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How much damage does envenomed blades add to attacks?
EnjoyTheJourney replied to EnjoyTheJourney's topic in Dominator
Thank you for the translation. I'll do a bit of math to see if I have it right. Fast powers (1 second animation, 8 seconds base recharge) = 8.79*(0.7+0.04*8+0.4) = 8.79*1.42 = 12.48 DPA added Medium speed powers (1.5 second animation, 12 second recharge) = 8.79*(0.7*1.5+0.04*12+0.4) = 8.79*(1.05+.96+0.4) = 8.79*2.41 = 21.2 damage = 11.6 DPA added Slow powers (2.5 second animation, 20 seconds recharge) = 8.79*(0.7*2.5+0.04*20+0.4) = 8.79*(1.75+0.8+0.4) = 8.79*2.95 = 25.9 damage = 10 DPA added It's still a bit challenging to figure out whether envenomed blades are either underrated or just as bad as their reputation suggests. -
I've read the city of data entry for envenomed blades, the martial assault +damage power. But, I couldn't make heads or tails of it. In case somebody here speaks "COD" and wouldn't mind providing a translation into more everyday language, the entries for envenomed blades are further down. Thank you in advance for any insights provided. Effect Groups Show for AT: Dominator Level Check to allow any class Standard Effects 100% chance [MagExpr] points of Toxic damage (all affected targets) Magnitude Expression: 8.759*(0.16*minmax(power.base>rechargetime, 0, 20) + 0.36)/power.base>areafactor if !target.isFriend? && power.base>activateperiod == 0 && target>enttype eq 'critter' && Ne(power.base>CategoryName, 'Judgement') 100% chance [MagExpr] points of Toxic damage (all affected targets) Magnitude Expression: 8.759*(0.7*power.base>activatetime + 0.04*minmax(power.base>rechargetime, 0, 20) + 0.4) if !target.isFriend? && power.base>activateperiod == 0 && target>enttype eq 'player' && Ne(power.base>CategoryName, 'Judgement') 100% chance [MagExpr] points of Toxic damage (all affected targets) Magnitude Expression: 0.11*8.759*minmax(power.base>activateperiod, 0, 2)/power.base>areafactor if !target.isFriend? && Ne(power.base>CategoryName, 'Judgement') && Ne(power.base>activateperiod, 0)
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New trick for sending empyrean merits
EnjoyTheJourney replied to 0th Power's topic in General Discussion
Not necessarily wrong at all. The type of quotation marks used may matter. If they're the kind used in a plain text or rtf file, then the command tends to be executed. If the kind of quotes often generated by default by word processing programs is used, then the macro may fail. Here are the two types of quotation marks ... " = the right kind of quotation mark “ = not the right kind of quotation mark You should be able to insert a character, and then select the right type of quotation mark even if in a word processor. Hopefully this helps. -
You'll probably be OK a lot of the time because you'll have force feedback +recharge procs going off fairly often. But, you'll probably still drop permadom from time to time with 145.25% global recharge. Two key reasons for this is that the longer hasten is down (and it's not perma at 145% global recharge), the more recharge time is slowed down. As well, sometimes mobs will debuff your character's recharge, especially when negative energy damage or psionic damage are involved; when those debuffs start to stack up losing permadom can be the result. One key reason to try to get some resistance to slow and recharge debuffs is to keep permadom engaged. This is why you'll see parts of winter sets in a fair number of dominator builds (including the one given above).
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Earth assault only really delivers on its damage potential while in melee. Melee attacks from most mobs are both more damaging and more frequently used, overall, than ranged attacks. That said, more ranged defense would undoubtedly be helpful if there's a way to get it without giving up much. Still, IIRC barrier adds 5% to both resistances and defense even at its lowest ebb for buffs provided. So, the numbers given in Mids don't tell the whole story for defenses. Also, when power up is cast defenses get noticeably better for 10 seconds (and it has about 40% uptime). Finally, rotating barrier, melee hybrid, and unleash potential generally means that your dominator ends up being surprisingly tanky, given the constraints of the AT. In most situations inspirations and team buffs become bonuses that just make you even tankier, rather than being crutches on which you depend to avoid rapid and repeated faceplants.
