Jump to content
The Beta Account Center is temporarily unavailable ×
Double XP is active on all shards

EnjoyTheJourney

Members
  • Posts

    870
  • Joined

  • Days Won

    1

Everything posted by EnjoyTheJourney

  1. Below is a hopefully effective build for a robotic character that relies on technology to carry out its missions. Feedback is welcome and appreciated. As a bit more explanation, the mastery pet is a mule for pet IOs intended to help the trap pets last longer when they're under fire from strong mobs. Also, hopefully between the -res in powers and in procs, plus the heavy amount of -regen, this build would help teams quite a bit. 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! Killbot 3.6: Level 50 Magic Corruptor Primary Power Set: Beam Rifle Secondary Power Set: Traps Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Mu Mastery Villain Profile: Level 1: Single Shot -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/EndRdx/Rchg(9), SprScrBls-Rchg/+End(11), Thn-Acc/Dmg/EndRdx(11) Level 1: Web Grenade -- HO:Endo(A) Level 2: Caltrops -- PstBls-Dam%(A), Bmbdmt-+FireDmg(3), ImpSwf-Dam%(3), JvlVll-Dam%(9) Level 4: Triage Beacon -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(19) Level 6: Disintegrate -- SprScrBls-Dmg/Rchg(A), SprScrBls-Acc/Dmg/Rchg(13), SprScrBls-Acc/Dmg/EndRdx/Rchg(15), GldJvl-Dam%(15), Thn-Acc/Dmg/EndRdx(17) Level 8: Aim -- GssSynFr--Build%(A) Level 10: Acid Mortar -- AchHee-ResDeb%(A) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(50) Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(17), ShlWal-Def/EndRdx(40), ShlWal-Def(40) Level 18: Penetrating Ray -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(19), StnoftheM-Dmg/ActRdx/Rchg(25), StnoftheM-Dmg/EndRdx/Rchg(25), StnoftheM-Dam%(27), FrcFdb-Rechg%(27) Level 20: Poison Trap -- GhsWdwEmb-Acc/EndRdx(A), GhsWdwEmb-Dam%(21), NrnSht-Dam%(21), GldNet-Dam%(23), UnbCns-Dam%(23) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(36), GldArm-End/Res(37), GldArm-ResDam(37) Level 26: Piercing Beam -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(29), SprMlcoft-Acc/Dmg/Rchg(29), SprMlcoft-Dmg/EndRdx/Rchg(31), SprMlcoft-Acc/Dmg/EndRdx/Rchg(31), SprMlcoft-Rchg/Dmg%(34) Level 28: Seeker Drones -- AbsAmz-Acc/Stun/Rchg(A), AbsAmz-EndRdx/Stun(31), AbsAmz-Acc/Rchg(40) Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36), Rct-Def(36), Rct-Def/EndRdx(37) Level 32: Overcharge -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(33), PstBls-Dmg/Rchg(33), PstBls-Acc/Dmg/EndRdx(33), PstBls-Dam%(34), AchHee-ResDeb%(34) Level 35: Trip Mine -- Arm-Acc/Dmg/Rchg(A), Arm-Acc/Rchg(42), Arm-Dmg(42), FuroftheG-ResDeb%(50), OvrFrc-Dam/KB(50) Level 38: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(39), UnbGrd-Rchg/ResDam(39) Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42) Level 44: Electric Shackles -- Apc-Acc/Dmg/Rchg(A), Apc-Acc/Rchg(45), Apc-Dam%(45), GldNet-Dam%(46), NrnSht-Dam%(46), GhsWdwEmb-Dam%(46) Level 47: Summon Adept -- EdcoftheM-PetDef(A), CaltoArm-+Def(Pets)(48), ExpRnf-+Res(Pets)(48), SvrRgh-PetResDam(48) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A) 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: Scourge 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+(43), Mrc-Rcvry+(43) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(43), PwrTrns-+Heal(45) Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Warworks Radial Superior Ally Level 50: Support Core Embodiment Level 50: Barrier Core Epiphany Level 50: Agility Radial Paragon ------------
  2. Nature manipulation could make sense for quite a few backstories. Depending on the build you might have the first "cowtroller" in the game. :) (I'll show myself out ...) If you wanted a bit of a dark backstory you could pick the dark secondary; this cow gained powers from negative energy exposure or by having too many chemicals pumped into them, or something like that.
