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EnjoyTheJourney

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Everything posted by EnjoyTheJourney

  1. After experimenting in a variety of content for a few days, survivability seems better than fine. In fact, it's probably better than needed for most content. TFs completed without any defeats includes both a lvl 54 MoMLTF (not successful, as a teammate was defeated) and lvl 54 MoLRSF (successful, with great teammates for both of these, which obviously helps a lot). Soloing cysts for mission 2 while doing (team) speed ITF runs goes just fine, at least at lower notoriety levels. The build exemps just fine as well, at least all the way down to Synapse TFs. One test not yet done, and one of the hardest I'd likely attempt with this build, would be to run a level 44 ITF with enemies buffed as part of an all-stalker team. No matter the content, shadow meld seldom gets used other than as a LoTG mule; other circuit-breakers work well enough on the clear majority of occasions that using shadow meld typically doesn't become the most appealing option at any point. At this point, I'll probably keep the build given here for more challenging content, especially with new options for more challenging play coming to the game. But, I'll also put together a more damage-focused second build. Several posts made here have been helpful for that, and my thanks to those who took the time to make them.
  2. The most commonly used ST chain won't involve starting with an assassination. But, when possible starting with an assassination provides better burst damage, with "lower time from getting aggro to enemy defeat." That's a get-hit-as-little-as-possible approach, in the end. SuperPlyx: Good catch on the other 3% global defense IO. It was a surprising omission from the earlier build. As for the Impervious skin unique IO, I never realized that it is as appealing as it is. I'll still keep Numina's in, though, as the regen loss isn't large and the recovery bonus in Numina's has some value in how it helps (even is oh so modestly) to rely slightly less on energy drain to keep endurance totals in a healthy place. The status resistance unique IO will stay on my radar for future builds, though, especially for high hit point characters such as tanks and brutes. A revised build is given below: This Villain build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Energy Melee Secondary Power Set: Energy Aura Power Pool: Force of Will Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Energy Punch -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(5), SprAssMar-Acc/Dmg/Rchg(7), SprAssMar-Dmg/EndRdx/Rchg(9), SprAssMar-Acc/Dmg/EndRdx/Rchg(9), SprAssMar-Rchg/Rchg Build Up(5) Level 1: Hide -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(50) Level 2: Kinetic Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(3), RedFrt-Def(3) Level 4: Power Shield -- ShlWal-Def/EndRdx(A), ShlWal-Def(15), ShlWal-Def/Rchg(15), ShlWal-Def/EndRdx/Rchg(17) Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(7), SprStlGl-Acc/Dmg/Rchg(11), SprStlGl-Dmg/EndRdx/Rchg(13), SprStlGl-Acc/Dmg/EndRdx/Rchg(13), SprStlGl-Rchg/Hide%(11) Level 8: Build Up -- GssSynFr--ToHit(A) Level 10: Entropy Shield -- EndRdx-I(A) Level 12: Weaken Resolve -- Acc-I(A) Level 14: Kick -- Empty(A) Level 16: Kinetic Dampening -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(17), TtnCtn-ResDam/Rchg(19), TtnCtn-ResDam/EndRdx/Rchg(19), StdPrt-ResDam/Def+(23), GldArm-3defTpProc(27) Level 18: Power Crash -- Erd-Acc/Dmg/Rchg(A), Erd-Acc/Dmg/EndRdx/Rchg(27), Erd-%Dam(29), Arm-Dam%(25), Arm-Acc/Dmg/Rchg(34) Level 20: Tough -- UnbGrd-Max HP%(A), TtnCtn-ResDam/EndRdx(21), TtnCtn-ResDam/Rchg(21), TtnCtn-ResDam(25), TtnCtn-ResDam/EndRdx/Rchg(31) Level 22: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def(23), ShlWal-Def/EndRdx(34), ShlWal-Def/Rchg(48), ShlWal-Def/EndRdx/Rchg(31) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 26: Total Focus -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(36), Hct-Acc/Rchg(36), Hct-Dmg/EndRdx(37), Hct-Dam%(37), GldStr-%Dam(46) Level 28: Energy Drain -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), Rct-Def(48) Level 30: Mighty Leap -- WntGif-ResSlow(A) Level 32: Energy Transfer -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/EndRdx(33), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Rchg/HoldProc(40) Level 35: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(39), Prv-Absorb%(43) Level 38: Moonbeam -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Dmg/EndRdx/Acc/Rchg(42), SprWntBit-Rchg/SlowProc(42), Apc-Dam%(43) Level 41: Assault -- EndRdx-I(A) Level 44: Tactics -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit(45), AdjTrg-ToHit/Rchg(45), AdjTrg-ToHit/EndRdx/Rchg(46), AdjTrg-EndRdx/Rchg(45), AdjTrg-Rchg(46) Level 47: Unleash Potential -- ShlWal-ResDam/Re TP(A), ShlWal-Def/Rchg(48), ShlWal-EndRdx/Rchg(50), ShlWal-Def/EndRdx/Rchg(50) Level 49: Shadow Meld -- LucoftheG-Def/Rchg+(A) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A), Clr-EndRdx(33) 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+(29) Level 1: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(33) Level 1: Energy Focus Level 24: Takeoff Level 49: Quick Form Level 50: Agility Core Paragon Level 50: Barrier Core Epiphany Level 50: Assault Radial Embodiment Level 50: Diamagnetic Core Flawless Interface ------------
  3. Thinking about it, that's a helpful change. SM doesn't have a crash and it boosts def enough to help reduce the odds of cascading defense failure. It has a short cooldown and it's also a good mule for a LoTG. Plus, it frees up a slot that can be used to get the kismet +to hit IO for mobs that have access to high defense buffs **cough Cims cough**.