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Below is another take on this combination. It incorporates some suggestions from tex's carefully thought through feedback, and some other ideas as well. The plan for defenses is to rotate between a "power up" boosted unleash potential (up about 1/3 of the time) and castings of barrier (so its period of peak effectiveness covers part of the time unleash potential is down and recharging). The demonic aura and eye of the magus clickie accolades can fill gaps if heavy fire is coming in when defenses are at a low point in the cycle. Melee core hybrid helps to further strengthen defenses. Regarding damage, seismic smash does 682 damage per hit without power up engaged, without soul drain, and with one +damage AT IO stack. But, when using seismic smash soon after it becomes available will tend to lead to 2+ stacks of bonus damage. Also, soul drain will be up close to 50% of the time and power up will be up about 40% of the time. When there is just one +damage stack, soul drain hits just one mob, and power up is activated, seismic smash does 824 damage. Damage will be noticeably higher with multiple soul drain stacks and multiple +damage stacks from the AT unique +damage IO. Plus, heavy mallet does 440 points of damage without power up or soul drain, with 1 +damage stack; hurl boulder does 382 damage with those same conditions. Average damage will be higher because soul drain and power up have pretty good uptime. Single target damage will be quite respectable, even with a low damage power like stone spears being used as part of the attack chain. AOE damage is not this build's strength. All AOE comes quite late in the build, as well, which isn't ideal. But, AOE damage is at least not terrible. When soul drain, fissure, and dark obliteration are cast together there is about 450 hit points of damage without any +damage stacks from the AT unique IO and without power up. When damage is boosted that goes up, making for some decent burst AOE from time to time. Regarding build challenges, the only source of -defense is weaken resolve, which has only a single accuracy IO in it. Mobs that stack defense can be challenging for this combination. On a connected point, dark consumption needs to hit from time to time for endurance costs to be manageable because earth assault drinks endurance pretty fast. So, Cims with their defense-boosting shouts and relentless difficulty mobs may need some team help and/or yellow inspirations to be more manageable. For lower notoriety content and especially without strong defense bonuses, though, this build should do just fine. Good luck with your dominator, however you decide to build him or her. This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Darkness Control Secondary Power Set: Earth Assault Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Force of Will Ancillary Pool: Soul Mastery Villain Profile: Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(5), BslGaz-EndRdx/Rchg/Hold(11), BslGaz-Acc/EndRdx/Rchg/Hold(21) Level 1: Stone Spears -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(36), Apc-Acc/Rchg(37), Apc-Dmg/EndRdx(36), Apc-Dmg/Rchg(37) Level 2: Living Shadows -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(A) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(25), Rct-ResDam%(50) Level 6: Possess -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(7), CrcPrs-Acc/Conf/Rchg(7), CrcPrs-Acc/Rchg(9), CrcPrs-Conf/EndRdx(9), CrcPrs-Conf%(11) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 10: Hurl Boulder -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(15), SprWntBit-Dmg/EndRdx/Acc/Rchg(15), Apc-Dam%(19), FrcFdb-Rechg%(21), OvrFrc-Dam/KB(29) Level 12: Heart of Darkness -- AbsAmz-Acc/Stun/Rchg(A), AbsAmz-Acc/Rchg(13) Level 14: Fearsome Stare -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(17), CldSns-Acc/Rchg(17), CldSns-Acc/EndRdx/Rchg(19) Level 16: Power Up -- RechRdx-I(A), RechRdx-I(37) Level 18: Boxing -- Empty(A) Level 20: Heavy Mallet -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(34), TchofDth-Dmg/Rchg(39), TchofDth-Acc/Dmg/EndRdx(43), TchofDth-Dmg/EndRdx/Rchg(43), TchofDth-Dam%(46) Level 22: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(23), UnbGrd-ResDam/EndRdx/Rchg(50) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25), ShlWal-Def/EndRdx(34), ShlWal-Def(34) Level 26: Shadow Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(27), BslGaz-EndRdx/Rchg/Hold(27), BslGaz-Acc/EndRdx/Rchg/Hold(29) Level 28: Seismic Smash -- SprBlsCol-Acc/Dmg/EndRdx(A), TchofDth-Dam%(31), Hct-Dmg/EndRdx(31), Hct-Dam%(31), UnbCns-Dam%(33), SprAscoft-Rchg/+Dmg%(33) Level 30: Mighty Leap -- WntGif-ResSlow(A) Level 32: Weaken Resolve -- Acc-I(A) Level 35: Unleash Potential -- LucoftheG-Def/Rchg+(A), RechRdx-I(46), RechRdx-I(36) Level 38: Fissure -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(39), PstBls-Dmg/Rng(39), PstBls-Acc/Dmg/EndRdx(40), PstBls-Dam%(40), FrcFdb-Rechg%(40) Level 41: Dark Embrace -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42), UnbGrd-Max HP%(43) Level 44: Soul Drain -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Rchg/KDProc(45), SprAvl-Acc/Dmg/EndRdx/Rchg(46) Level 47: Dark Obliteration -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Knock%(50) Level 49: Dark Consumption -- PreOptmz-EndMod/Acc/Rech(A) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(5), Mrc-Rcvry+(3) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) Level 30: Takeoff Level 50: Musculature Radial Paragon Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment Level 50: Degenerative Core Flawless Interface ------------
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A few thoughts on feedback from Outrider_1 ... More robust defenses are quite helpful at higher notoriety levels when engaging with more challenging content. Relying only on defenses and having low resists tends to lead to brittle characters that are more likely to rapidly faceplant. Also, my own experiences with the absorb proc are that it's quite helpful when it's needed most. To each their own, though, as the answer to "how often does your dominator faceplant before it starts to feel bothersome?" is a matter of personal preference. Still, despite the loss of ranged defense the idea of removing one slot from possess is potentially appealing. One idea for that slot could be fearsome stare, another could be heart of darkness, and another could be bone smasher. The estimated average damage done per use / cast for each of these three powers from adding a damage proc is as follows: fearsome stare: damage = 41, AOE for 10 targets max, recharge is 12 seconds heart of darkness: damage = 64, AOE for 16 targets max, recharge is 27 seconds bone smasher: damage = 34, single target, recharges in 3 seconds The next consideration is which of these powers would get used the most in team and solo play. Because energy assault loves melee range, using fearsome stare more than once during a battle entails a DPS loss (jump up or back, cast, re-enter melee). It's probably best used as an opener and then saved for the next spawn, instead of spamming it when it comes up. Shadow field and heart of darkness work better for crowd control once in the thick of of melee combat. Also, especially (but not only) when soloing it's helpful to have AOE burst damage available near the start of a fight. That's when heart of darkness, total focus (activates energy focus, activates +damage AT IO), and then two consecutive whirling hands castings would shine (when in energy focus mode whirling hands recharges immediately, allowing it to be cast twice in a row). With power up engaged and one stack of the +damage AT IO activated that would be about 620 damage with five slots in heart of darkness and about 680+ damage with a sixth slot in heart of darkness (and a damage IO in that sixth slot). If the -res IO in whirling hands activates on the first cast, then damage over slightly higher than 700 is likely. That's a reasonable amount of burst damage, not too far behind the nukes of multiple ATs (not blasters, of course). The cast time is noticeably slower than a traditional nuke. But, it's perhaps generally safer to do than many PbAOE nukes because the opening skill used is heart of darkness. Another possibility is to add a slot to bonesmasher. It has roughly 170 DPA without a damage proc in a sixth slot and about 200 DPA with a damage proc in a sixth slot. Since bonesmasher ends up being used a lot in the single target attack chain, it would add noticeably to efforts to take down hard targets. Personally, I'd favor heart of darkness as a first choice and bonesmasher as a second choice. It wouldn't break the OP's character, no matter what was chosen. But, having strong AOE burst damage to open fights is something many dominators lack and building it up seems worthwhile.