  3. Below is a melee-centric human only warshade build. The build goals were to not rely on corpses to stay upright and to use extractions to take DPS to a better place, when that is possible. It should play like a kind of tanktroller that relies on healing from essence drain and stygian circle, plus the two long recharge powers (unrelenting and unleash potential), to patch the limitations in other defenses. This build would be primarily designed for teaming. A few caveats apply. Neither the ST nor the AOE attack chains are likely to be smooth. The ST attack chain has low DPA and DPS. The AOE is a nuke (42 second cooldown, with T4 alpha incarnate) and another PbAOE on a 33ish second coodown, plus 2 cones, with the cones being a bit of work to use to best effect while in melee. Also, defeated foes are still valuable, even if (perhaps, in most situations) not essential because extractions are the key to improving DPS. I also don't know if provoke can function well enough to take aggro from extractions (and teammates, perhaps) with just the base slot in place. On a more positive note, the procs in gravitic emanation and the nuke give this build decent burst damage, along with the judgment incarnate. Sun mire is near perma and the damage boost for each teammate type that boosts damage stacks up quickly to noticeable levels. Thus, although the damage ceiling isn't nearly as high on this build as it is for scrappers or other damage ATs (not by a long shot, at least not without pets up), there are enough self buffs to damage in play (and dark sustenance buffs) to have a fairly high damage floor. Also, as long as the pets can be kept alive overall DPS should be in a decent place. It would be nice to fit in inky aspect. But, it's not easy to pick a power to remove to make way for it. 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! Spectral Echo, build 2: Level 50 Magic Warshade Primary Power Set: Umbral Blast Secondary Power Set: Umbral Aura Power Pool: Fighting Power Pool: Speed Power Pool: Force of Will Power Pool: Presence Hero Profile: Level 1: Ebon Eye -- HO:Nucle(A) Level 1: Absorption -- GldArm-3defTpProc(A) Level 2: Gravity Shield -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(3), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(9) Level 4: Boxing -- Empty(A) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7) Level 8: Weaken Resolve -- Acc-I(A), AchHee-ResDeb%(9) Level 10: Project Will -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(11), Dcm-Dmg/Rchg(11), Dcm-Acc/Dmg/Rchg(31), Dcm-Build%(31), FrcFdb-Rechg%(50) Level 12: Sunless Mire -- Obl-Dmg(A), Obl-Acc/Rchg(13), Obl-Dmg/Rchg(13), Obl-Acc/Dmg/Rchg(15), Obl-Acc/Dmg/EndRdx/Rchg(15), Obl-%Dam(27) Level 14: Shadow Cloak -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(33), Rct-ResDam%(33) Level 16: Twilight Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(23) Level 18: Gravity Well -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(19), Hct-Acc/Rchg(19), Hct-Dmg/EndRdx(21), Hct-Dam%(21), UnbCns-Dam%(23) Level 20: Essence Drain -- SprEssTrn-Acc/Dmg(A), SprEssTrn-Dmg/Rchg(48), SprEssTrn-Acc/Dmg/Rchg(45), SprEssTrn-Dmg/EndRdx/Rchg(46), SprEssTrn-Acc/Dmg/EndRdx/Rchg(36), SprEssTrn-Rchg/Global Heal(36) Level 22: Stygian Circle -- EffAdp-EndMod/EndRdx(A) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(27) Level 26: Gravitic Emanation -- Acc-I(A), PstBls-Dam%(33), ExpStr-Dam%(34), Ann-ResDeb%(34), ImpSwf-Dam%(34), OvrFrc-Dam/KB(48) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(29), ShlWal-Def/EndRdx(29), ShlWal-Def(31) Level 30: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Rchg/KDProc(37) Level 32: Dark Extraction -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(40), ExpRnf-Acc/Dmg/Rchg(40), ExpRnf-EndRdx/Dmg/Rchg(42), SlbAll-Build%(42), RechRdx-I(42) Level 35: Quasar -- Arm-Dmg(A), Arm-Dmg/Rchg(43), Arm-Acc/Dmg/Rchg(43), Arm-Dmg/EndRdx(43), Arm-Dam%(45), SuddAcc--KB/+KD(50) Level 38: Eclipse -- PrfShf-EndMod/Acc/Rchg(A), PrfShf-Acc/Rchg(39), PrfShf-EndMod/Acc(39), Ags-ResDam/Rchg(39), Ags-ResDam/EndRdx/Rchg(40), Ags-ResDam(48) Level 41: Unleash Potential -- LucoftheG-Def/Rchg+(A), RechRdx-I(50) Level 44: Provoke -- Acc-I(A) Level 47: Pacify -- Acc-I(A) Level 49: Unrelenting -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Dark Sustenance 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: Shadow Step -- WntGif-ResSlow(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 10: Shadow Recall -- EndRdx-I(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(7), Prv-Absorb%(45) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(46), PwrTrns-+Heal(46) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Spiritual Core Paragon Level 50: Void Radial Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Storm Elemental Radial Ally Level 50: Clarion Core Epiphany Level 50: Melee Core Embodiment ------------ ------------
  4. Get the midnight squad badge in Night Ward, by entering the Midnighter's mansion on top of a hill, near the base portal in Night Ward. Then you're free to enter Cimerora anytime.