  4. I'm quite new to stalkers and so this build may have some really glaring flaws. Any feedback provided is welcome. Does the build provided further down seem likely to do OK in a variety of endgame content? Intended ST attack chain could go assassin's strike from hide, total focus, energy transfer. Energy punch would fill spots in the attack chain when other powers are not ready and would hopefully keep build up available noticeably more often. The build has multiple circuit breakers if heavy damage starts to flow in and hopefully those would be enough to keep this stalker upright most of the time. My thanks to Mezmera for providing the template needed to put this together. This Villain build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Energy Melee Secondary Power Set: Energy Aura Power Pool: Fighting Power Pool: Force of Will Power Pool: Leadership Power Pool: Speed Ancillary Pool: Soul Mastery Villain Profile: Level 1: Energy Punch -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(5), SprAssMar-Acc/Dmg/Rchg(7), SprAssMar-Dmg/EndRdx/Rchg(9), SprAssMar-Acc/Dmg/EndRdx/Rchg(9), SprAssMar-Rchg/Rchg Build Up(5) Level 1: Hide -- LucoftheG-Def/Rchg+(A) Level 2: Kinetic Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(3), RedFrt-Def(3) Level 4: Power Shield -- ShlWal-Def/EndRdx(A), ShlWal-Def(15), ShlWal-Def/Rchg(15), ShlWal-Def/EndRdx/Rchg(17) Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(7), SprStlGl-Acc/Dmg/Rchg(11), SprStlGl-Dmg/EndRdx/Rchg(13), SprStlGl-Acc/Dmg/EndRdx/Rchg(13), SprStlGl-Rchg/Hide%(11) Level 8: Build Up -- GssSynFr--ToHit(A) Level 10: Entropy Shield -- EndRdx-I(A) Level 12: Weaken Resolve -- Acc-I(A) Level 14: Boxing -- Empty(A) Level 16: Kinetic Dampening -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(17), TtnCtn-ResDam(19), TtnCtn-ResDam/EndRdx/Rchg(19), StdPrt-ResDam/Def+(23) Level 18: Power Crash -- Erd-Acc/Dmg/Rchg(A), Erd-Acc/Dmg/EndRdx/Rchg(27), Erd-%Dam(29), ClvBlo-Acc/Dmg(25), ClvBlo-Dmg/EndRdx(34), ClvBlo-Dmg/Rchg(27) Level 20: Tough -- UnbGrd-Max HP%(A), TtnCtn-ResDam/EndRdx(21), TtnCtn-ResDam/Rchg(21), TtnCtn-ResDam(31), TtnCtn-ResDam/EndRdx/Rchg(25) Level 22: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def(23), ShlWal-Def/EndRdx(34), ShlWal-Def/Rchg(48), ShlWal-Def/EndRdx/Rchg(31) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 26: Total Focus -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(36), Hct-Acc/Rchg(36), Hct-Dmg/EndRdx(37), Hct-Dam%(37), GldStr-%Dam(46) Level 28: Energy Drain -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), Rct-Def(48) Level 30: Mighty Leap -- WntGif-ResSlow(A) Level 32: Energy Transfer -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/EndRdx(33), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Rchg/HoldProc(40) Level 35: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(39), Prv-Absorb%(43) Level 38: Moonbeam -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Dmg/EndRdx/Acc/Rchg(42), SprWntBit-Rchg/SlowProc(42), Apc-Dam%(43) Level 41: Assault -- EndRdx-I(A) Level 44: Tactics -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit(45), AdjTrg-ToHit/Rchg(45), AdjTrg-ToHit/EndRdx/Rchg(46), AdjTrg-EndRdx/Rchg(45), AdjTrg-Rchg(46) Level 47: Unleash Potential -- ShlWal-ResDam/Re TP(A), ShlWal-Def/Rchg(48), ShlWal-EndRdx/Rchg(50), ShlWal-Def/EndRdx/Rchg(50) Level 49: Overload -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(50) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A), Clr-EndRdx(33) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(29) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(33) Level 1: Energy Focus Level 24: Takeoff Level 49: Quick Form Level 50: Agility Core Paragon Level 50: Barrier Core Epiphany Level 50: Assault Radial Embodiment Level 50: Diamagnetic Core Flawless Interface ------------
  5. My thanks to everybody for the feedback. There's plenty to unpack here and it will take a while to digest and integrate everything. I'll be experimenting with builds for the next several days; thanks to some help I now know how to export IOs to beta characters from Mids, which is hugely helpful for testing out new builds. Carnifax: I'll check out the combat parser as part of this process. It makes it very easy to see the effect of marginal changes, which is crucial improving builds. Thank you for creating it.
  6. That's a fair question and there may be no clearly "best" answer. Personal preferences about survivability vs maxing out damage are relevant. Also relevant is the kind of content you intend to play. For example, if you mostly run +0 or +1 speedruns, then max out damage. If you like to solo really hard content, then max out survivability. Incidentally, one key to making this build so tanky is to rotate using gather shadows + unrelenting (pushing defense levels to well over softcap for one minute) and barrier, as well as rotating in melee hybrid from time to time. Kudos to Mezmera for pointing out how this can make a dom much more survivable. That's not to say, though, that you can't reasonably take intuition radial / ageless radial (debuff resistances) or ageless core (endless endurance).