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This is a reasonable build. Some tweaks could help. First, keep domination toggled off when evaluating your dominator builds. The big "to hit" bonus from domination only applies for the first 15 seconds after domination activates, and so to see your character's true "to hit" chances for the remaining 75 seconds for each domination cycle you need it toggled off. You'll see some "to hit" challenges once you do that and you'll want to address them (power bolt, heart of darkness, and even sniper blast). Stealth: The most impactful tweak would be to swap out stealth and replace it with maneuvers. Bear in mind that the defense bonus on stealth is actually about 2% once it suppresses (ie: when you attack or touch a glowie). So, the defense totals you were seeing on-screen were overstated by about 8% whenever you're in battle and stealth is suppressed. Thus, your actual smash / lethal defense totals with maneuvers in the build in place of stealth would be close to 40% (about 1% higher than with stealth remaining in the build, plus maneuvers also helps teammates and your pets). You can put the unique "celerity" run speed "stealth" IO into sprint for stealth that doesn't use up any slots. The cost would slightly rise from .33 endurance to .39 endurance per second. Fitting in the steadfast +3% defense / resistance IO would improve defenses at the cost of one slot. You could replace the unbreakable guard recharge / resist IO with the steadfast defense / resist IO and improve defenses slightly across the board. That would bring your smash / lethal resists to 41%. Next, take 1 slot each from fearsome stare (remove the psi damage IO), remove a damage IO from heart of darkness, and remove a slot from sleet (the -res IO)*. Put those 3 slots into boxing and put in 4 kinetic combat IOs. At this point smash / lethal defenses will be 44.84%, which will make your dominator noticeably tougher in many situations. *The -res IO now in sleet will seldom trigger because sleet is a pseudo-pet, and is probably not worth the slot even if you had slots to spare. The psi damage proc in fearsome stare is a minor loss. The more noticeable loss is the proc IO from heart of darkness because that power can be used in conjunction with whirling hands (which can be used twice consecutively if you prime it beforehand with total focus). One casting of a proc-bombed heart of darkness followed soon by two consecutive whirling hands castings adds up to some quite decent burst AOE, and so losing even one damage proc from heart of darkness is a noticeable loss. But, getting to softcap for smash / lethal defenses helps enough that it's probably still a good tradeoff. Switch the force feedback +recharge IO out of power bolt and replace it with a Hami-O Nucleolus. Accuracy is so low in this power that the to hit chance is 70% and the proc will very seldom activate with that low a chance to hit, plus the short recharge and quick cast speed of the power itself. In case you hadn't tried it yet, toggle "energy focus" on and off to see how much harder power burst hits with energy focus engaged. The difference in damage is *very* noticeable, which makes using total focus just before using power burst a good default approach to using both powers. Hopefully this helps. This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Darkness Control Secondary Power Set: Energy Assault Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Ice Mastery Villain Profile: Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/Rchg(5) Level 1: Power Bolt -- HO:Nucle(A) Level 2: Bone Smasher -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/Rchg(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5) Level 6: Possess -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(7), CrcPrs-Acc/Conf/Rchg(7), CrcPrs-Acc/Rchg(9), CrcPrs-Conf/EndRdx(9), CrcPrs-Conf%(11) Level 8: Fearsome Stare -- CldSns-%Dam(A), CldSns-Acc/EndRdx/Rchg(11), CldSns-ToHitDeb/EndRdx/Rchg(13), CldSns-Acc/Rchg(13) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 12: Heart of Darkness -- Obl-%Dam(A), CldSns-%Dam(17), ScrDrv-Dam%(42), AbsAmz-Acc/Stun/Rchg(42), AbsAmz-Acc/Rchg(42) Level 14: Super Jump -- WntGif-ResSlow(A) Level 16: Power Up -- RechRdx-I(A) Level 18: Haunt -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(19), ExpRnf-EndRdx/Dmg/Rchg(19), ExpRnf-Acc/Dmg(21) Level 20: Whirling Hands -- Arm-Dam%(A), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(23), Arm-Dmg/Rchg(23), Arm-Dmg(25), FuroftheG-ResDeb%(25) Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(37), KntCmb-Dmg/Rchg(40), KntCmb-Dmg/EndRdx/Rchg(43) Level 24: Tough -- GldArm-3defTpProc(A), UnbGrd-Max HP%(43), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(46), StdPrt-ResDam/Def+(46) Level 26: Shadow Field -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(27), BslGaz-EndRdx/Rchg/Hold(27), BslGaz-Acc/Rchg(34) Level 28: Total Focus -- Hct-Dam%(A), Hct-Dmg/EndRdx(29), Hct-Dmg/Rchg(29), Hct-Acc/Dmg/Rchg(31), Hct-Dmg(31), SprAscoft-Rchg/+Dmg%(31) Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), Ksm-ToHit+(50) Level 32: Umbra Beast -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33) Level 35: Sniper Blast -- StnoftheM-Dmg/EndRdx(A), StnoftheM-Acc/Dmg(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dam%(37), GldJvl-Dam%(37) Level 38: Power Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), Apc-Dam%(39), FrcFdb-Rechg%(40), OvrFrc-Dam/KB(40) Level 41: Sleet -- RechRdx-I(A), RechRdx-I(43) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def/EndRdx(45), ShlWal-Def(45) Level 47: Hoarfrost -- Prv-Heal(A), Prv-Heal/EndRdx(48), Prv-EndRdx/Rchg(48), Prv-Heal/Rchg(48), Prv-Heal/Rchg/EndRdx(50), Prv-Absorb%(50) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- NmnCnv-Regen/Rcvry+(A) Level 1: Stamina -- PrfShf-End%(A) Level 1: Energy Focus Level 49: Quick Form Level 14: Double Jump ------------