  5. Storm is a fun set to play. There is a key caveat, though, which is teammates will tend to appreciate if you put knockback-knockdown IOs into key powers (gale if you use it, tornado, and potentially even lightning storm). Both nado and lightning storm do noticeably more damage once they have a version of this IO in them (LS stops knocking things out of range, so it does more damage, and nado keeps right on grinding away at things more consistently). Sudden acceleration has a cheaper version of this IO, about 2 million each, and the overwhelming force (universal damage set) also has one (more expensive, about 10 million inf). There are multiple good storm builds on the forums that you can check out. Good luck!
  6. There is another thread with earth assault as a key focus on this first page. I happened to make the first post in it and by all means feel free to look over what I've posted. But, I'd especially recommend paying close attention to the posts by oedipus_tex as there is a lot of helpful information in them to help you select from among earth assault powers and to slot them well. Good luck with your dom!
  7. I've noticed that putting in the bombardment chance for fire damage makes mids report incorrect damage totals. So, the cloud senses proc was essentially a workaround aimed at trying to get a truer picture of the damage done, even if the exact IOs in the power couldn't be the same. The first impression is understandably confusing, granted.
  8. Thank you once again for very detailed and thoughtful feedback. I hadn't thought very carefully about how to put the dominator AT IOs to their best use, which was particularly helpful to think more carefully about. There are multiple other changes influenced by your earlier post. For the build below mass hypnosis holds the ascendancy AT IOs. Since it can be cast about every 14 seconds it will be available quite often. That allows the damage for terrify to be essentially quadrupled, to about 330 damage, which keeps it as a 16 second recharge mini-nuke that pushes up DPA for AOE attacks. Two key tradeoffs are that proccing the damage boost from mass hypnosis doesn't do any damage (losing 2 seconds of DPS, albeit while sleeping a lot of nearby mobs while in melee) and that defense totals are still noticeably short of what you've put together with your build further above. Terrify has a very wide and deep cone, and so to make it work in melee the easiest solution is to jump straight up and fire it down on a target being attacked in melee. That won't work in all situations, of course, but it helps to make it more useful even when not fighting at range. I'm interested in making a mind control character work, which this one hopefully will. I have another thematic dominator in the planning stages, which will be a fire / psi dom. So, the earth/psy template you've provided will undoubtedly end up being helpful for that character; thank you for taking the time to post that as well. 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! Sentient Stone: Level 50 Magic Dominator Primary Power Set: Mind Control Secondary Power Set: Earth Assault Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Leviathan Mastery Villain Profile: Level 1: Mesmerize -- CaloftheS-Acc/EndRdx(A) Level 1: Stone Spears -- Thn-Acc/Dmg(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 -- Obl-Dmg(A), Obl-Acc/Rchg(15), Obl-Dmg/Rchg(17), Obl-Acc/Dmg/Rchg(5), Obl-Acc/Dmg/EndRdx/Rchg(50), Obl-%Dam(50) Level 6: Confuse -- SprDmnGrs-Rchg/Fiery Orb(A) 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-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(48), SprAscoft-Rchg/+Dmg%(50) Level 10: Hurl Boulder -- GldJvl-Acc/Dmg(A), GldJvl-Dam%(11), ExpStr-Dam%(11), Apc-Dam%(13), OvrFrc-Dam/KB(13), FrcFdb-Rechg%(15) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17), Rct-ResDam%(43), ShlWal-ResDam/Re TP(48) Level 14: Boxing -- Empty(A) Level 16: Power Up -- HO:Membr(A) Level 18: Total Domination -- UnbCns-Hold(A), UnbCns-Hold/Rchg(23), UnbCns-Acc/Hold/Rchg(19), UnbCns-Acc/Rchg(19), UnbCns-EndRdx/Hold(37) Level 20: Heavy Mallet -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(21), TchofDth-Dmg/Rchg(27), TchofDth-Acc/Dmg/EndRdx(34), TchofDth-Dmg/EndRdx/Rchg(37), TchofDth-Dam%(36) Level 22: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam/EndRdx/Rchg(23), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Terrify -- PstBls-Acc/Dmg(A), PstBls-Dam%(27), GlmoftheA-Dam%(37), CldSns-%Dam(40), JvlVll-Dam%(43) Level 28: Seismic Smash -- Hct-Dmg/EndRdx(A), Hct-Dmg(29), Hct-Dam%(29), GhsWdwEmb-Dam%(31), NrnSht-Dam%(31), UnbCns-Dam%(33) Level 30: Weave -- LucoftheG-Def/Rchg+(A) 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(46) Level 35: Water Spout -- Rgn-Dmg/EndRdx(A), Rgn-Dmg/Rchg(46), JvlVll-Dam/End/Rech(48), AchHee-ResDeb%(36), SuddAcc--KB/+KD(43) 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+(46) Level 44: Hibernate -- RechRdx-I(A) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 49: Super Speed -- WntGif-ResSlow(A) 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 -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7), Mrc-Rcvry+(9), Prv-Absorb%(45) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(7), PwrTrns-+Heal(9) Level 50: Degenerative Radial Flawless Interface Level 50: Storm Elemental Radial Superior Ally Level 50: Control Core Embodiment Level 50: Mighty Radial Final Judgement Level 50: Ageless Core Epiphany Level 50: Musculature Radial Paragon ------------
  9. Thank you for the thoughtful feedback. Expanding the character concept to incorporate limited power over water is still close enough to the original idea to work. This change leads to swapping destiny to ageless core (instead of barrier), as endurance might be hard to manage any other way. It's still functionally a good tradeoff for two key reasons. First, debuffs make a big difference to character effectiveness and primal force mastery doesn't offer as many chances to put debuffs into the build. Second, setting aside incarnates leviathan produces a stronger and more survivable character than primal forces can. In terms of function, synergies between mind and earth are fairly good. Mind control becomes noticeably more effective as recharge increases and earth assault offers multiple chances for force feedback +recharge procs. Earth control loves melee for its hard hitting single target attacks and mind control offers 3 radial, 16 target AOE controls that can be easily applied while in melee, two of which generate no aggro. Dominate ends up being the filler when the harder hitting ST attacks are still on cooldown, making for a hard hitting ST attack chain that has mez in every attack. Also, the DPA for earth assault AOE attacks is not very good. But, terrify in mind control offers a mini-nuke on a 16 second cooldown in the build below and it helps to significantly improve AOE DPA beyond what earth assault can offer. It is true that dark mastery offers very(!) good defensive synergy with earth assault. Plus, its pets add noticeably to DPS and to aggro control. It is a very reasonable pick, as is earth / psy. But, I was wanting to find a thematic and functionally workable build for mind control; mind control was my first controller back on live and I've always had a soft spot for it. 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! Sentient Stone: Level 50 Magic Dominator Primary Power Set: Mind Control Secondary Power Set: Earth Assault Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Leviathan Mastery Villain Profile: Level 1: Mesmerize -- CaloftheS-Acc/EndRdx(A) Level 1: Stone Spears -- Thn-Acc/Dmg(A) Level 2: Dominate -- Apc-Dmg/EndRdx(A), Apc-Dmg(3), Apc-Acc/Dmg/Rchg(3), Apc-Acc/Rchg(5), Apc-Dmg/Rchg(5) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17) Level 6: Confuse -- SprDmnGrs-Rchg/Fiery Orb(A) Level 8: Mass Hypnosis -- FrtHyp-Acc/Sleep/Rchg(A) Level 10: Hurl Boulder -- GldJvl-Acc/Dmg(A), GldJvl-Dam%(11), ExpStr-Dam%(11), Apc-Dam%(13), OvrFrc-Dam/KB(13), FrcFdb-Rechg%(15) Level 12: Boxing -- Empty(A) Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(15), GldArm-End/Res(31) Level 16: Power Up -- HO:Membr(A) Level 18: Total Domination -- SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(A), SprAscoft-EndRdx/Rchg(17), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(19), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(19), SprAscoft-Rchg/+Dmg%(21), SprEnt-Rchg/AbsorbProc(25) Level 20: Heavy Mallet -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(21), TchofDth-Dmg/Rchg(27), TchofDth-Acc/Dmg/EndRdx(34), TchofDth-Dmg/EndRdx/Rchg(37), TchofDth-Dam%(36) Level 22: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(23), ShlWal-ResDam/Re TP(23), ShlWal-Def/EndRdx(43) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Terrify -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(37), PstBls-Dam%(37), GlmoftheA-Dam%(40), CldSns-%Dam(43), JvlVll-Dam%(27) Level 