  7. Thank you for your response! The snipe damage number given is with quickform engaged. The snipe has 5 pieces of the sting of the manticore in it. It has 2 damage procs, including the Manticore damage proc and the PvP toxic damage proc (in the 6th slot). The only other characters I've had with such slow pylon times weren't fun to play and they were all abandoned. But, Mids pretty much suggested that a lack of optimism about pylon time was warranted for those characters. In this case, pylon times would be expected to be less than half of what it was shaping up to be. Two key differences from ohter tests done are that I usually take degenerative interface and have T3 or T4 incarnates before testing. It's hard to see how these differences would more than double expected pylon times, though.
  8. Testing out a lvl 50 earth / dark / soul dom on a pylon led to the pylon having about 75-80% of its hit points left after 3 minutes. At that point I gave up. That was completely different (and much worse) than what was expected when looking at ST DPA on Mids. On Mids the damage figures for the ST rotation are as follows (all figures without gather shadows or soul drain, so these are minimums): Moon Beam - 458 damage, 1.33 second cast time Gloom - 268 damage, 1.1 second cast time Smite - 245 damage, 0.97 second cast time Dark Obliteration - 162 damage, 1 second cast time Life Drain - 260 damage, 1.93 second cast time Dark Blast - 91 damage, 1 second cast time It's a permadom build with 150% global recharge, so the recharge times are fairly low; soul drain is up close to 50% of the time and gather shadows a little less than 1/3 of the time. Plus, the most damaging three powers make up the clear majority of the attacks used. And, of course, the most damaging available attack was (nearly) always used. This dom has a T1 cardiac alpha, a T1 melee hybrid, a T1 reactive interface, and a T1 barrier destiny. Judgment is void T1 and it was used a couple of times. Factoring everything in, the DPS being done seems much too low. But, is there something I'm missing about Mids and/or pylon testing?
  9. Below is a build that may be tankier than it needs to be. But, it is another take on how to build an earth / dark, FWIW. Hopefully it helps. Barrier core and melee core hybrid were disabled for the purposes of showing this build, so its base stats are more easily discernible. This Villain build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Stonegrave: Level 50 Magic Dominator Primary Power Set: Earth Control Secondary Power Set: Dark Assault Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Force of Will Ancillary Pool: Soul Mastery Villain Profile: Level 1: Fossilize -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(25), BslGaz-EndRdx/Rchg/Hold(25), BslGaz-Acc/EndRdx/Rchg/Hold(27) Level 1: Dark Blast -- HO:Nucle(A) Level 2: Smite -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(19), Mk'Bit-Dmg/Rchg(21), Mk'Bit-Acc/EndRdx/Rchg(21), Mk'Bit-Acc/Dmg/EndRdx/Rchg(23), Mk'Bit-Dam%(19) Level 4: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(7), SprWntBit-Dmg/EndRdx/Acc/Rchg(7), GldJvl-Dam%(11), CldSns-%Dam(11) Level 6: Quicksand -- EndRdx-I(A) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9), Rct-ResDam%(9) Level 10: Kick -- Empty(A) Level 12: Stalagmites -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(13), SprAscoft-EndRdx/Rchg(13), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SprAscoft-Rchg/+Dmg%(17) Level 14: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(17), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(34) Level 16: Gather Shadows -- HO:Enzym(A) Level 18: Earthquake -- AchHee-ResDeb%(A) Level 20: Engulfing Darkness -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(43), Arm-Dam%(43), FuroftheG-ResDeb%(23) Level 22: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def/EndRdx(45), ShlWal-Def(46), ShlWal-Def/Rchg(46) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 26: Volcanic Gasses -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(27), BslGaz-EndRdx/Rchg/Hold(29), BslGaz-Acc/EndRdx/Rchg/Hold(29) Level 28: Life Drain -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(37), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(39), ThfofEss-+End%(40) Level 30: Weaken Resolve -- Acc-I(A), AchHee-ResDeb%(46) Level 32: Animate Stone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-+Res(Pets)(34) Level 35: Moon Beam -- 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: Dark Embrace -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42), UnbGrd-Max HP%(43) Level 41: Dark Consumption -- PrfShf-EndMod/Acc/Rchg(A), PrfShf-Acc/Rchg(42) Level 44: Soul Drain -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(48), SprAvl-Rchg/KDProc(50) Level 47: Mighty Leap -- WntGif-ResSlow(A) Level 49: Unleash Potential -- Prv-Absorb%(A), Prv-Heal/Rchg(50), RechRdx-I(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Flight-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(5) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3), PwrTrns-+Heal(3) Level 49: Quick Form Level 47: Takeoff Level 50: Cardiac Radial Paragon Level 50: Vorpal Radial Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Knives of Vengeance Radial Superior Ally ------------
  10. Taking a step back and looking at the game as it is now, enemies not being a threat to players probably has mostly to do with high end character builds doing speedrun TFs set to lower notoriety levels. But, there already exists multiple groups of players who deliberately seek out challenges in the game, just as there is another set of groups of players who do low-to-no challenge speedruns. And, for the players who deliberately seek out challenges support substantially increases a team's chances of success. Control also plays a valuable role. With new content and/or difficulty modes that get created players will probably continue to self-sort in the same way as listed above. Those who prefer low-to-no difficulty speedruns will continue to find ways to enjoy the game the way they want. Neither support nor control will matter in the future for those who prefer to play the game that way, just as things are today. And, those who prefer challenge will continue to enjoy the game the way they want, as well. For those players control and support will remain important, as they are now. Essentially, the frequency with which control and support play an important role in endgame play will still boil down to player preferences, in the end. New content and new game modes are likely to still be a significantly positive change for the game. Thank you for caring about the game to do the work needed to make this happen. Circling back to the OP, unsigned on the idea of nerfing level shifts. Players have the option to set their own challenges already and it seems clear that the dev team intends to make choosing higher difficulty content even easier, going forward.
