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Echoes from the Past - Necro / sonic / mace
EnjoyTheJourney replied to EnjoyTheJourney's topic in Mastermind
It's good to know about this. Thank you! One question I've not been able to resolve is to figure out how to adjust for mobs that have higher-than-default defense values, and to adjust further for having +to hit values in play for my character(s). It's probably not that complicated. I've just not run across how to do it. Having tactics toggled on and 2 accuracy IOs in sonic siphon brings the base accuracy value for sonic siphon to 95% against +4 mobs that have zero defense, with no "-to hit" debuff on my character. -
Echoes from the Past - Necro / sonic / mace
EnjoyTheJourney replied to EnjoyTheJourney's topic in Mastermind
I'm not really sure how to interpret accuracy values vs high defense mobs, for example, and so I perhaps do overdo accuracy from time to time. If there's a simple way to interpret the accuracy value then I'd be happy to learn what that is (I've tried reading online, but could never quite catch on to it). Looking at the character planner it lists the accuracy for sonic siphon as 178.5% with 2 level 50 accuracy IOs in it. With 1 accuracy IO it's listed as having 140.5% accuracy. Incidentally, unless pets are keeling over my MM doesn't have a lot of things to do other than casting life drain / power boost fairly regularly, repositioning pets as needed, and casting liquefy / soul extraction / shields every so often. Plus, sonic siphon is a force multiplier for pet damage, which makes using it lead to more damage than using life drain (or power boost) would do. -
I've put together a theme build. The backstory is that a Dr. Vahz disciple resurrects King Tutankham, a famous historical figure, to draw the world's attention to what the ideas of Dr. Vahz can do. He seeks to show how being undead can be better than being alive by imbuing King Tut with extra powers by using a stolen magical focus and an (also stolen) item touched by the Well of Furies as part of the resurrection process. The Vahz disciple succeeds all too well at making the resurrected King Tut powerful. Now King Tut's royal voice is a voice of command and power, which along with a variety of other powers now at King Tut's disposal mean that the Vahz disciple now serves King Tut, instead of the other way around. For now he'll solo through Praetoria as a member of the resistance because (of course) King Tut bows to nobody and his plan is that one day everybody will bow to him. Eventually he'll team up with others, as and when it suits his purposes. 🙂 The functional goals for the build are good damage and layered, solid overall defenses. Getting melee and ranged defense to the 20s makes it relatively easier to be softcapped (or better) by teammate buffs. This isn't a tankermind build because taking damage is what vassals do to serve their king, and all that. Also, liquefy is up about 1/3 of the time with this build, which makes it more useful than it often ends up being. It 's also the only place to put a force feedback +recharge IO, other than grave knights (and I don't know whether force feedback in pets gives a recharge boost to the MM or to the pet itself). As always, if somebody finds this helpful then that would be a welcome result. If feedback helps to improve the build, then that would be welcome and appreciated. Build details are as follows: Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Echoes from the Past: Level 50 Technology Mastermind Primary Power Set: Necromancy Secondary Power Set: Sonic Resonance Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mace Mastery Villain Profile: Level 1: Zombie Horde -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(3), SprCmmoft-Acc/Dmg/Rchg(3), SprCmmoft-Acc/Dmg/EndRdx/Rchg(5), SprCmmoft-Rchg/PetAoEDef(5), OvrFrc-Dam/KB(7) Level 1: Sonic Siphon -- Acc-I(A), Acc-I(19) Level 2: Sonic Barrier -- UnbGrd-Max HP%(A), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11) Level 4: Sonic Haven -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9) Level 6: Enchant Undead -- EndRdx-I(A) Level 8: Life Drain -- Apc-Dam%(A), Apc-Acc/Rchg(9), Apc-Dmg(23), Apc-Dmg/EndRdx(34), Apc-Acc/Dmg/Rchg(34), Heal-I(34) Level 10: Hover -- LucoftheG-Def/Rchg+(A), Krm-ResKB(19), Ksm-ToHit+(21), WntGif-ResSlow(23), WntGif-RunSpd/Jump/Fly/Rng(36) Level 12: Grave Knight -- MarofSpr-Dmg(A), SprMarofS-Dmg/EndRdx(13), ExpRnf-Acc/Dmg(13), ExpRnf-Acc/Dmg/Rchg(15), ExpRnf-Acc/Rchg(15), AchHee-ResDeb%(17) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 16: Disruption Field -- EndRdx-I(A), EndRdx-I(17) Level 18: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(25), AdjTrg-ToHit/EndRdx/Rchg(25), AdjTrg-EndRdx/Rchg(33), AdjTrg-ToHit/EndRdx(37), AdjTrg-Rchg(43) Level 20: Sonic Dispersion -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-ResDam(36) Level 22: Kick -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(42), ExpStr-Dam%(42) Level 24: Tough -- GldArm-3defTpProc(A), GldArm-ResDam(36), StdPrt-ResDam/Def+(48) Level 26: Lich -- SprMarofS-Acc/EndRdx(A), SprMarofS-Acc/Dmg/EndRdx(27), CldSns-Acc/ToHitDeb(27), CldSns-Acc/Rchg(29), CldSns-Acc/EndRdx/Rchg(29), CldSns-%Dam(31) Level 28: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 30: Soul Extraction -- SprMarofS-Acc/Dmg(A), SprMarofS-EndRdx/+Resist/+Regen(31), EdcoftheM-PetDef(37), ExpRnf-+Res(Pets)(40), CaltoArm-+Def(Pets)(40), SvrRgh-PetResDam(43) Level 32: Dark Empowerment -- EndRdx-I(A) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(39), ShlWal-Def(40), ShlWal-Def/EndRdx(42), ShlWal-Def/Rchg(48) Level 38: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(45), Rct-Def/EndRdx(48), Rct-ResDam%(50) Level 41: Liquefy -- UnbCns-Acc/Hold/Rchg(A), UnbCns-Acc/Rchg(45), UnbCns-Dam%(45), GldNet-Dam%(46), Ann-ResDeb%(46), FrcFdb-Rechg%(46) Level 44: Power Boost -- RechRdx-I(A) Level 47: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(50) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(33), SprBlsCol-Acc/Dmg/EndRdx(33), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(39), Prv-Absorb%(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(39) Level 1: Zombie Level 1: Grave Knight Level 12: Lich Level 50: Ion Core Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Rularuu Core Superior Ally Level 50: Support Core Embodiment Level 50: Ageless Radial Epiphany Level 50: Cardiac Core Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1630;773;1546;HEX;| |78DA65944B4C13511486EFB453715A90625BA050A09447A1401F3EB662544091122| |23E57A429036DD276088548972EDC1BD4E8CAE7C6F8C0AD5BE323BA51A38931C68D| |46832E784421EAC2D4C3FC279D497AD3E6BB73EEF9FF7BEE99477CE150E5D2D0B97| |E21390F6612F9FC443C919F5367B3E9DCA4FDB89A4CE5B48C365DB00A21DC03C994| |A6E6FD53B35AD63F9752FD639459410B3E4332313E9FCD6AB9F0A89AA4AC442E596| 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Dark / Earth / Ice build review request