28: Seismic Smash -- Hct-Dmg/EndRdx(A), Hct-Dmg(29), Hct-Dam%(29), GhsWdwEmb-Dam%(31), NrnSht-Dam%(31), UnbCns-Dam%(34) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 32: Mass Confusion -- CrcPrs-Conf/Rchg(A), CrcPrs-Acc/Conf/Rchg(33), CrcPrs-Acc/Rchg(33), CrcPrs-Conf/EndRdx(33), CrcPrs-Conf%(34) Level 35: Water Spout -- PstBls-Dmg/Rchg(A), Rgn-Dmg/Rchg(46), Bmbdmt-Dam/Rech(43), AchHee-ResDeb%(48), SuddAcc--KB/+KD(36), FrcFdb-Rechg%(36) 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) Level 44: Bile Spray -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(45), Rgn-Knock%(46), Ann-ResDeb%(46) Level 47: Hibernate -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(48), Prv-Heal(48), Prv-Heal/EndRdx(50), Prv-EndRdx/Rchg(50), Prv-Absorb%(50) Level 49: Super Speed -- WntGif-ResSlow(A) 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 -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7), Mrc-Rcvry+(9) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(7), PwrTrns-+Heal(9) Level 50: Intuition Radial Paragon Level 50: Degenerative Radial Flawless Interface Level 50: Storm Elemental Radial Superior Ally Level 50: Control Core Embodiment Level 50: Mighty Radial Final Judgement Level 50: Ageless Core Epiphany ------------
  10. Thank you all for the feedback. Below is a build that incorporates ice patch and fireball, giving up unleash potential and mighty leap in exchange. Another tradeoff was to take damage procs out of weaken resolve; in the older build weaken resolve hit hard enough that it could reasonably fit into a regular ST damage chain as a follow up to an assassination, or as an opening attack when scrapping it out while not hidden. Essentially, this build prioritizes AOE over ST, compared to other choices, because the debuffing from weaken resolve doesn't have any damage procs in this new build. If ST feels like it's in a good place, then this build may be fine as is. If it doesn't, then fireball can be removed and that power pick and the 5 extra slots currently assigned to it can be reallocated. 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! Infernal Elekinetic: Level 50 Magic Stalker Primary Power Set: Ice Melee Secondary Power Set: Bio Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Force of Will Ancillary Pool: Blaze Mastery Villain Profile: Level 1: Ice Sword -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(3), TchofDth-Acc/Dmg/EndRdx(3), TchofDth-Dmg/EndRdx/Rchg(5), TchofDth-Dam%(5), SprAssMar-Rchg/Rchg Build Up(7) Level 1: Hide -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17) Level 2: Frost -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(19), PstBls-Dmg/Rng(19), PstBls-Acc/Dmg/EndRdx(21), PstBls-Dam%(21) Level 4: Hardened Carapace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(9), StdPrt-ResDam/Def+(11) Level 6: Assassin's Ice Sword -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(11), SprStlGl-Acc/Dmg/Rchg(13), SprStlGl-Dmg/EndRdx/Rchg(13), SprStlGl-Acc/Dmg/EndRdx/Rchg(15), SprStlGl-Rchg/Hide%(15) Level 8: Boundless Energy -- PrfShf-End%(A), PrfShf-EndMod(17) Level 10: Environmental Modification -- Rct-Def(A), Rct-Def/EndRdx(23), Rct-EndRdx/Rchg(23), Rct-Def/Rchg(25), Rct-Def/EndRdx/Rchg(25), Rct-ResDam%(27) Level 12: Build Up -- GssSynFr--Build%(A) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 16: Adaptation Level 18: Boxing -- Empty(A) Level 20: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(29), Prv-Heal/Rchg(29), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(31) Level 22: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(33), GldArm-3defTpProc(33) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(34), ShlWal-Def/EndRdx(34), ShlWal-Def(34), ShlWal-Def/Rchg(36) Level 26: Freezing Touch -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(36), Hct-Dmg/EndRdx(36), Hct-Acc/Rchg(37), Hct-Dam%(37), UnbCns-Dam%(37) Level 28: DNA Siphon -- TchoftheN-Acc/Heal(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(39), TchoftheN-%Dam(39), FuroftheG-ResDeb%(48) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 32: Frozen Aura -- Obl-Dmg(A), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-%Dam(42) Level 35: Ice Patch -- RechRdx-I(A) Level 38: Ring of Fire -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(43), Apc-Dmg/EndRdx(43), Apc-Dam%(43) Level 41: Melt Armor -- AchHee-ResDeb%(A), Acc-I(45) Level 44: Fire Ball -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(45), Bmbdmt-Dam/Rech(46), Bmbdmt-Acc/Dam/Rech(45), Bmbdmt-Acc/Dam/Rech/End(50), Bmbdmt-+FireDmg(50) Level 47: Weaken Resolve -- AchHee-ResDeb%(A), Acc-I(48) Level 49: Parasitic Aura -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(50) Level 1: Assassination 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 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(46), Mrc-Rcvry+(48) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(46) Level 16: Defensive Adaptation Level 16: Efficient Adaptation Level 16: Offensive Adaptation Level 50: Musculature Core Paragon Level 50: Pyronic Core Final Judgement Level 50: Storm Elemental Radial Superior Ally Level 50: Barrier Core Epiphany Level 50: Assault Radial Embodiment Level 50: Degenerative Radial Flawless Interface ------------
  11. Edit: After feedback, the build was tweaked to what is given in the second reply, given further down. Below is a draft build plan for a mind / earth / primal forces dominator. There's lots of smashiness in the powers and DPA looks pretty good. Endurance management would be a bit finicky because it's managed with clicks. But, it does look doable. The main concern is that defense totals are lower than would be usual for the current meta. It would require aggressive play, essentially keeping things on their back or otherwise mezzed, to stay upright. Timely use of the barrier destiny would also be needed. Any suggestions for tweaking or improving the build below? 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! Sentient Stone: Level 50 Magic Dominator Primary Power Set: Mind Control Secondary Power Set: Earth Assault Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Primal Forces Mastery Villain Profile: Level 1: Mesmerize -- CaloftheS-Acc/EndRdx(A) Level 1: Stone Spears -- Thn-Acc/Dmg(A) Level 2: Dominate -- Apc-Dmg/EndRdx(A), Apc-Dmg(3), Apc-Acc/Dmg/Rchg(3), Apc-Acc/Rchg(5), Apc-Dmg/Rchg(5) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 6: Confuse -- SprDmnGrs-Rchg/Fiery Orb(A) Level 8: Mass Hypnosis -- FrtHyp-Acc/Sleep/Rchg(A) Level 10: Hurl Boulder -- GldJvl-Acc/Dmg(A), GldJvl-Dam%(11), ExpStr-Dam%(11), Apc-Dam%(13), OvrFrc-Dam/KB(13), FrcFdb-Rechg%(15) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17) Level 14: Boxing -- Empty(A) Level 16: Power Up -- HO:Membr(A) Level 18: Total Domination -- SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(A), SprAscoft-EndRdx/Rchg(19), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(19), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21), SprAscoft-Rchg/+Dmg%(21), SprEnt-Rchg/AbsorbProc(25) Level 20: Heavy Mallet -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(27), TchofDth-Dmg/Rchg(34), TchofDth-Acc/Dmg/EndRdx(43), TchofDth-Dmg/EndRdx/Rchg(36), TchofDth-Dam%(31) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23), GldArm-End/Res(23) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(25), Rct-Def/EndRdx(36), ShlWal-ResDam/Re TP(36), ShlWal-Def/EndRdx(43) Level 26: Terrify -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(37), PstBls-Dam%(37), GlmoftheA-Dam%(40), CldSns-%Dam(43), Ann-ResDeb%(27) Level 28: Seismic Smash -- Hct-Dmg/EndRdx(A), Hct-Acc/Dmg/Rchg(29), Hct-Dam%(29), GhsWdwEmb-Dam%(31), NrnSht-Dam%(31), UnbCns-Dam%(34) Level 30: Super Speed -- WntGif-ResSlow(A) Level 32: Mass Confusion -- CrcPrs-Conf/Rchg(A), CrcPrs-Acc/Conf/Rchg(33), CrcPrs-Acc/Rchg(33), CrcPrs-Conf/EndRdx(33), CrcPrs-Conf%(34), MlsIll-Dam%(37) Level 35: Conserve Power -- RechRdx-I(A), RechRdx-I(46) 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: Temp Invulnerability -- UnbGrd-Max HP%(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42) Level 44: Energy Torrent -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(45), PstBls-Dam%(46), FrcFdb-Rechg%(46) Level 47: Explosive Blast -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50), SuddAcc--KB/+KD(50) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(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 -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7), Mrc-Rcvry+(9), Prv-Absorb%(17) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(7), PwrTrns-+Heal(9) Level 50: Intuition Radial Paragon Level 50: Degenerative Radial Flawless Interface Level 50: Storm Elemental Radial Superior Ally Level 50: Barrier Core Epiphany Level 50: Control Core Embodiment Level 50: Mighty Radial Final Judgement ------------