  11. Others just made mistakes when reading, which then got taken as fact in later posts. Which isn't your fault. No apology needed, especially for another's error of inference. Even if you made an error reading, in the bigger picture of life this kind of stuff is *very* small potatoes. Some tend to make assumptions about a poster who is asking for changes that lower the difficulty level, no matter the (de)merits of what's being proposed. Most likely that's what was really at work in this thread.
  12. I had never heard of a bug affecting to hit calculations like this. That would make a failure to hit any mobs with a casting of a T3 void judgment still pretty awful luck, but at least a little bit more understandable.
  13. Somehow responses morphed from responding to the OP to making erroneous inferences that depart from the issue at hand. What's above is a case in point, as the issue is the occasional instances of extreme defense stacking by the Cims as a general issue. It was particularly noticeable while soloing, which is why I cited it as an example. But, it's just one example. It's also sometimes an issue for teams, with the caveat that larger teams will often probably on average have more +to hit that affects the team and also less holes and limitations in the portfolio of debuffs they bring to any given ITF. The quote above is a black-and-white response to an issue that obviously has shades of grey; there is more to the game than solo vs (nearly) full steamroll teams. To correct a few of other errors of inference, my scrapper has shield as a secondary, not willpower. Somebody else introduced willpower as an example, not me. Also, I was not and am not "mad" about extreme defense stacking by Cims and my scrapper didn't die amidst all the whiffing. She came close to dying a couple of times, but she didn't die. I just didn't come as close to keeping up with the rest of the team as I usually do when I solo one side of that mission and the rest of the team goes in the other direction. Which isn't an issue to get mad about. It's surprising to hear this was always how things were on live. But, if it was, then it seems the current status quo is working as intended after all.
  14. This is a key point. The breadth of difference in defense values can be very high. A few more numbers, building off Doomguide's earlier post ... In mids, for this scrapper soul drain is listed at base 1.2 accuracy and has 91.66% accuracy added through IOs slotted into the power (Superior Avalanche IOs, with help from a 30% global accuracy bonus from 2 purple sets). This is a multi-hundred million inf build, fully boosted where boosts might help, no expense spared, and the accuracy figures reflect that. And yet, when multiple spawns of Cims are near my scrapper there are occasions when soul drain gets zero hits out of ten attempts to hit, or hits very few if any are hit at all. Those are not rare occurrences. When a high end build with this kind of accuracy total can't even reliably hit a minion once the buffs are up, that seems a bit off. The main problems are likely that the cap on the number of defense buffs doesn't exist or is really high, and/or that the duration of buffs is overly long and can stack from the same caster.
  15. T9 - "Love Your Enemies" - Targeted AOE, 16 target max - Enemies feel an overwhelming sense of empathy for the caster. They become incapable of striking the caster and her allies and they start damaging their own allies (ie: confusion).
  16. Generally it's true that +4x8 ITFs are still an easy run. But, there are very high peaks in defense buffs, as mentioned in the OP. On that note, it's difficult to see how how judgment missing noticeably more than half of targets is working as intended. From mids, for this scrapper: Global bonuses include to hit is +6% (kismet) and accuracy +30% (IO set bonuses) With "to hit" chance set to 48%, to reflect mobs being +3 levels, soul drain is listed with a 143.6% (to hit a +3 mob); mids was set so that soul drain bonuses are not considered in generating this number. Somehow that is at times getting floored for all mobs nearby, leading to zero or very few hits, probably due to buff stacking that may have no limits on the number of stacks.
  17. The recent buff to the Cims may have strengthened Cims more than intended. And, perhaps the Cim defense buffs need a lower cap on their maximum total than they currently have and/or a shorter duration. A few data points ... This evening while soloing one side of the last mission on a fully IO'd up 50+1 scrapper in a level 50 max notoriety ITF, while the rest of the team went the other way, a casting of T3 void radial judgment missed literally every single mob even though there were mobs all around. Even though luck must have (also) been bad, the chance to hit was probably floored for that to happen. Other castings of void radial often featured more misses than hits when soloing that same side. With base accuracy of 2.11 (in-game figures) for soul drain, it misses more often than not after Cims start casting their buffs. Sometimes it comes up with zero hits when my scrapper has more than 10 targets in range. With a base accuracy of 1.82, touch of fear often misses more than it hits for Cims. Perhaps it's just one category of defense values (ie: AOE defense, negative energy, or something like that) that are becoming so high, or perhaps it's a larger issue. Either way, hopefully the recent buffs to Cims get another look. My thanks to those who keep this game going and who keep it fun.