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Fire assault is well known for its potentially very high single target damage. Thus, plant, fire and mind primaries will be paired with fire assault and either fire or ice masteries in a set of tests. Gravity / fire may also be added into the mix, and perhaps dark / fire. The first test was a plant / fire / fire dominator Pylon defeat: 4:42, 264 DPS, plus 1 "failed" pylon defeat, 5:46, 239 DPS Trapdoor run: 6:52 - 2 pylon defeats, 1 trapdoor run T4 Intuition radial, T4 degenerative core, T4 ageless core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. Fly trap was used for both the pylon defeat and for the trapdoor run. Key aspects of this build were (just barely) softcapped ranged defense paired with hover and fly, for a hover-blasting ranged dominator. But, defenses beyond that were a bit more brittle against receiving a series of hits than quite a few other builds in this thread. Also, all those ranged defense set bonuses came at a price to damage, which showed up in the pylon defeat time. The pylon defeats were challenging for this build. In fact, for the first pylon defeat life almost hit zero after a series of consecutive pylon hits while melee core hybrid was recharging. So, to stay alive it became necessary to hide behind a wall and use rest, which substantially inflated the pylon defeat time. That pylon defeat should probably be deemed a "failed" effort because the time spent resting meant it wasn't a good test of single target DPS. Even during the second run regular refreshing of spirit tree and rotating melee core hybrid were needed to avoid using inspirations or to hide at some point. That probably inflated the defeat time, at least somewhat. The single target attack chain was embrace of fire (as soon as it is available), blaze, blazing bolt, fire blast, fireball, blaze, fire blast, ... with flares as a filler if everything else was on cooldown. It was unexpected and a bit confusing that the pylon seemed to hit so often against softcapped ranged damage. But, perhaps the pylon tests against AOE damage instead of ranged, as it hit noticeably more often than not. Edit: jojogladco pointed to a resource showing that it is, indeed, AOE damage defenses that the pylon tests against. So, my expectation that softcapped ranged defense would matter was clearly wrong. That's probably a *big* part of why the trapdoor run was so much smoother than the pylon defeat. Trapdoor, in contrast to the pylon defeat, was breezy and easy. There were no dangerous moments for that run. Even with plenty of driver mistakes along the way the clear time would probably be considered reasonably good for most ATs and builds; a better executed run could have shaved off a noticeable amount of time. Overall, this seems like a good team build, even though it may not be one of the better choices available for soloing harder content. This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Plant Control Secondary Power Set: Fiery Assault Power Pool: Speed Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Fire Mastery Villain Profile: Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(5), BslGaz-EndRdx/Rchg/Hold(5), BslGaz-Acc/EndRdx/Rchg/Hold(7) Level 1: Flares -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(36) Level 2: Roots -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(3) Level 4: Fire Breath -- Artl-Acc/Dam(A), Artl-Dam/End(19), Artl-Dam/Rech(19), Artl-Acc/Dam/Rech(21), Artl-Acc/Rech/Rng(17), Artl-End/Rech/Rng(50) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 8: Seeds of Confusion -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(11), SprAscoft-EndRdx/Rchg(11), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(13), SprAscoft-Rchg/+Dmg%(9) Level 10: Fire Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(23), Thn-Dmg/Rchg(25), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(21), Thn-Dmg/EndRdx/Rchg(34) Level 12: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15), Rct-ResDam%(13), Rct-Def(45) Level 14: Kick -- Empty(A) Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(17) Level 18: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(34), BslGaz-EndRdx/Rchg/Hold(43), BslGaz-Acc/EndRdx/Rchg/Hold(42) Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23) Level 22: Fly -- WntGif-ResSlow(A) Level 24: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(29) Level 26: Carrion Creepers -- JvlVll-Acc/Dmg(A), JvlVll-Dam%(31), PstBls-Dam%(27), Bmbdmt-+FireDmg(27), TraoftheH-Dam%(33) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(37), ShlWal-Def/EndRdx(34), ShlWal-Def(31) Level 30: Consume -- EffAdp-EndMod/Acc/Rchg(A) Level 32: Fly Trap -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-EndRdx/Dmg/Rchg(36), ExpRnf-+Res(Pets)(40) Level 35: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Dmg/ActRdx/Rchg(39), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dam%(37), GldJvl-Dam%(43) Level 38: Blaze -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(40) Level 41: Fire Ball -- Artl-Acc/Dam(A), Artl-Dam/End(43), Artl-Dam/Rech(46), Artl-Acc/Dam/Rech(45), Artl-Acc/Rech/Rng(46), Artl-End/Rech/Rng(50) Level 44: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(46), StdPrt-ResDam/Def+(45) Level 47: Rain of Fire -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50) Level 49: Spirit Tree -- Prv-Absorb%(A) Level 1: Domination Level 1: Brawl -- KntCmb-Acc/Dmg(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Flight-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(29) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 50: Degenerative Core Flawless Interface Level 50: Storm Elemental Radial Superior Ally Level 50: Intuition Radial Paragon Level 50: Ion Radial Final Judgement Level 50: Melee Core Embodiment Level 50: Barrier Core Epiphany Level 22: Afterburner ------------
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I'd echo Tex's suggestion, and suggest that musculature core is a good choice. Take barrier core for your destiny pick if your defenses are a little lacking. Otherwise, take ageless for more recharge and better damage (and more access to AOE controls that allow you to take the initiative against mobs). Considering taking and trying out melee core hybrid for better resists, regen, and mez protection (assault maxes out damage, but melee core hybrid adds sooo much to survivability, in most content).