EnjoyTheJourney replied to EnjoyTheJourney's topic in Dominator
There's a lot to like about the build you've suggested. It's a really good template for thinking about how to put together a build like this. It's also clear that defensively this is a strong build, in addition to providing more DPS (and more control, via pets). Also, having a second AOE with a knockdown proc and about 50% uptime is very appealing. The key drawbacks are a high degree of vulnerability to debuffs (no ageless radial, defense rating screens out less debuffs) and no mobility powers. But, the good seems to outweigh the bad, especially in light of all the -to hit in the primary and when thinking about teammate contributions. In light of the drawbacks, while wanting to preserve the strengths of the suggested build, it was tweaked in a handful ways. Having combat jumping in the build is very helpful when relying heavily on cones (fearsome stare, fire breath, living shadows) and when moving into and out of melee range to use heart of darkness. So, incinerate was removed to make room for combat jumping. Incinerate is 3rd in DPA anyways and melee isn't going to be this character's preferred fighting location. Instead of incinerate, boxing becomes the only melee attack and given its low DPA it would only be used as a gap filler. Ranged defense was boosted to 44.5% and a little more global recharge was added. Smash / lethal defenses sit at 32.7% for this build, which means a small purple inspiration or better softcaps those defenses. The tweaked build is below. As always, feedback is welcome. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Witch of Eventide: Level 50 Magic Dominator Primary Power Set: Darkness Control Secondary Power Set: Fiery Assault Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Ice Mastery Hero Profile: Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(5) Level 1: Flares -- HO:Nucle(A) Level 2: Living Shadows -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(5), CldSns-Acc/Rchg(7), CldSns-ToHitDeb/EndRdx/Rchg(7), CldSns-Acc/EndRdx/Rchg(9), CldSns-%Dam(34) Level 4: Fire Breath -- Artl-Acc/Dam(A), Artl-Dam/End(11), Artl-Dam/Rech(11), Artl-Acc/Dam/Rech(13), Artl-Acc/Rech/Rng(13), Artl-End/Rech/Rng(15) Level 6: Possess -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(15), CrcPrs-Acc/Conf/Rchg(17), CrcPrs-Acc/Rchg(17), CrcPrs-Conf/EndRdx(19), CrcPrs-Conf%(19) Level 8: Fearsome Stare -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(21), CldSns-Acc/Rchg(21), CldSns-ToHitDeb/EndRdx/Rchg(23), CldSns-Acc/EndRdx/Rchg(23), CldSns-%Dam(25) Level 10: Fire Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(25), Apc-Acc/Dmg/Rchg(27), Apc-Acc/Rchg(27), Apc-Dmg/EndRdx(29) Level 12: Heart of Darkness -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(29), SprAscoft-EndRdx/Rchg(31), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(31), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(31), SprAscoft-Rchg/+Dmg%(33) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(33) Level 16: Embrace of Fire -- RechRdx-I(A) Level 18: Haunt -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(36), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(37), ExpRnf-EndRdx/Dmg/Rchg(46), ExpRnf-+Res(Pets)(50) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(36) Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/Rchg(34), KntCmb-Dmg/EndRdx/Rchg(34) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(37) Level 26: Shadow Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(37), BslGaz-Rchg/Hold(39), BslGaz-Acc/EndRdx/Rchg/Hold(39) Level 28: Consume -- Acc-I(A) Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(39), ShlWal-ResDam/Re TP(40) Level 32: Umbra Beast -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(40), ExpRnf-Dmg/EndRdx(40), ExpRnf-Acc/Dmg/Rchg(42), SlbAll-Build%(42) Level 35: Blazing Bolt -- StnoftheM-Dmg/EndRdx/Rchg(A), StnoftheM-Dam%(42), StnoftheM-Acc/Dmg(43), StnoftheM-Dmg/EndRdx(43), StnoftheM-Acc/ActRdx/Rng(45), GldJvl-Dam%(43) Level 38: Blaze -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(45), Thn-Acc/Dmg/EndRdx(45), GldJvl-Dam%(46), Apc-Dam%(46) Level 41: Sleet -- HO:Enzym(A) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A) Level 47: Ice Storm -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(48), Rgn-Acc/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/Rchg(50) Level 49: Hoarfrost -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: The Atlas Medallion Level 0: Task Force Commander Level 50: Intuition Radial Paragon Level 50: Cryonic Radial Final Judgement Level 50: Rularuu Radial Superior Ally Level 50: Rebirth Radial Epiphany Level 50: Assault Core Embodiment Level 50: Reactive Radial Flawless Interface ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1613;745;1490;HEX;| |78DA65944B4F13611486BFE94C292D60A9A5DC0A520A58286DE908CAC6C4184043A| |009CAC28D58C732C2446C9B7634BAF42FB871A5893B576EDC78FD0D6A4465EF75A3| 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Dark / Earth / Ice build review request
EnjoyTheJourney replied to EnjoyTheJourney's topic in Dominator