  18. Thank you both for your feedback. Rad melee seems to have stronger sustain than ice melee, which makes sense given that it has a heal. It makes sense that shield charge would be viewed by many as the signature power for shield defense. The nomenclature matches, it's a cool looking power, and it's unusual in what it allows players to do when compared with other armor sets. But, there's a reasonable case to be made for grant cover being the power that makes SD a strong pick when team play is key to a player's enjoyment of the game. Grant cover isn't as flashy power, but it is very helpful for teams. Also, AOEs that are available to use more often will probably do more damage than shield charge, in the end, even if their DPA isn't as good as shield charge and their "cool factor" isn't as high. Here's a tweaked rad / SD / soul build, with a bit more smash / lethal resistance squeezed into it (60.66% according to Mids). I've been pondering what to give up to make room for irradiated ground, but I've come up blank in that regard. Thus, unless there are problems I'm not seeing (ie: with how the brute IO sets are placed, other issues), then I'll probably run with the build below and see how it fares in-game. This Villain build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Radiation Melee Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Radioactive Smash -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(37), Mk'Bit-Dmg/Rchg(37), Mk'Bit-Acc/EndRdx/Rchg(39), Mk'Bit-Acc/Dmg/EndRdx/Rchg(23), Mk'Bit-Dam%(21) Level 1: Deflection -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), ShlWal-Def(31), ShlWal-Def/EndRdx(34), ShlWal-Def/Rchg(34), GldArm-ResDam(11) Level 2: Battle Agility -- Rct-Def(A), Rct-Def/EndRdx(3), Rct-EndRdx/Rchg(3), Rct-Def/Rchg(9), Rct-Def/EndRdx/Rchg(9), Rct-ResDam%(11) Level 4: True Grit -- Ags-ResDam/EndRdx(A), Ags-ResDam(5), Ags-ResDam/Rchg(5), Prv-Absorb%(15), Prv-Heal(15), Prv-Heal/EndRdx(25) Level 6: Proton Sweep -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(7), SprUnrFur-Acc/Dmg/Rchg(7), SprUnrFur-Dmg/EndRdx/Rchg(13), SprUnrFur-Acc/Dmg/EndRdx/Rchg(13), SprUnrFur-Rchg/+Regen/+End(21) Level 8: Radiation Siphon -- Hct-Dmg(A), Hct-Dmg/Rchg(17), Hct-Acc/Dmg/Rchg(17), Hct-Dmg/EndRdx(19), Hct-Dam%(19), ThfofEss-+End%(23) Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(43) Level 12: Fusion -- AdjTrg-ToHit/EndRdx/Rchg(A) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(45) Level 16: Boxing -- Empty(A) Level 18: Tough -- GldArm-3defTpProc(A), GldArm-End/Res(25), StdPrt-ResDam/Def+(42) Level 20: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(42), RedFrt-Def(43) Level 22: Phalanx Fighting -- LucoftheG-Def/Rchg+(A) Level 24: Against All Odds -- EndRdx-I(A) Level 26: Devastating Blow -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(27), SprBrtFur-Acc/Dmg/Rchg(27), SprBrtFur-Dmg/EndRdx/Rchg(29), SprBrtFur-Acc/Dmg/EndRdx/Rchg(29), SprBrtFur-Rech/Fury%(31) Level 28: Taunt -- PrfZng-Dam%(A) Level 30: Grant Cover -- LucoftheG-Def/Rchg+(A) Level 32: Atom Smasher -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Dmg/EndRdx(33), Arm-Dam%(34), FuroftheG-ResDeb%(39) Level 35: Gloom -- Apc-Dmg(A), Apc-Dmg/Rchg(36), Apc-Acc/Dmg/Rchg(36), Apc-Dmg/EndRdx(36), Apc-Dam%(37), GldJvl-Dam%(46) Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 41: Maneuvers -- RedFrt-Def(A), RedFrt-Def/EndRdx(42) Level 44: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), SprFrzBls-Rchg/ImmobProc(46) Level 47: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(48), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50) Level 49: Darkest Night -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitDeb(50) Level 1: Fury Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-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+(40), Mrc-Rcvry+(40) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(40), PwrTrns-+Heal(43) ------------
  19. The following builds don't seem all that strong. With further improvements in mind, which of them would have better potential for ... 1. ST DPS 2. AOE DPS 3. Sustain and survival in endgame content, such as Cims, Tin/Pex, etc Suggested tweaks and other, potentially broader suggestions are welcome. Ice / SD / Soul build right below, Rad / SD / Soul build further down ... This Villain build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Ice Melee Secondary Power Set: Shield Defense Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Soul Mastery Villain Profile: Level 1: Ice Sword -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39) Level 1: Deflection -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), ShlWal-Def(31), ShlWal-Def/EndRdx(34), ShlWal-Def/Rchg(34), GldArm-ResDam(43) Level 2: Battle Agility -- Rct-Def(A), Rct-Def/EndRdx(3), Rct-EndRdx/Rchg(3), Rct-Def/Rchg(25), Rct-Def/EndRdx/Rchg(42), Rct-ResDam%(42) Level 4: True Grit -- Ags-ResDam/EndRdx(A), Ags-ResDam(5), Ags-ResDam/Rchg(5), Pnc-Heal/+End(15), Pnc-Heal/EndRedux(15), Pnc-Heal(25) Level 6: Frost -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(7), SprUnrFur-Acc/Dmg/Rchg(7), SprUnrFur-Dmg/EndRdx/Rchg(13), SprUnrFur-Acc/Dmg/EndRdx/Rchg(13), SprUnrFur-Rchg/+Regen/+End(45) Level 8: Boxing -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(9), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(11), Mk'Bit-Acc/Dmg/EndRdx/Rchg(11), Mk'Bit-Dam%(46) Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(43) Level 12: Build Up -- AdjTrg-ToHit/EndRdx/Rchg(A) Level 14: Kick -- Empty(A) Level 16: Tough -- GldArm-3defTpProc(A), GldArm-End/Res(17), StdPrt-ResDam/Def+(17) Level 18: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(19), RedFrt-Def(19) Level 20: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(21), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/EndRdx/Rchg(23), SprAvl-Rchg/KDProc(23), SprAvl-Acc/Dmg/Rchg(46) Level 22: Phalanx Fighting -- LucoftheG-Def/Rchg+(A) Level 24: Against All Odds -- EndRdx-I(A) Level 26: Freezing Touch -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(27), SprBrtFur-Acc/Dmg/Rchg(27), SprBrtFur-Dmg/EndRdx/Rchg(29), SprBrtFur-Acc/Dmg/EndRdx/Rchg(29), SprBrtFur-Rech/Fury%(31) Level 28: Ice Patch -- EndRdx-I(A) Level 30: Grant Cover -- LucoftheG-Def/Rchg+(A) Level 32: Frozen Aura -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Dmg/EndRdx(33), Arm-Dam%(34), FuroftheG-ResDeb%(45) Level 35: Gloom -- Apc-Dmg(A), Apc-Dmg/Rchg(36), Apc-Acc/Dmg/Rchg(36), Apc-Dmg/EndRdx(36), Apc-Dam%(37), GldJvl-Dam%(46) Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 41: Maneuvers -- RedFrt-Def(A), RedFrt-Def/EndRdx(42) Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(45) Level 47: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(48), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50) Level 49: Darkest Night -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitDeb(50) Level 1: Fury Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-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), Prv-Absorb%(40), Mrc-Rcvry+(40) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(40), PwrTrns-+Heal(43) ------------ ... and Rad / SD / Soul build next ... This Villain build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Radiation Melee Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Radioactive Smash -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(37), Mk'Bit-Dmg/Rchg(37), Mk'Bit-Acc/EndRdx/Rchg(39), Mk'Bit-Acc/Dmg/EndRdx/Rchg(23), Mk'Bit-Dam%(21) Level 1: Deflection -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), ShlWal-Def(31), ShlWal-Def/EndRdx(34), ShlWal-Def/Rchg(34), GldArm-ResDam(11) Level 2: Battle Agility -- Rct-Def(A), Rct-Def/EndRdx(3), Rct-EndRdx/Rchg(3), Rct-Def/Rchg(9), Rct-Def/EndRdx/Rchg(9), Rct-ResDam%(11) Level 4: True Grit -- Ags-ResDam/EndRdx(A), Ags-ResDam(5), Ags-ResDam/Rchg(5), Pnc-Heal/+End(15), Pnc-Heal/EndRedux(15), Pnc-Heal(25) Level 6: Proton Sweep -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(7), SprUnrFur-Acc/Dmg/Rchg(7), SprUnrFur-Dmg/EndRdx/Rchg(13), SprUnrFur-Acc/Dmg/EndRdx/Rchg(13), SprUnrFur-Rchg/+Regen/+End(21) Level 8: Radiation Siphon -- Hct-Dmg(A), Hct-Dmg/Rchg(17), Hct-Acc/Dmg/Rchg(17), Hct-Dmg/EndRdx(19), Hct-Dam%(19), ThfofEss-+End%(23) Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(43) Level 12: Fusion -- AdjTrg-ToHit/EndRdx/Rchg(A) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(45) Level 16: Boxing -- Empty(A) Level 18: Tough -- GldArm-3defTpProc(A), GldArm-End/Res(25), StdPrt-ResDam/Def+(42) Level 20: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(42), RedFrt-Def(43) Level 22: Phalanx Fighting -- LucoftheG-Def/Rchg+(A) Level 24: Against All Odds -- EndRdx-I(A) Level 26: Devastating Blow -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(27), SprBrtFur-Acc/Dmg/Rchg(27), SprBrtFur-Dmg/EndRdx/Rchg(29), SprBrtFur-Acc/Dmg/EndRdx/Rchg(29), SprBrtFur-Rech/Fury%(31) Level 28: Taunt -- PrfZng-Dam%(A) Level 30: Grant Cover -- LucoftheG-Def/Rchg+(A) Level 32: Atom Smasher -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Dmg/EndRdx(33), Arm-Dam%(34), FuroftheG-ResDeb%(39) Level 35: Gloom -- Apc-Dmg(A), Apc-Dmg/Rchg(36), Apc-Acc/Dmg/Rchg(36), Apc-Dmg/EndRdx(36), Apc-Dam%(37), GldJvl-Dam%(46) Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 41: Maneuvers -- RedFrt-Def(A), RedFrt-Def/EndRdx(42) Level 44: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), SprFrzBls-Rchg/ImmobProc(46) Level 47: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(48), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50) Level 49: Darkest Night -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitDeb(50) Level 1: Fury Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-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), Prv-Absorb%(40), Mrc-Rcvry+(40) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(40), PwrTrns-+Heal(43) ------------
  20. You're right about hit points being way over max. That makes choosing the 7.5% +life IO an odd pick. It may also change some other slotting choices, which I'll ponder. It's definitely appealing to 2-slot Perfect Zinger in provoke. But, endgame Cims at max notoriety can have such high defense levels that acc needs to be really high, which tips the scale in favor of foregoing the set bonus and going for high accuracy instead. Replacing the decimation proc seems like a good suggestion. Thank you for the feedback. It's helpful and appreciated.