  12. You both make a very good case for ice patch. I'll consider how to tweak the build to incorporate it.
  13. There is quite a bit of very good advice here. It's encouraging and it's getting me going on thinking about how to tweak the build to make it work better. I'd tend to agree that it needs more mez to function well. I'd also agree that expecting to be able to plow straight through three +4x8 rachnos spawns is a bit optimistic with no in-built end drain protection, with or without mez. A change in tactics is warranted. I'm working on a few other projects (and rl things) for the next few weeks. But, I'm eager to return to this and figure out a way to make this character work. Thank you all for taking the time to contribute.
  14. Hopefully the following build, while not maxing out damage procs, still offers good damage and has enough toughness and enough stacked -res for running harder content. There are a fair number of departures from Croax's sample build, for better or worse. Feedback is welcome. 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! Infernal Elekinetic: Level 50 Magic Stalker Primary Power Set: Ice Melee Secondary Power Set: Bio Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Force of Will Ancillary Pool: Blaze Mastery Villain Profile: Level 1: Ice Sword -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(3), TchofDth-Acc/Dmg/EndRdx(3), TchofDth-Dmg/EndRdx/Rchg(5), TchofDth-Dam%(5), SprAssMar-Rchg/Rchg Build Up(7) Level 1: Hide -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17) Level 2: Frost -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(19), Bmbdmt-Dam/Rech(19), Bmbdmt-Acc/Dam/Rech(21), Bmbdmt-Acc/Dam/Rech/End(21), Bmbdmt-+FireDmg(50) Level 4: Hardened Carapace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(9), StdPrt-ResDam/Def+(11) Level 6: Assassin's Ice Sword -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(11), SprStlGl-Acc/Dmg/Rchg(13), SprStlGl-Dmg/EndRdx/Rchg(13), SprStlGl-Acc/Dmg/EndRdx/Rchg(15), SprStlGl-Rchg/Hide%(15) Level 8: Boundless Energy -- PrfShf-EndMod(A), PrfShf-End%(17) Level 10: Environmental Modification -- Rct-Def(A), Rct-Def/EndRdx(23), Rct-EndRdx/Rchg(23), Rct-Def/Rchg(25), Rct-Def/EndRdx/Rchg(25), Rct-ResDam%(27) Level 12: Build Up -- GssSynFr--Build%(A) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 16: Adaptation Level 18: Boxing -- Empty(A) Level 20: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(29), Prv-Heal/Rchg(29), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(31) Level 22: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(33), GldArm-3defTpProc(33) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(34), ShlWal-Def/EndRdx(34), ShlWal-Def(34), ShlWal-Def/Rchg(36) Level 26: Freezing Touch -- Hct-Dmg(A), Hct-Dmg/Rchg(36), Hct-Acc/Dmg/Rchg(36), Hct-Dmg/EndRdx(37), Hct-Dam%(37), UnbCns-Dam%(37) Level 28: DNA Siphon -- TchoftheN-Acc/Heal(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(39), TchoftheN-%Dam(39) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 32: Frozen Aura -- Obl-Dmg(A), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-%Dam(42) Level 35: Ring of Fire -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(43), Apc-Dmg/EndRdx(43), Apc-Dam%(43) Level 38: Parasitic Aura -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(45), Prv-Heal/EndRdx(50) Level 41: Weaken Resolve -- AchHee-ResDeb%(A), TchofLadG-%Dam(45), ShlBrk-%Dam(45), CldSns-%Dam(46), Acc-I(48) Level 44: Mighty Leap -- WntGif-ResSlow(A) Level 47: Unleash Potential -- LucoftheG-Def/Rchg+(A), Prv-Heal/Rchg(48) Level 49: Melt Armor -- AchHee-ResDeb%(A), Acc-I(50) Level 1: Assassination 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 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(46), Mrc-Rcvry+(48) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(46) Level 16: Defensive Adaptation Level 16: Efficient Adaptation Level 16: Offensive Adaptation Level 50: Musculature Core Paragon Level 50: Pyronic Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Storm Elemental Radial Superior Ally Level 50: Barrier Core Epiphany Level 50: Assault Radial Embodiment ------------