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There's a bit of confusion, at least on my part, about what group invisibility does. Can group invisibility stack with a stealth IO in sprint to provide full invisibility and/or does it provide full invisibility on its own? Alternatively, is superior invisibility markedly "superior" to regular invisibility (ie: like the kind the concealment pool provides)?
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Thank you for weighing in. After reflecting on how to test this, I made an illusion character on the beta server, set their level to 12, took group invisibility, and tested out whether or not group invisibility would keep returning characters to a fully invisible state after the flag clears. Test results suggest quite clearly that Carnifax is correct. Group invisibility confers invisibility that returns again and again until its duration expires. Come to think of it, I should have set things up so that base defense was visible the entire time to ensure that the defense bonus changes along with the invisible - or - not - invisible status changes. I'll probably do that this evening.
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As per the subject line ... If group invisibility returns somebody to an invisible state after the usual cooldown period following an attack or other action that would cancel invisibility or stealth, then it's a good substitute for the personal invisibility toggle. If the first attack made cancels the invisibility for the remainder of the spell's duration and only the suppressed defense total remains, then it's not as appealing.
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Under the "this seems sorta kinda interesting, might as well put it here" category, a gravity / storm / psi controller did about as well as some dominators in the pylon defeat / trapdoor run test. But, it still seems decent for a controller. Information given below: Gravity / storm / psi controller Pylon defeat: 2:41, 390 DPS Trapdoor run: 11:14 - 1 pylon defeat and 1 trapdoor run T4 musculature core, T4 degenerative core, T4 ageless core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. The fluid single target attack chain and all the helpers (freezing rain, tornado, lightning storm, singularity) made the trapdoor run feel both busy and smooth, even though it wasn't quick. This build loves recharge not only for the storm powers, but also for key defensive powers and to have controls ready when damage starts to come in too fast. For example, one of the mixed council / arachnos spawns got this character to about 20% hit points before wormhole and melee hybrid recharged, which helped to firm things up. With ranged defense not being softcapped, mezzing mobs and good resists / regen are particularly important for survivability. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! The Last Psion: Level 50 Mutation Controller Primary Power Set: Gravity Control Secondary Power Set: Storm Summoning Power Pool: Flight Power Pool: Sorcery Power Pool: Speed Power Pool: Fighting Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Lift -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(13), Thn-Acc/Dmg/EndRdx(34), Thn-Dmg/EndRdx/Rchg(40) Level 1: Gale -- Acc-I(A) Level 2: Gravity Distortion -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 4: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(7) Level 6: Propel -- Apc-Dam%(A), Apc-Dmg(15), Apc-Acc/Dmg/Rchg(17), Apc-Acc/Rchg(17), Apc-Dmg/EndRdx(19), SuddAcc--KB/+KD(19) Level 8: Crushing Field -- Artl-Acc/Dam(A), Artl-Dam/End(9), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(11), Artl-Acc/Rech/Rng(11), Artl-End/Rech/Rng(13) Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(21), Rct-Def(21), Rct-Def/EndRdx(23), DS:DSyncEndRes(45) Level 12: Mystic Flight -- WntGif-ResSlow(A) Level 14: Arcane Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(15), SprWntBit-Acc/Dmg/EndRdx(25), SprWntBit-Acc/Dmg/Rchg(25), SprWntBit-Dmg/EndRdx/Acc/Rchg(36) Level 16: Freezing Rain -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(36), DS:DSyncSlowRechEnd(46) Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(23), BslGaz-EndRdx/Rchg/Hold(36), BslGaz-Acc/EndRdx/Rchg/Hold(37) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 22: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(45) Level 24: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(43) Level 26: Wormhole -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(27), SprWiloft-EndRdx/Rchg(27), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(29), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(42), SprWiloft-Rchg/Dmg%(34) Level 28: Tough -- StdPrt-ResDam/Def+(A) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31) Level 32: Singularity -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-EndRdx/Dmg/Rchg(33), SuddAcc--KB/+KD(34) Level 35: Tornado -- SlbAll-Dmg/EndRdx(A), SvrRgh-Dmg/EndRdx(39), RechRdx-I(39), ExpRnf-EndRdx/Dmg/Rchg(39), SuddAcc--KB/+KD(40), FrcFdb-Rechg%(46) Level 38: Lightning Storm -- Thn-Dmg/EndRdx/Rchg(A), Thn-Dmg/Rchg(42), Thn-Dmg/EndRdx(42), RechRdx-I(43), OvrFrc-Dam/KB(45), FrcFdb-Rechg%(43) Level 41: Indomitable Will -- RechRdx-I(A) Level 44: Mind Over Body -- GldArm-ResDam(A), GldArm-End/Res(46) Level 47: Psionic Tornado -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50), FrcFdb-Rechg%(50) Level 49: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(50) Level 1: Containment Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Flight-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(37), Mrc-Rcvry+(37) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40) Level 22: Arcane Power Level 1: Prestige Power Dash -- Run-I(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 4: Ninja Run Level 50: Ion Radial Final Judgement Level 50: Melee Core Embodiment Level 50: Degenerative Core Flawless Interface Level 50: Carnival Radial Superior Ally Level 50: Ageless Core Epiphany Level 50: Musculature Core Paragon ------------