  21. Hurl boulder is a good skill to keep; it is, as you mention, the only ranged skill available. It also has good DPA and good utility. Tremor has decent utility because of the sets it can hold, the ability to slot a -res proc, and the knockdown. Still, DPA for tremor is at the lower end and if the mastery chosen offered something better than bile spray, then tremor would probably be a good candidate for removal. In fact, an earlier incarnation of the build didn't use tremor and had 4 powers from soul mastery, instead of 3 powers from leviathan mastery. The two powers that get the least use are mesmerize and stone spears. All the others are used on a regular basis. FWIW, terrify gets the "MVP" nod for AOE powers in the build. It does noticeably more DPA than the two AOE powers in earth assault and it doubles as a soft control.
  22. Other ATs trying to tank tends to get the "Why not play a real tank if you'd like to tank?" response. Which is a reasonable question to ask. Still, below is a theorycrafted "hovertank sentinel" build intended for exemp'd and endgame play (Incarnate trials, Cimerora, TFs & SFs, ...). Its key defensive features are maxed life, high defenses to most damage types, middling to high resists, multiple sources of healing, and to hit debuffing of mobs through primary attacks. There are also two absorb procs, with one in an AOE that could trigger a fair number of absorb shield activations. There are plenty here with more experience playing sentinels than me. Does this pass the "would probably generally do OK in-game" test? Also, this looks like it leads to DPS in the low to middling 200s range, with incarnates engaged. But, looks can be deceiving. Others with more experience might be able to figure that out just by looking at the powers and their recharge times. And, I'm curious about how much DPS has likely been given away by selecting life drain over antiumbral beam; if it would really bump DPS up then it might be best to drop life drain and boost DPS instead with antiumbral beam. Also, would selecting dark blast lead to a noticeably smoother / better attack chain than gloom? Thank you in advance for any help provided. This Hero build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Sentinel Primary Power Set: Dark Blast Secondary Power Set: Invulnerability Power Pool: Flight Power Pool: Fighting Power Pool: Presence Power Pool: Speed Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Gloom -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(15), SprOppStr-Acc/Dmg/Rchg(17), SprOppStr-Acc/Dmg/EndRdx(17), SprOppStr-Acc/Dmg/EndRdx/Rchg(19), SprOppStr-Rchg/+Opportunity(7) Level 1: Temp Invulnerability -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(5), UnbGrd-Max HP%(5) Level 2: Resist Physical Damage -- GldArm-3defTpProc(A) Level 4: Durability -- Pnc-Heal(A), Pnc-Heal/EndRedux(7), Pnc-Heal/Rchg(9), PrfShf-End%(9) Level 6: Umbral Torrent -- Artl-Acc/Dam(A), Artl-Dam/End(21), Artl-Acc/Dam/Rech(25), OvrFrc-Dam/KB(36), FrcFdb-Rechg%(37) Level 8: Aim -- GssSynFr--Build%(A) Level 10: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(13), Prv-Heal/Rchg/EndRdx(15), Prv-Absorb%(23) Level 12: Dark Obliteration -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(13), SprSntWar-Acc/Dmg/Rchg(45), SprSntWar-Acc/Dmg/EndRdx(46), SprSntWar-Acc/Dmg/EndRdx/Rchg(48), SprSntWar-Rchg/+Absorb(50) Level 14: Hover -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(45), Ksm-ToHit+(23), Rct-ResDam%(40) Level 16: Unyielding -- GldArm-End/Res(A) Level 18: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx(21), KntCmb-Dmg/EndRdx/Rchg(33) Level 20: Environmental Resistance -- GldArm-ResDam(A) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(25) Level 24: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(39), RedFrt-Def(50) Level 26: Life Drain -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(42), SprWntBit-Dmg/Rchg(43), SprWntBit-Rchg/SlowProc(27), Dcm-Build%(27) Level 28: Invincible -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33), LucoftheG-Def(34) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 32: Blackstar -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(34), Arm-Dmg/EndRdx(34), Arm-Dam%(37), Arm-Dmg(37) Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(36), ShlWal-Def(36) Level 38: Mind Probe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Acc/Dmg/Rchg(43), Hct-Dam%(45) Level 41: Dominate -- GldJvl-Acc/Dmg(A), GldJvl-Dam%(42), Apc-Dam%(42), UnbCns-Dam%(43), NrnSht-Dam%(46), GhsWdwEmb-Dam%(46) Level 44: Provoke -- Acc-I(A), Taunt-I(48) Level 47: Pacify -- Acc-I(A) Level 49: Unrelenting -- Prv-Heal/Rchg(A), Prv-Heal(50) Level 1: Opportunity Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Flight-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(29), Mrc-Rcvry+(29) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(31), PwrTrns-+Heal(31) Level 50: Agility Radial Paragon ------------
  23. Thank you both for your feedback. I'll ponder things and test some things out over the next several days; at least a few tweaks are likely, based on the ideas given here.
