need that defense yo). But I like to be able to fly. Sorcery flight is fine. Normally I can't find room for flight and combat jumping, so I just tack in hover for the defense. But if you see a different way let me know.

     

    Basic strategy is to stand there not dying until you do more damage, and then keep not dying until the other guy dies... excuse me, is defeated

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