Thank you for your thoughtful feedback! I switched to a dark / fire / ice build because after playing dark / earth / ice into incarnates for a while because being pretty much melee only was a lot of fun sometimes, and a bit limiting and disappointing at other times. There is only 1 AOE (a cone) in the dark / fire / ice build given below. But, that cone is up about every 4.4 seconds and it has much better range the earth's AOEs. So, AOE potential will go down, but it will be easier and less risky to cast. In exchange, single target has plenty of range and good damage with this newer build. Super jump was swapped out to make room for haunt. A pair of minions will obviously out-damage super jump and that seems like a good trade. Swapping out shadow field to make room for umbra beast was considered. But, shadow field has been quite helpful for speeding things up when a team has all it can handle or is even in a fair amount of trouble. And, those are the kind of situations in which umbra beast may perform beautifully or may end up defeated and not helping. Defenses are very similar to those in the dark / earth / ice build, with very close to softcapped smash / lethal and slightly higher-than-softcapped ranged defenses. Next up will be testing out whether the DPA of the fire assault set is relatively strong even when there isn't a lot of room for procs in the build, given the goals for defenses. As always, feedback is welcome. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Shadowdart: Level 50 Magic Dominator Primary Power Set: Darkness Control Secondary Power Set: Fiery Assault Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Ice Mastery Hero Profile: Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(7), BslGaz-Acc/EndRdx/Rchg/Hold(19), BslGaz-EndRdx/Rchg/Hold(19) Level 1: Flares -- HO:Nucle(A) Level 2: Incinerate -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(3), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(34), SprBlsCol-Acc/Dmg(36) Level 4: Fire Breath -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(39), Artl-Acc/Dam/Rech(5), Artl-Acc/Rech/Rng(5), Artl-End/Rech/Rng(7) Level 6: Possess -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(13), CrcPrs-Acc/Conf/Rchg(15), CrcPrs-Acc/Rchg(11), CrcPrs-Conf/EndRdx(11), CrcPrs-Conf%(13) Level 8: Fearsome Stare -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(9), CldSns-Acc/Rchg(9), CldSns-ToHitDeb/EndRdx/Rchg(15), CldSns-Acc/EndRdx/Rchg(17), CldSns-%Dam(17) Level 10: Fire Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(40), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42) Level 12: Heart of Darkness -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(21), SprAscoft-EndRdx/Rchg(21), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(23), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(23), SprAscoft-Rchg/+Dmg%(25) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(37) Level 16: Embrace of Fire -- HO:Membr(A) Level 18: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 20: Haunt -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(27), ExpRnf-Dmg/EndRdx(31), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-EndRdx/Dmg/Rchg(46), ExpRnf-+Res(Pets)(46) Level 22: Kick -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(31) Level 26: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(27), Rct-Def(29), Rct-ResDam%(31) Level 28: Shadow Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(36), BslGaz-Rchg/Hold(37), BslGaz-Acc/EndRdx/Rchg/Hold(50) Level 30: Tactics -- GssSynFr--Build%(A) Level 32: Living Shadows -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(34), CldSns-Acc/Rchg(34), CldSns-ToHitDeb/EndRdx/Rchg(39), CldSns-Acc/EndRdx/Rchg(39), CldSns-%Dam(46) Level 35: Blazing Bolt -- StnoftheM-Dmg/EndRdx/Rchg(A), StnoftheM-Dam%(37), StnoftheM-Acc/Dmg(40), StnoftheM-Dmg/EndRdx(36), StnoftheM-Acc/ActRdx/Rng(50) Level 38: Blaze -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(42), Thn-Acc/Dmg/EndRdx(43), GldJvl-Dam%(43), Apc-Dam%(43), OvrFrc-Dam/KB(50) Level 41: Sleet -- Ann-ResDeb%(A) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(45), ShlWal-Def(45), ShlWal-ResDam/Re TP(48) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/Rchg(33), KntCmb-Dmg/EndRdx/Rchg(48) Level 1: Domination Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(25) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(29) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: The Atlas Medallion Level 0: Task Force Commander Level 50: Intuition Radial Paragon Level 50: Assault Core Embodiment Level 50: Cryonic Radial Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Rularuu Radial Superior Ally Level 50: Ageless Radial Epiphany ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1626;745;1490;HEX;| |78DA6D94494F136118C7DF594A69594A2D95A52C52F6D2965639191363400C02094| 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I'm putting together a storm / psy / mace build and for the most part I like it. But, I don't know yet understand how the defender procs work, which could potentially lead to problems. Currently all six IOs for the Superior Bastion set are in subdue, with a base 8 second cooldown and a modified, calculated cooldown of about 4 seconds, as per how cooldowns are recalculated to determine proc rates according to how much recharge is in the IOs slotted into the power. Probably the PbAOE heal proc will activate quite seldom in a power with almost 100% recharge and such a short (adjusted) cooldown. But, putting it there leaves more room for procs for will domination, for a KB-to-KD knockdown IO for telekinetic blast, and for 5 pieces of the sting of the manticore set in psi lance. I'm not sure how useful the PbAOE heal proc is in-game, so it's hard to weigh the tradeoffs associated with leaving things as they are or making some significant changes to the build. Also, the defender ATO absorb proc is currently slotted into tornado. Does that mean the absorb proc will not trigger at all, or potentially only when tornado is cast? Would it be better placed in another power? For reference, the full build is given below. Aside from requested feedback about the defender ATO procs, feedback offered about other improvements to the build would be helpful and appreciated. And, as always, if somebody finds something useful for their own builds here, then that would be a welcome outcome. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Electrokinetic: Level 50 Magic Defender Primary Power Set: Storm Summoning Secondary Power Set: Psychic Blast Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: O2 Boost -- Prv-Absorb%(A) Level 1: Mental Blast -- HO:Nucle(A) Level 2: Subdue -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(23), SprDfnBst-Dmg/EndRdx/Rchg(39), SprDfnBst-Acc/Dmg/EndRdx(40), SprDfnBst-Acc/Dmg/EndRdx/Rchg(40), SprDfnBst-Rchg/Heal%(40) Level 4: Psionic Lance -- StnoftheM-Dam%(A), StnoftheM-Acc/Dmg(5), StnoftheM-Dmg/EndRdx(9), StnoftheM-Acc/ActRdx/Rng(9), StnoftheM-Dmg/EndRdx/Rchg(11), GldJvl-Dam%(45) Level 6: Steamy Mist -- LucoftheG-Def/Rchg+(A), ShlWal-Def(7), ShlWal-Def/EndRdx(7), ShlWal-ResDam/Re TP(37) Level 8: Freezing Rain -- AchHee-ResDeb%(A) Level 10: Psychic Scream -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(11), PstBls-Dmg/EndRdx(37), PstBls-Acc/Dmg(39), PstBls-Dmg/Rng(39), Ann-ResDeb%(42) Level 12: Hurricane -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitDeb(13), DarWtcDsp-ToHitdeb/Rchg/EndRdx(13), DarWtcDsp-Rchg/EndRdx(15) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(15) Level 16: Telekinetic Blast -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(17), SprWntBit-Acc/Dmg/EndRdx(17), SprWntBit-Dmg/Rchg(19), SprWntBit-Acc/Dmg(19), SuddAcc--KB/+KD(21) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 20: Will Domination -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(21), Thn-Acc/Dmg/EndRdx(23), GldJvl-Acc/Dmg(36), GldJvl-Dam%(37), Apc-Dam%(48) Level 22: Kick -- ExpStr-Dmg/KB(A), ExpStr-Dam%(46), ExpStr-Acc/KB(46) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25) Level 26: Tornado -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(27), SprVglAss-Rchg/+Absorb(27), OvrFrc-Dmg/End/Rech(33), OvrFrc-Dam/KB(33), FrcFdb-Rechg%(45) Level 28: Psionic Tornado -- Rgn-Dmg(A), Rgn-Dmg/Rchg(29), Rgn-Acc/Dmg/Rchg(29), Rgn-Acc/Rchg(31), Rgn-Dmg/EndRdx(31), FrcFdb-Rechg%(33) Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(48), Rct-ResDam%(50) Level 32: Lightning Storm -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(34), SprVglAss-Acc/Dmg/EndRdx/Rchg(34), PrfShf-End%(34), FrcFdb-Rchg/EndRdx(36), FrcFdb-Rechg%(36) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(50) Level 38: Psychic Wail -- Arm-Dam%(A), Arm-Dmg/EndRdx(43), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(43), Arm-Dmg/Rchg(45), FuroftheG-ResDeb%(46) Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42) Level 44: Tactics -- GssSynFr--Build%(A) Level 47: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(48) Level 49: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(50) Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(5) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Intuition Radial Paragon Level 50: Ion Radial Final Judgement Level 50: Reactive Total Radial Conversion Level 50: Storm Elemental Core Superior Ally Level 50: Clarion Core Epiphany Level 50: Assault Core Embodiment ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1603;754;1508;HEX;| |78DA6594CB4F135114C6EF4C5BEA1428605B0A94F2286F28A5E561A262481030E16| |1AA24EE4C53CB502642DBB425C2D21837468DBA71A5893B30EA4210D09D3BDF6234| 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Thank you for the feedback! There's quite a bit to digest here. I'll be tweaking the build, probably to something more along the lines of a blaptroller. The melee attacks have so much better DPA than the ranged attacks for fortunatas, in the end, and it seems better to stick with the suggestion made by others to control through range and fight up close. I'll also definitely make room for aura of confusion, as well.
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As a first effort, this is virtually certain to leave quite a bit of room for improvement. But, hopefully the core goals and intended function of the build holds up fairly well, even as is. The basic function would be to serve as a kind of "blastroller", doing good damage mostly from range and also being able to (hopefully and mostly safely) divert attention from teammates when needed. With good support serving as the group's tank or off-tank will hopefully be possible. Beginning with weaknesses, key weaknesses of the build are that debuffs to recovery or recharge can quickly hamstring the build's effectiveness and cascading defense failure can lead to a quick defeat. Resistances are not very high, which means that hits which get through will tend to hurt quite a bit. Plus, there is no healing in any of the powers chosen other than the "rebirth" destiny incarnate (which is on a 2 minute timer). The rapidity with which these weaknesses can lead to defeats and the number of them increases the attractiveness of being able to keep mobs mostly at range and to interfere with their ability to do damage with various hard and soft controls. Thus, the basic idea is to do good damage while mostly at range, with just a single melee attack (lunge) that offers very good single target DPA when melee is unavoidable (or desirable). All three single target ranged attacks have a status effect associated with them (knockdown, mag 3 hold, mag 3 immobilize), to help keep mobs off balance. All four AOE attacks also have a status effect associated with them (2 have knockdown, 1 has a mag 3 disorient and a very large recharge debuff, and 1 has a mag 3 immobilize). Basic overall attributes of the build are as follows, for those who don't have the build loaded up into their character planner: Recharge (force feedback +recharge proc effects from casting psionic tornado are not added to numbers given below) global recharge is 172.5% mind link is perma (recharges in slightly less than 83 seconds, uptime is 90 seconds) hasten is 2.1 seconds from being perma after both lvl 50 recharge IOs are boosted 5 times Defenses (mind link considered active and no mask