  24. Below is the build I'm running for my mind / earth dom. It's a lot of fun to play. This build tends to work best on teams, but it can do well solo in most higher difficulty content. Water spout has good uptime and it helps noticeably by cc'ing and damaging mobs. A key below-the-radar part of how sustain works for this build lies in rotating barrier and unleash potential (boosted by power up), as well as mixing in melee core when possible*. There are some periods in which none of those are up, and in those times there is a higher chance of needing to hibernate briefly, if big damage gets taken, until key powers recharge. * Many thanks are due to Mezmera for pointing out how this can be done. It helps survivability quite a bit. The build exemps very well for all content for which terrify can be used. It will exemp reasonably well to even lower levels than when terrify is available. But, controls won't be as "dominating" and AOE contributions will be significantly lower compared to when terrify is available. No build is perfect and others have a very good chance of spotting outright errors or potentially better tradeoffs that can be made. Feedback is welcome and appreciated. As always, if the build here helps somebody else, then that's a highly welcome outcome. This Villain build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Sentient Stone: Level 50 Magic Dominator Primary Power Set: Mind Control Secondary Power Set: Earth Assault Power Pool: Force of Will Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Leviathan Mastery Villain Profile: Level 1: Mesmerize -- CaloftheS-Acc/EndRdx(A) Level 1: Stone Spears -- Thn-Acc/Dmg/EndRdx(A) Level 2: Dominate -- Apc-Dmg(A), Apc-Dmg/Rchg(3), Apc-Acc/Dmg/Rchg(3), Apc-Acc/Rchg(5), Apc-Dmg/EndRdx(31) Level 4: Tremor -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(15), SprAvl-Acc/Dmg/EndRdx(17), SprAvl-Acc/Dmg/EndRdx/Rchg(5), SprAvl-Acc/Dmg/Rchg(7), FuroftheG-ResDeb%(50) Level 6: Weaken Resolve -- Acc-I(A), AchHee-ResDeb%(9) Level 8: Mass Hypnosis -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-EndRdx/Rchg(21), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(36), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(46), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(48), SprAscoft-Rchg/+Dmg%(50) Level 10: Hurl Boulder -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(11), SprWntBit-Dmg/EndRdx/Acc/Rchg(11), Apc-Dam%(23), OvrFrc-Dam/KB(13), FrcFdb-Rechg%(15) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(13) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 16: Power Up -- HO:Membr(A) Level 18: Total Domination -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-Acc/EndRdx/Rchg/Hold(19), BslGaz-EndRdx/Rchg/Hold(19) Level 20: Heavy Mallet -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(23), TchofDth-Dmg/Rchg(27), TchofDth-Acc/Dmg/EndRdx(34), TchofDth-Dmg/EndRdx/Rchg(37), TchofDth-Dam%(36) Level 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45) Level 26: Terrify -- PstBls-Acc/Dmg/EndRdx(A), PstBls-Dam%(43), GlmoftheA-Dam%(37), Bmbdmt-+FireDmg(40), JvlVll-Dam%(43) Level 28: Seismic Smash -- Hct-Dmg/EndRdx(A), Hct-Dmg(29), Hct-Dam%(29), Hct-Acc/Rchg(31), Hct-Acc/Dmg/Rchg(31), UnbCns-Dam%(33) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(46), ShlWal-Def/EndRdx(48) Level 32: Mass Confusion -- CrcPrs-Conf/Rchg(A), CrcPrs-Acc/Conf/Rchg(34), CrcPrs-Acc/Rchg(33), CrcPrs-Conf/EndRdx(33), CrcPrs-Conf%(34), CrcPrs-Conf(45) Level 35: Water Spout -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Rchg/ImmobProc(46), Rgn-Dmg/Rchg(48), AchHee-ResDeb%(36), FrcFdb-Rechg%(37) Level 38: Fissure -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(39), PstBls-Dmg/Rng(39), PstBls-Acc/Dmg/EndRdx(39), PstBls-Dam%(40), FrcFdb-Rechg%(40) Level 41: Shark Skin -- UnbGrd-Max HP%(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42), StdPrt-ResDam/Def+(43) Level 44: Mighty Leap -- WntGif-ResSlow(A) Level 47: Unleash Potential -- LucoftheG-Def/Rchg+(A), RechRdx-I(50) Level 49: Hibernate -- Prv-Absorb%(A) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7), Mrc-Rcvry+(17) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(9) Level 6: Takeoff 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: Mighty Radial Final Judgement Level 50: Seers Radial Superior Ally Level 50: Cardiac Radial Paragon Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment Level 50: Degenerative Core Flawless Interface ------------
  25. Circling back to the OP, and speaking in favor of mind control, mass hypnosis is a helpful tool for minimizing possible over-aggro. This can be done by using mass hypnosis on a nearby spawn that's uncomfortably close to the one the team is fighting, or about to fight. Given that it can affect up to 16 mobs over a wide area, it generates no aggro, and its recharge time tends to be short when IO'd up, it's an excellent choice for that purpose. When teams are defeating everything in seconds that level of aggro control makes no difference. But, when dealing with harder content and/or to help squishier teammates it's a tool readily available to a mind dom that doesn't have a ready equivalent in all other control sets.
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