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This is the third of a trio of closely related builds to report about. Fire / earth / ice dominator Pylon defeat: 4:05, 284 DPS Trapdoor run: 9:00 - 1 pylon defeat and 1 trapdoor run T4 musculature core, T4 degenerative core, T4 ageless core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. Key changes here are that this build has no pets and it has hot feet to help out with AOE damage. Also, the +damage AT IO is in char, and not seismic smash. The pylon defeat took longer, but in exchange the trapdoor clear time noticeably improved. Randomness associated with single runs may account for some of the differences in times across the builds. But, there does seem likely to be some practical effect from build differences, nonetheless. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Fire Control Secondary Power Set: Earth Assault Power Pool: Sorcery Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Ice Mastery Hero Profile: Level 1: Char -- HO:Nucle(A), Apc-Dmg/EndRdx(3), GhsWdwEmb-Dam%(3), NrnSht-Dam%(5), GldJvl-Dam%(5), SprAscoft-Rchg/+Dmg%(7) Level 1: Stone Spears -- HO:Nucle(A) Level 2: Fire Cages -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(27), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(33), Rgn-Knock%(43) Level 4: Mystic Flight -- WntGif-ResSlow(A) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7) Level 8: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx/Rchg(19), SprAvl-Acc/Dmg/Rchg(25) Level 10: Hurl Boulder -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(11), SprWntBit-Dmg/EndRdx/Acc/Rchg(11), Apc-Dam%(17), FrcFdb-Rechg%(17), OvrFrc-Dam/KB(19) Level 12: Flashfire -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(13), AbsAmz-Acc/Rchg(13), AbsAmz-EndRdx/Stun(15), AbsAmz-ToHitDeb%(15) Level 14: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(33) Level 16: Power Up -- RechRdx-I(A), RechRdx-I(34) Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(34), BslGaz-EndRdx/Rchg/Hold(34), BslGaz-Acc/EndRdx/Rchg/Hold(36) Level 20: Heavy Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/EndRdx(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(23), SprBlsCol-Rchg/HoldProc(23), TchofDth-Dam%(25) Level 22: Rune of Protection -- GldArm-3defTpProc(A), GldArm-End/Res(36), GldArm-ResDam(36) Level 24: Boxing -- Empty(A) Level 26: Bonfire -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(27) Level 28: Seismic Smash -- HO:Nucle(A), Hct-Dmg(29), Hct-Dmg/EndRdx(29), Hct-Dam%(31), UnbCns-Dam%(31), SprEnt-Rchg/AbsorbProc(31) Level 30: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45), UnbGrd-Max HP%(46) Level 32: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(37), Rct-Def(40), Rct-Def/EndRdx(43) Level 35: Sleet -- RechRdx-I(A), RechRdx-I(37), AchHee-ResDeb%(37) Level 38: Fissure -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(39), PstBls-Dmg/EndRdx(39), PstBls-Acc/Dmg/EndRdx(39), PstBls-Dam%(40), FrcFdb-Rechg%(40) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def/Rchg(42), ShlWal-Def(43) Level 44: Hoarfrost -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(50), RechRdx-I(50) Level 47: Ice Storm -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(48), RechRdx-I(48) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(46), Mrc-Rcvry+(46) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(48) Level 50: Degenerative Core Flawless Interface Level 50: Melee Core Embodiment Level 50: Ageless Core Epiphany Level 50: Intuition Radial Paragon Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------
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For a more direct comparison, only the assault set is swapped for this next test run, compared to the prior post ... Gravity / earth / ice dominator (Earth Smash!) Pylon defeat: 2:41, 366 DPS Trapdoor run: 11:05 - 1 pylon defeat and 1 trapdoor run T4 musculature core, T4 degenerative core, T4 ageless core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. Single target damage seems quite good for earth assault, at least for this one pylon defeat. Singularity helped out by staying alive the full time against the pylon, though, which would have influenced in the pylon defeat time. Earth assault feels a bit light for AOE damage and that shows up quite clearly in the trapdoor time. Between the 10 target limit for fissure, the low DPA for tremor, and the low DPS for mud pots, perhaps AOE damage can't be brought to a place that significantly speeds up clearing +4x8 content without heavy proc usage and a lot of emphasis on increasing recharge. The trapdoor run was actually more dangerous for this dominator than for the gravity / energy / ice dominator, despite better defenses for this one. A bit of bad luck with debuffs and hits brought hit points to under 1/4, at one point, with hoarfrost, wormhole, and gravity distortion field still recharging and with both melee core hybrid and rune of protection both recharging. It was pretty much the worst case scenario for this build, in terms of having key defensive powers and the most potent AOE controls all unavailable for about 20ish seconds. This dom survived that by engaging melee core hybrid when it (finally!) recharged and ultimately life was near full again before the next