presence buffs counted) positional defenses are as follows: 69.7% / 59.8% / 64.9% for melee / ranged / AOE psi resist is maxed, smash / lethal / fire / cold resists are in the high 30s, toxic is mid-20s, and energy / neg nrg are 8% Damage (alpha and interface engaged, hybrid slot switched off, possible mask presence bonuses not included) best DPA single target attack: lunge, with a cast time of 0.83 seconds, doing an average of 591 points of damage, and a 3.5 second cooldown psychic wail does an average of 678 hit points of damage and recharges after 39 seconds good ranged ST chain would be dominate (5 damage procs, including 2 purples), telekinetic blast, subdue, telekinetic blast, ... repeat As always, if somebody finds something helpful here, then that would be a welcome outcome. If somebody can help to improve the build then such feedback would be welcome and appreciated. Thank you in advance! | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1592;743;1486;HEX;| |78DA6594CB4F135114C6EFB4534A4B2B2D6D7995575B1E2D853E109F5109C18288D| |526105C996684061ACB0CF61174E9C2BD12105CB932D18D8911853FC5AD2B9FA089| |1B5DD5D3F94EDA9A4EDAFCEE7CF77CE79E7BEECC241F5CB5BD997B342524F74C4E2| |914D2D37965655DD50AE9DBD9556DCB7C532996F24A4ED0659FD5F2C592AA149581| |454D3593E2D363D24B7925AB66D5B54835A02A799732CAC69696BF573FC79268496| |95A2E329BCBAEAD17ADFA7871339359B543AEA894C1A9DF251535BB59CA29C5ACA6| |BA139BD995C872627A299D2CA5934AA198C93FECA472A2F47F62137C954D62CC204| |4DC22ACE3E0A908330ABA63CC4F469D3356B249BAD7204EA035FDAE5016B605DC3F| |B57108E59776A0197641F919D8BC075AF741DB733041F98D9CDFE891E07180236ED| |0427D35214632E931B2E8F1A2063FCD9979CE1C167A7C377396725B30272C1D34E8| |B5881DAAB5856B6D8963AF8131D41298C7FD6002F7831B587F3084FB97E4B5B3D71| |E36E8EB3B86C1B620BC9D21B06F140C0551E72E795BD9DB7A20EB738EF760DB07B0| |EF101C38623E460E03EDD109AF7096E91246525CD899D13581EA7A26C1BE28D81D0| |7E7A90B1EEEB0873BDCCE9D6DE74E4F514C07624C1D1CD3C931012738DCC674F1E9| |B0779B76D6C5D575BD40C557289F97352FC7C954732FD7D1EBF9FF84431CB34FB9F| |AB94BFD97D1D981F3A0EF12F322F302383C850E5FA335FD7CDAFED7A8E30F4D0D71| |BEA177428F1B3D601E313F80E3874C3FF2FD2504D91B3C87B5421360749279068C9| |F657E86779A6A09B337FC05E730F695F98DF91D1CFF01C68FF9DCA84F1178A5C87D| |5EA700CE51DE18EF31E6C353DE2357DF6EFA559E8ED10625D6A0C41B94D30DCA648| |37243AE7E0DE8D5428F6FD5B4724AAE7E0984A43B2C0E7ABFA1948FA97A89DD5200| |D5FFAC6906C9C7DF8E653C0D4DD78923167152EF0BC2F7ABA649D21E2A69DE0653D| |68A8A35EFD48D95BAF1DDBAF1828B6C3CEE76D7C61FEBF4549DFEB6A2F39E5EF96B| |E37FE8BDFF06| |-------------------------------------------------------------------|
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After a fair amount of searching (search function on the forums, google, guides forum, etc) I came up empty at finding out how the "rule of five" works for IO set bonuses. It seem to be common knowledge that you cannot have more than five +10% global recharge bonuses from AT and purple recipes. And, the character planner seems to pick that up and will stop at adding in five +10% global recharge bonuses, regardless of whether a character has 5 or more otherwise eligible sets slotted into a character. Similarly, LotG +7.5% global recharge bonuses are cut off at five per character. Thus, adding in a sixth LotG +7.5% global recharge IO doesn't lead to another 7.5% being added to global recharge; the character planner seems to correctly track the limitation on the number of LotG global recharge IOs that can contribute to global recharge. However, I have a character plan for a dominator that (according to the plan) has 2 basilisk sets (4 pieces) providing a 7.5% bonus to global recharge (this forum, just a bit further down on the page) and that also has 5 LotG global recharge IOs providing a 7.5% bonus to global recharge. All together that makes seven (7!) of these +7.5% global recharge bonuses and they are all being counted as adding to global recharge by the character planner. So, either this is an error in the character planner or the restriction of "maximum of five set bonuses" is about a maximum of five set bonuses per type of source (with the exception of AT IOs and purples, which are evidently treated as being functionally the same type of source under this scenario). Or, it's something else all together and I'm just missing what's really happening. Any of these seem possible. Any light that can be shed on when the "rule of 5" applies and when it does not would be helpful and appreciated. Thank you in advance.
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Quick question - How too boost IOs in the character planner?
EnjoyTheJourney replied to EnjoyTheJourney's topic in Dominator
kiramon: Thank you for a *very* clear explanation of what to look for to see if efforts are working. I can confirm that they are not. I have no idea why. Thank you for the prompt about the "+5 levels" option; I'm using it now and it works very well. -
Quick question - How too boost IOs in the character planner?
EnjoyTheJourney replied to EnjoyTheJourney's topic in Dominator
Thank you for your reply! Unfortunately, the "+" key doesn't seem to work for my keyboard. The reason why is probably because there is no number pad on my keyboard; thus, to type a "+" sign I need to hold down the "shift" key at the same time. Thus, without the "shift" key held down an "=" sign is produced by the keyboard, and with the "shift" key pressed clicking on the "= / +" key produces no result. My guess is that there probably isn't a workaround for this and I'll just need to verbally explain when IOs are being boosted and when they're not, if such information seems needed. -
I was wanting to boost some IOs for a build I just posted in this forum. But, I've searched both in the character planner itself and on this website and come up completely empty. If somebody could tell me how to boost IOs in the character planner (ie: how to boost the 2 recharge IOs in hasten, for exmaple), then that would be helpful and appreciated. Thank you in advance! To be clear, I'm not trying to boost attuned IOs; IIRC that cannot be done.