spawn. This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Gravity Control Secondary Power Set: Earth Assault Power Pool: Leaping Power Pool: Speed Power Pool: Sorcery Power Pool: Fighting Ancillary Pool: Ice Mastery Villain Profile: Level 1: Lift -- OvrFrc-Acc/Dmg/End(A), Apc-Dmg(3), Thn-Acc/Dmg/EndRdx(3), GldJvl-Dam%(5), ExpStr-Dam%(5) Level 1: Stone Spears -- HO:Nucle(A) Level 2: Gravity Distortion -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(7), BslGaz-EndRdx/Rchg/Hold(7), BslGaz-Acc/EndRdx/Rchg/Hold(9) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(9) Level 8: Crushing Field -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(11), SprFrzBls-Dmg/EndRdx/Acc/Rchg(13) Level 10: Hurl Boulder -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(13), GldJvl-Dam%(15), Apc-Dam%(15), FrcFdb-Rechg%(17), OvrFrc-Dam/KB(17) Level 12: Mystic Flight -- WntGif-ResSlow(A) Level 14: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(21) Level 16: Power Up -- RechRdx-I(A), RechRdx-I(23) Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(23), BslGaz-EndRdx/Rchg/Hold(25), BslGaz-Acc/EndRdx/Rchg/Hold(25) Level 20: Heavy Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(27), SprBlsCol-Dmg/EndRdx(27), SprBlsCol-Dmg/EndRdx/Acc/Rchg(29), SprBlsCol-Rchg/HoldProc(29), TchofDth-Dam%(31) Level 22: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(33), UnbGrd-Max HP%(33) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(33), Rct-Def(34), Rct-Def/EndRdx(34) Level 26: Wormhole -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(34), AbsAmz-Acc/Stun/Rchg(36), AbsAmz-Acc/Rchg(36), AbsAmz-EndRdx/Stun(36), FrcFdb-Rechg%(37) Level 28: Seismic Smash -- GldStr-Acc/Dmg/End/Rech(A), Hct-Dmg(37), Hct-Dam%(37), UnbCns-Dam%(39), SprEnt-Rchg/AbsorbProc(39), SprAscoft-Rchg/+Dmg%(39) Level 30: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(46) Level 32: Singularity -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(45), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-EndRdx/Dmg/Rchg(46) Level 35: Sleet -- AchHee-ResDeb%(A), RechRdx-I(40), DS:DSyncSlowRechEnd(40) Level 38: Fissure -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(40), PstBls-Dmg/Rng(43), PstBls-Acc/Dmg/EndRdx(43), PstBls-Dam%(43), FrcFdb-Rechg%(45) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def(42) Level 44: Hoarfrost -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg(48), Prv-Heal/Rchg/EndRdx(50) Level 47: Ice Storm -- Rgn-Acc/Dmg/Rchg(A), Rgn-Dmg/EndRdx(48) Level 49: Rune of Protection -- GldArm-3defTpProc(A), GldArm-End/Res(50), GldArm-ResDam(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(46), Mrc-Rcvry+(48) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(21) Level 50: Degenerative Core Flawless Interface Level 50: Ageless Core Epiphany Level 50: Melee Core Embodiment Level 50: Musculature Core Paragon ------------
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Slotting storm - Whither the achilles' heel -res proc
EnjoyTheJourney replied to EnjoyTheJourney's topic in Archetypes
If there is an average of 3 activations per minute, then the formula becomes ... 64% * 16.5 / 60^ = 0.64 * 0.275 = 17.6% damage boost, on average. ^ 3 activations * 5.5 seconds = 16.5 seconds per 60 seconds of activation time, hence 16.5 / 60. 64% is the damage buff provided by the proc. The bigger question is whether it's best to find room for procs (other than FF +recharge, knockback to knockdown), or to maximize +recharge and endurance reduction. More time with multiple tornados out has a good payoff both for damage and for crowd control. Plus, endurance management is so challenging for storm characters that easing that helps quite a few things go better. -
Slotting storm - Whither the achilles' heel -res proc
EnjoyTheJourney replied to EnjoyTheJourney's topic in Archetypes
These results seem quite meaningful, even if a bit disappointing. Storm builds (like many others) are often starved for slots. And, knowing that the return is low for adding in a -res proc for freezing rain helps when weighing where to allocate slots. It also helps to know that damage procs or other IOs are likely to provide a better return per slot used in tornado than when a -res proc is slotted. Thank you for your work. -
Another thought occurred a little while back. You might also consider a gravity / poison controller, in addition to a grav / psi / soul dominator. Both could thrive as 2x fold space characters. The grav / psi dominator would do more damage overall. But, the grav / poison controller could still have good single target damage and poison's hefty debuffs would help to speed up teams quite a bit. Since you have extensive experience with poison you might find it interesting to see how differently it plays on a controller than it does on a defender. Good luck to you either way.
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How many activations per mob, per minute of the achilles' heel -res proc would be the average for tornado and for freezing rain (assuming 2 were out of each)? I can't help wondering whether the freezing rain pseudopet produces more activations than tornado because it hits more mobs on average. But, perhaps freezing rain causes more random activations and spreads them out across more mobs; perhaps with hard single target (boss and above) damage in mind tornado is a better place for a -res proc, if a choice needs to be made? If pets and pseudopets use the same formula for determining proc activations, then it would seem that freezing rain is the better choice, especially because that frees up a slot on tornado for more damage, recharge, and/or endurance reduction.
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Storm offers two distinctly different places in which to slot the achilles' heel -res proc. It can go in freezing rain and/or it can go in tornado. IIRC freezing rain is a pseudopet and its chances of activating achilles' heel are probably not very high on a "per mob" basis. Still, it should be checking once every 10 seconds for its duration of 30 seconds and it can check for possible activations across many mobs. Often two freezing rains can be active at a time, which doubles the "per mob" activation chances (albeit probably from a low base). Tornado is a pet, but with a DOT attack that activates so frequently that its odds of triggering the -res proc are not high on a "per activation" basis. But, with many ticks taking place the number of activations will tend to be a bit more in line with average activations per minute, there will often be two tornados out at once, and it can hit multiple mobs at the same time. If you had to choose only one of these two places in which to put an achilles' heel -res proc, which one of these two choices would you pick? How many activations per minute, per mob would seem likely with two tornados out at once? Two freezing rains at once? Edit & PS: It seems that freezing rain is better than tornado because ultimately they would both check only once every 10 seconds for a proc activation. However, that still leaves the question about the average -res total applying to each mob that stays in range of freezing rain for each 10 second span.
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I have a trio of builds to finish up testing and comparing, involving gravity control (2 builds) and fire control (1 build). The assault sets are earth assault (2 builds) and energy assault (1 build). Ice mastery was used for all of them, for easier comparison afterward. The first is completed, and so here it is ... Gravity / energy / ice dominator Pylon defeat: 2:50, 353 DPS Trapdoor run: 8:52 - 1 pylon defeat and 1 trapdoor run T4 musculature core, T4 degenerative core, T4 ageless core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. I was expecting trouble with this build because smash / lethal defenses aren't quite softcapped. And, it turned out that hoarfrost was needed 3 times during the trapdoor run, once for the pylon defeat. The pylon defeat showed my relative inexperience with energy assault; in the hands of somebody who has played energy assault more it's highly probable the DPS could have been closer to 400, especially because singularity stayed alive for the whole fight. The trapdoor run wasn't particularly smooth, but not terrible either. I finally figured out partway through that I could build energy focus with total focus, then use the AOE twice in a row. That cleared spawns a bit faster. In terms of tactics, for the pylon defeat the sequence for attacks was sleet and power up when they were available, with the single target attack chain consisting of total focus, power burst, sniper blast, lift, repeat, and use power bolt if nothing else was recharged. For trapdoor wormhole was used to group mobs into an easy-to-see location, then crushing field was cast, then sleet, then power up, ice storm, then whirling hands (sometimes total focus before whirling hands, so it could be repeated again right away). Single target attacks were used until an AOE or power up or sleet became available again, in general. This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Gravity Control Secondary Power Set: Energy Assault Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Sorcery Ancillary Pool: Ice Mastery Villain Profile: Level 1: Lift -- OvrFrc-Acc/Dmg/End(A), Apc-Dmg(5), Thn-Acc/Dmg/EndRdx(7), GldJvl-Dam%(7), ExpStr-Dam%(9) Level 1: Power Bolt -- HO:Nucle(A) Level 2: Gravity Distortion -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 8: Crushing Field -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Acc/Dmg(9), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43) Level 10: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/Rchg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50) Level 12: Mystic Flight -- WntGif-ResSlow(A) Level 14: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(15), UnbGrd-ResDam/EndRdx(15), UnbGrd-EndRdx/Rchg(17), UnbGrd-Max HP%(17) Level 16: Power Up -- RechRdx-I(A), RechRdx-I(19) Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-EndRdx/Rchg/Hold(21), BslGaz-Acc/EndRdx/Rchg/Hold(21) Level 20: Whirling Hands -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(27), Arm-Acc/Rchg(27), Arm-Dmg/EndRdx(33), Arm-Dam%(34), FuroftheG-ResDeb%(34) Level 22: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(23), Rct-Def(23), Rct-Def/EndRdx(25) Level 24: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(25) Level 26: Wormhole -- AbsAmz-Stun(A), AbsAmz-Acc/Stun/Rchg(34), AbsAmz-Acc/Rchg(37), AbsAmz-EndRdx/Stun(40), AbsAmz-Stun/Rchg(42), FrcFdb-Rechg%(43) Level 28: Total Focus -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(29), Hct-Dmg/EndRdx(31), Hct-Dam%(33), SprAscoft-Rchg/+Dmg%(33) Level 30: Rune of Protection -- GldArm-3defTpProc(A), GldArm-End/Res(31), GldArm-ResDam(31) Level 32: Singularity -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(43), ExpRnf-Acc/Dmg/Rchg(46), ExpRnf-EndRdx/Dmg/Rchg(46) Level 35: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dam%(37), GldJvl-Dam%(37) Level 38: Power Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), Apc-Dam%(39), FrcFdb-Rechg%(40), OvrFrc-Dam/KB(40) Level 41: Sleet -- AchHee-ResDeb%(A), DS:DSyncSlowRechEnd(42), RechRdx-I(42) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def/EndRdx(45), ShlWal-Def(45) Level 47: Ice Storm -- Rgn-Dmg/Rchg(A), Rgn-Dmg/EndRdx(48) Level 49: Hoarfrost -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg(50), Prv-Heal/Rchg/EndRdx(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(13) Level 1: Stamina -- PrfShf-End%(A) Level 1: Energy Focus Level 49: Quick Form Level 50: Musculature Core Paragon Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment Level 50: Degenerative Core Flawless Interface ------------
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We have a figure of 353 DPS (IIRC) from a pylon defeat contributed by Voltak, who was playing a dark / dark dominator; you can find his threads about defeating different AVs with a dark / dark dominator. In fact, his threads are a good starting point for looking at how to put together dominator builds in general and how to play them. It would be interesting to see how quickly a dark / dark dominator can clear medium difficulty, high notoriety content, such as a trapdoor run.