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Dark / Earth / Ice build review request
EnjoyTheJourney replied to EnjoyTheJourney's topic in Dominator
Edit: I noticed after posting that Basilisk's Gaze (2 sets in this build) and LotG global recharge (5 in this build) mean there are 7(!) bonuses of 7.5% global recharge (5 from the unique LotG IO, 2 from sets). The character planner seems to show no problem (ie: subtracting one and adding it back suggests all the bonuses count). But, perhaps the character planner is in error and 7 bonuses of the same amount cannot count. If so, then I'd tweak that part of the build. If this is a non-issue, then perhaps the build below is likely to play OK. -------------------------------------- I wasn't fully satisfied with how the build above played because of survivability challenges. So, this dominator was "on ice" for a while. But, having learned more about builds over the past few months I tried out some changes this evening and came up with something that looks better. The new build offers 175% global recharge and is within a couple of seconds of perma-hasten as long as the recharge IOs in hasten are boosted. For defenses, smash / lethal are softcapped and ranged defense sits at 44.9% without any IOs being boosted. So, ranged defenses are effectively softcapped, especially when all the to hit debuffs in the primary are considered. The force feedback +recharge proc is in fissure and should make hasten comfortably and (fairly) reliably perma. Finally, seismic smash has 4 damage procs, including two purple daamge procs. So, damage seems likely to be a in a reasonable place. Regarding AOE controls, there is a cone fear, a PbAOE disorient, a ranged mass hold, and a knockdown patch. That gives a fair amount of flexibility for handling mobs with different kinds of resistances and immunities. As always, if somebody finds something helpful for their own builds in here, then that would be great. It is undoubtedly not perfect, though, and feedback that would make it better is welcome and appreciated. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Midnight Rocker: Level 50 Magic Dominator Primary Power Set: Darkness Control Secondary Power Set: Earth Assault Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Ancillary Pool: Ice Mastery Villain Profile: Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(5) Level 1: Stone Spears -- HO:Nucle(A) Level 2: Living Shadows -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(5), CldSns-Acc/Rchg(7), CldSns-ToHitDeb/EndRdx/Rchg(7), CldSns-Acc/EndRdx/Rchg(9), CldSns-%Dam(25) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(27) Level 6: Possess -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(13), CrcPrs-Acc/Conf/Rchg(13), CrcPrs-Acc/Rchg(15), CrcPrs-Conf/EndRdx(15), CrcPrs-Conf%(17) Level 8: Fearsome Stare -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(17), CldSns-Acc/Rchg(19), CldSns-ToHitDeb/EndRdx/Rchg(19), CldSns-Acc/EndRdx/Rchg(21), CldSns-%Dam(21) Level 10: Stone Mallet -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(11), Mk'Bit-Dmg/Rchg(34), Mk'Bit-Acc/EndRdx/Rchg(43), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(48) Level 12: Heart of Darkness -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(29), SprAscoft-EndRdx/Rchg(29), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(36), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(36), SprAscoft-Rchg/+Dmg%(37) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), Rct-ResDam%(31) Level 16: Power Up -- RechRdx-I(A) Level 18: Tactics -- GssSynFr--Build%(A) Level 20: Heavy Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(42), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 24: Kick -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(34), ExpStr-Dam%(48) Level 26: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(27) Level 28: Seismic Smash -- Hct-Dmg/EndRdx(A), Hct-Dam%(33), Mk'Bit-Acc/Dmg(37), Mk'Bit-Dam%(37), UnbCns-Dam%(39), GldNet-Dam%(39) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(46) Level 32: Shadow Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(33), BslGaz-EndRdx/Rchg/Hold(33), BslGaz-Acc/EndRdx/Rchg/Hold(34) Level 35: Sleet -- RechRdx-I(A) Level 38: Fissure -- Rgn-Dmg(A), Rgn-Dmg/Rchg(39), Rgn-Acc/Dmg/Rchg(40), Rgn-Acc/Rchg(40), Rgn-Dmg/EndRdx(40), FrcFdb-Rechg%(50) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(45) Level 44: Tremor -- Arm-Dam%(A), Arm-Dmg/EndRdx(45), Arm-Acc/Dmg/Rchg(45), Arm-Acc/Rchg(46), Arm-Dmg(50), FuroftheG-ResDeb%(50) Level 47: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(36) Level 1: Domination Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(23) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(25) Level 1: Quick Form Level 50: Diamagnetic Radial Flawless Interface Level 50: Ageless Radial Epiphany Level 50: Assault Core Embodiment Level 50: Longbow Radial Superior Ally Level 50: Void Radial Final Judgement Level 50: Intuition Radial Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1570;745;1490;HEX;| |78DA6594CB4F135114C6EF4CA72285DA425B5A284829EF9696A7C62886184043A00| |942E24AAD9332B623D836D31A61E9C2BD1A8D68D4B8D48D6B5FFC171A8D71E773E3| 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Dark / Devices / Mace - Concept build, hopefully effective
EnjoyTheJourney replied to EnjoyTheJourney's topic in Blaster
Thank you for your feedback! I'll ponder this idea for a bit and see if I can make up the lost recharge and ranged defense from the manticore set another way. Also, I edited the build above to reflect a shift from hover / fly to combat jumping / super jump; trip mine doesn't play nicely with hover and I'm surprised that I forgot about that. Also, I switched superior blistering cold from brawl into boxing, as with that slotting and the hold proc it's probably worth putting boxing on a power tray for use in-game, just in case a gap opens up in the ST attack chain. It was difficult to leave out the winter's gift slow debuff resistance IO, as this build is a bit weak to recharge debuffs. In fact, it might be worthwhile to drop the unbreakable guard hit point bonus of 7.5% to make room for the winter's gift slow resist IO. -
Dark / Devices / Mace - Concept build, hopefully effective
EnjoyTheJourney posted a topic in Blaster
Goals for this build were solid damage and robust defenses. Regarding damage, with 6 AOEs, including the judgment incarnate, this build should be effective when fighting larger spawns. Abyssal gaze is a typical "proc monster" with 5 damage procs, two of them purple. Regarding defenses, the build offers high smash / lethal and ranged defense totals, which would be put together with good hard and soft controls provided by both the primary and secondary. This build should perform well when exemp'd all the way down to Posi 1 because quite a bit of damage is front loaded. The judgment incarnate power would be vorpal radial, which boosts defenses by 30% for 10 seconds. Because the added defense showed up in the "totals" window it was intentionally not selected in the character planner, to avoid misleading anybody looking at the build about it's more usual defense totals. Also, hasten IOs would be boosted to bring this build closer to perma-hasten (not sure how to boost IOs in the character planner, if somebody knows that would be helpful and appreciated). As always, if this build helps somebody else then that would be great. It is undoubtedly not perfect, though, and if feedback received helps it to become better then that would be most appreciated. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Dark Device: Level 50 Technology Blaster Primary Power Set: Dark Blast Secondary Power Set: Devices Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Dark Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(23) Level 1: Toxic Web Grenade -- HO:Endo(A) Level 2: Umbral Torrent -- Rgn-Dmg(A), Rgn-Dmg/Rchg(7), Rgn-Acc/Dmg/Rchg(21), Rgn-Acc/Rchg(23), Rgn-Dmg/EndRdx(25), SuddAcc--KB/+KD(25) Level 4: Caltrops -- Ann-ResDeb%(A) Level 6: Aim -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(7) Level 8: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(9), StnoftheM-Dam%(9), StnoftheM-Dmg/ActRdx/Rchg(11), StnoftheM-Dmg/EndRdx/Rchg(13) Level 10: Targeting Drone -- RctRtc-ToHit(A), RctRtc-Pcptn(11) Level 12: Tenebrous Tentacles -- Artl-Acc/Dam(A), Artl-Dam/End(13), Artl-Dam/Rech(17), Artl-Acc/Dam/Rech(17), Artl-Acc/Rech/Rng(19), Artl-End/Rech/Rng(19) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(15), ShlWal-ResDam/Re TP(15) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 18: Abyssal Gaze -- GldJvl-Acc/Dmg(A), GldJvl-Dam%(36), Apc-Dam%(45), UnbCns-Dam%(46), GldNet-Dam%(46), CldSns-%Dam(46) Level 20: Field Operative -- LucoftheG-Def/Rchg+(A) Level 22: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(45) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(27), UnbGrd-Max HP%(37) Level 26: Life Drain -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(27), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(34), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(34) Level 28: Trip Mine -- Arm-Dam%(A), Arm-Acc/Dmg/Rchg(29), Arm-Dmg/EndRdx(29), Arm-Dmg(31), Arm-Acc/Rchg(33), FuroftheG-ResDeb%(33) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 32: Blackstar -- Obl-%Dam(A), Obl-Dmg(37), Obl-Dmg/Rchg(37), Obl-Acc/Dmg/EndRdx/Rchg(48), Obl-Acc/Dmg/Rchg(48) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36) Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40) Level 41: Mace Beam Volley -- Artl-Acc/Dam(A), Artl-Dam/End(42), Artl-Dam/Rech(42), Artl-Acc/Dam/Rech(42), Artl-Acc/Rech/Rng(43), Artl-End/Rech/Rng(43) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 47: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(48) Level 49: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(50) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(50), Prv-Absorb%(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Rularuu Radial Superior Ally Level 50: Clarion Core Epiphany Level 50: Assault Core Embodiment Level 50: Diamagnetic Core Flawless Interface Level 50: Intuition Radial Paragon Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1580;724;1448;HEX;| |78DA65944B4F135114C7EFB4530A2DA5C5164A85F268416881C20012E323240A120| |224448C3B43C676D2566A3B69AB91958F68DCAAD19808E856377E02BF8346591977| |2E7483A0B831A8F574FEA7ED249DA4FD9D7B1EFF7BEE9D7B67F9E66CF39BF93B334| 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Breakerbot - A build review request for an Elec x 3 sentinel
EnjoyTheJourney replied to EnjoyTheJourney's topic in Sentinel
First, thank you for your detailed feedback. I'll address the different points raised as best I can. Regarding ball lighting procs, our character planner software seems to be different in some way. In the "configuration" menu I have damage showing as "average damage" and I see 112.1 points of energy damage listed for ball lightning, with both enhancement effects and set bonus effects toggled on, and alpha buffs included in popups. All damage procs can be added or removed as many times as I like and the damage listed never changes. As a further sign of the issue, the damage types for non-energy damage types does not even show up in the tooltip damage calculation figures (ie: no fire damage listed despite having a fire damage proc and no lethal damage listed despite have a lethal damage proc). Incidentally, toggling opportunity on or off also doesn't change the damage value reported in the "info" box for powers, even though damage reported marginally increases for charged bolts when toggling on opportunity. Procs do show up for other skills on my planner. But, I can't get them to show up for ball lightning. I have no idea why. I like the idea of acc / dam / end slotting ball lightning, and then boosting; it's a worthwhile investment. Thank you for the suggestion. I also agree about the single target chain and it seems to make the best that can be made of what's available. Hasten slotting is usually 3 boosted level 30 generic recharge IOs, rather than level 50 IOs. But, I don't know how to configure that, and so that's misleading. Which is unfortunate. Rune of protection (RoP) provides value to the build if the resistances added are viewed in terms of percentage of damage avoided, rather than absolute percentage points of resistance added. Thus, for example, boosting smash / lethal resistances from 68.5% to the 75% cap reduces incoming damage of those types by close to 25%, which is noticeable. Similarly, with RoP active incoming psionic damage drops by about 30%, incoming negative energy damage drops by close to 25%, and incoming toxic damage falls by about 15%. While it's true that orange candy could substitute for RoP for sentinels, given the baseline value for RoP of 12%, it's been my experience that orange inspirations are not always on hand when their use would be most helpful. YMMV, of course. Again, though, thank you for taking the time to offer feedback. If there was one topic that I'd be curious about considering further, it would be when it's best to turn either a ST or AOE power into a proc monster; ball lightning seems like a good candidate for electric because long recharge, short activation AOE skills can pack a lot of DPA into an attack chain when proc'd out, thereby moving both ST and AOE attack chains to a higher level. A key caveat is that all the extra endurance costs need to be looked after, of course. -
The build below is intended to put out good damage in a team setting, both while exemp'd down and in endgame content. Damage: Mob resistances can fall by up to 62.5%, with offensive opportunity engaged, interface at maximum stacks, and both -res procs active. There are better -res stacking characters out there. But, this still seems helpful for team or solo play. A candidate single target damage chain could go zapping bolt, charged bolts, tesla cage, rinse and repeat. If in melee then havoc punch would be the opener because of its superior DPA, followed by the rest of the single target chain, inserting havoc punch whenever it was once again ready to use. The nuke recharges every 25 seconds and it would be used regularly on large crowds. Sustain: Positional defenses were brought close to 20% overall. Global recharge sits at 168.8%, which brings back energize about every 26 seconds. Regen sits at 722% when energize is active. Rune of protection (RoP) caps most resistances and has fairly close to 50% uptime. The lowest resistance is toxic, which sits at a base of 8%, and which rises to 23.4% when RoP is active, and can go up to 9% higher when the scaling resist proc activates. As always, if somebody finds something helpful in here then that would be a welcome outcome. If somebody can help to improve this build, then that would also be welcome. Thank you in advance for any feedback offered. PS: The damage listed for ball lightning ignores all three damage procs. Thus, the damage total listed for ball lightning is probably quite misleading. In fact, it might be good enough to be included in the single target attack chain, based on its superior DPA. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Breakerbot: Level 50 Technology Sentinel Primary Power Set: Electrical Blast Secondary Power Set: Electric Armor Power Pool: Sorcery Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Electricity Mastery Hero Profile: Level 1: Charged Bolts -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(29), Thn-Dmg/Rchg(37), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(50) Level 1: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(5) Level 2: Ball Lightning -- Bmbdmt-+FireDmg(A), JvlVll-Dam%(45), PstBls-Acc/Dmg(46), PstBls-Dam%(48), Ann-Acc/Dmg(48), Ann-ResDeb%(48) Level 4: Conductive Shield -- Ags-Psi/Status(A), Ags-ResDam(5), Ags-ResDam/EndRdx(7), Ags-ResDam/Rchg(7) Level 6: Zapping Bolt -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(21), SprSntWar-Acc/Dmg/Rchg(23), SprSntWar-Acc/Dmg/EndRdx(23), SprSntWar-Acc/Dmg/EndRdx/Rchg(29), SprSntWar-Rchg/+Absorb(43) Level 8: Charged Shield -- DctWnd-Heal(A), DctWnd-Heal/EndRdx(9), DctWnd-Heal/Rchg(9), DctWnd-Heal/EndRdx/Rchg(36), DctWnd-EndRdx/Rchg(50) Level 10: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(19), Prv-Absorb%(21) Level 12: Tesla Cage -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(13), SprOppStr-Acc/Dmg/Rchg(13), SprOppStr-Acc/Dmg/EndRdx(15), SprOppStr-Acc/Dmg/EndRdx/Rchg(15), SprOppStr-Rchg/+Opportunity(17) Level 14: Mystic Flight -- BlsoftheZ-ResKB(A) Level 16: Static Shield -- GldArm-RechRes(A), GldArm-ResDam(17), GldArm-End/Res(45) Level 18: Aim -- HO:Cyto(A) Level 20: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(46), Rct-ResDam%(46) Level 22: Boxing -- Empty(A) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25) Level 26: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(27), GldArm-ResDam(27), GldArm-End/Res(36) Level 28: Lightning Reflexes -- Run-I(A) Level 30: Short Circuit -- Arm-Dam%(A), Arm-Dmg/EndRdx(31), Arm-Acc/Rchg(31), Arm-Acc/Dmg/Rchg(31), Arm-Dmg(34), FuroftheG-ResDeb%(34) Level 32: Thunderous Blast -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(33), Rgn-Acc/Rchg(33), Rgn-Acc/Dmg/Rchg(33), Rgn-Dmg/Rchg(34), Bmbdmt-+FireDmg(43) Level 35: Power Sink -- PrfShf-EndMod(A) Level 38: Chain Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/Rchg(39), SprFrzBls-Dmg/EndRdx/Acc/Rchg(40) Level 41: Havoc Punch -- Hct-Dam%(A), Hct-Dmg/EndRdx(42), Hct-Acc/Rchg(42), Hct-Acc/Dmg/Rchg(42), Hct-Dmg(43) Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45) Level 47: Spirit Ward -- HO:Golgi(A) Level 49: Rune of Protection -- Ags-ResDam/EndRdx/Rchg(A), Ags-ResDam/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Opportunity Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(36), Mrc-Rcvry+(37) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(37) Level 50: Musculature Core Paragon Level 50: Ion Radial Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Storm Elemental Core Ally Level 50: Rebirth Radial Epiphany Level 50: Assault Core Embodiment ------------
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Thank you for mentioning this. That turned out to be the "spoiler" that led to such a surprisingly high level of divergence in reported damage values. Turning off that one toggle for the scrapper brings the damage values *much* closer to being in line, enough so that the sentinel build starts to look very good given that it can operate mostly outside melee range and that it has less DPS lost to time spent moving between targets.
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I put together a build for a dark melee / ninjitsu / soul scrapper and for a psychic blast / electric armor / soul sentinel. In the character planners the damage estimates provided for particular attacks were so different that I wanted to check in with this forum about whether there was a display error of some kind. Here are two key examples of slotting choices / skills: --------------------------------------- Scrapper ... Dark melee: Shadow maul, 3.07 seconds animation, 876.2 damage (slotting = 5 armageddon, except not damage / recharge, and 1 FotG -res proc) Midnight grasp, 2.07 seconds animation, 1063.8 damage, slotting = superior scrapper's strike, 6 pieces Incarnates are musculature core paragon, assault core embodiment, and degenerative radial interface Sentinel ... Psychic blast: Psychic wail (nuke), 1.97 seconds animation, 505.9 damage, (slotting = 5 armageddon, except not damage, and 1 FotG -res proc) Soul mastery: Midnight grasp, 2.07 seconds animation, 521.4 damage, (slotting = 5 hecatomb, except not damage / recharge, and 1 Mako's lethal damage proc) Incarnates are musculature core paragon, assault core embodiment, and degenerative radial interface ----------------------------------------- Although shadow maul only hits 5 targets and has a 50% longer animation, it's listed as doing 60% more damage and it's also available every 2.43 seconds, in contrast to a cooldown for the psy blast sentinel's nuke that is about 10 times longer. And, although the midnight grasp slotting choices are not carbon copies of each other across these two ATs, the scrapper still does 60% more damage with the same attack skill. Comparing other skills leads to other clearly observable and very large damage differences. Is the character planner in error, or is damage that different across these ATs? If it is, then how might one bridge the power gap between these characters? Is there something else that I'm missing? The sentinel build is given below, for reference, in case anybody would like to look at it: ... and for reference the scrapper build is also given here:
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The Undying Boxer - Mutant Dark / Ninjitsu / Soul scrapper
EnjoyTheJourney replied to EnjoyTheJourney's topic in Scrapper
TY! Although I also get the rationale mentioned earlier for a self-rez in the secondary; it makes good thematic sense. Regarding the alternative builds offered, there are things to like about both of them. Nemu seems particularly good at putting Hami-Os to effective use, which quite a few players (myself included) tend to overlook. BrandX seems well practiced at builds that strike a careful balance between DPS and defenses. Both are clearly practiced at building with goals in mind and working with a lot of puzzle pieces to get there. UB's build will be revisited after a few more vet levels in which I'm hoping to get a better sense of his in-game strengths and weaknesses. My best guess is that he'll end up incorporating elements of both builds suggested here, in the end. So, thank you for the suggestions. -
The Undying Boxer - Mutant Dark / Ninjitsu / Soul scrapper
EnjoyTheJourney replied to EnjoyTheJourney's topic in Scrapper
This is a fair point. UB's mutant power connects him to the underworld / afterlife, which ends up bending the usual rule about the inevitability of death. So, any secondary that could connect to the underworld seems like a thematic choice. In truth I picked ninjitsu because I wanted to play it. I rationalized it as UB already being around for a fair while and going out of his way to learn ninjitsu, given that relying on a "fists up" defensive stance when fighting extremely dangerous opponents outside the boxing ring wouldn't go very well.