  15. FWIW, a few thoughts on teaming as a stormie. It's helpful to cast nado essentially whenever it's up as long as your endurance bar won't crash. It has a short cast time and it has better DPA than any other power in your arsenal except LS. Essentially, waiting to cast it until a battle is started is losing a casting opportunity for a blast set power. Nado also functions as a guardian, so pre-casting before battles is a good step to take to deflect hard charging melee types from going straight at your stormie. Try casting nado on the way to the battles and see how that goes (not for speedruns, of course, but for other situations). Regarding LS, it was clear that you were expecting great things from it and were disappointed. Being disappointed by a power not living up to expectations is understandable. But, ironically, it's when you're soloing that LS has maximum value as a DPS adder. Consider how hard players work at increasing their DPS by relatively small amounts. Then consider that a stormie can take a little over 4 seconds of casting time for LS out of every minute to increase their DPS by low triple digits against any hard target. The endurance cost is justified by the huge DPA it offers, as well as its helpful cc effects. So, when to use LS in teams? It's not going to add a lot of DPS while in teams, in general. But, you can use it for area denial, like bonfire or caltrops. You're the ranged blaster's BFF when you can drop LS over them because it will cc and help them defeat anything that gets up close with them. On that note, having a single nado out and one LS out basically means you're unlikely to be swarmed in melee. It's a stormie's hidden armor. Sometimes one or a few mobs will make it to your stormie and get in a hit or two. But, unless they resist knockback they'll get quickly and repeatedly knocked on their butts. Many of them will end up disoriented by nado grinding away at them. And, even if you only get one LS up early in an AV fight its still better DPA (and probably better DPE, in many cases) than anything else in your arsenal. Finally, it was a bit jarring to hear of a stormie consistently not leading the team. Admittedly in Linea's harder 801 missions that's understandable.* But, in most other situations it's helpful to have FR debuffing mobs before the team arrives. And, throwing in an AOE volley after FR, then dropping a LS to help with cleanup is a helpful way to whittle down mobs so the rest of the team can handle the stragglers as you head to the next spawn and decimate that one before the team arrives. And so on. With solid AOE for your water stormie (btw, you can more quickly decimate spawns with steam spray than whirlpool, give it a try at some point) you will be well set up to be successful with this playstyle. When you play storm, you are the storm. * For Linea's missions it's probably justified to temporarily remove and replace the knockback to knockdown IOs in LS and nado, in case you like those missions. Any cc is absolutely golden in those missions and (based on admittedly limited experience) they often resist knockdown values that have been clipped to less than one.
  16. It's been my understanding for quite a while that FF only procs when summoning LS and nado. So, it's not surprising to hear that. The estimate of extra recharge I've heard repeated is +20% global recharge from having those FF procs in both LS and nado. That would make it a better source of recharge than the ubiquitous LoTG def / global recharge IOs, considering the "per slot" investment. The possibility of casting them up to 5 or 6 times per minute was probably a factor in the math behind that statement. It's always possible that information being passed around on the forums was wrong, though. Sovera: My own experience with LS is that it has very good DPA and that it reliably knocks mobs down. It's true that I don't bother with it every spawn because, as you say, the game moves pretty fast. And, if you only do speed runs then it's not a great pick. For other content, though, I've found it worth the slots it takes. Different strokes, though. Storm / water is also a very good pick. Hopefully you have a great time with your stormie, with or without LS.
  17. If I had to choose between frost breath and ice storm, then I'd pick frost breath. Even though DPA is much lower for frost breath than for ice storm, the quicker recharge for frost breath helps to substantially increase AOE damage done to mobs. I'd prefer to take both, though, if possible; ice storm only needs 2 slots with a damage alpha and can optionally take a 3rd slot with a knockdown proc or to chase a desirable set bonus. So, it's not a resource intensive pick. You can shift slots out of freezing rain in case you're wondering about how to slot up an extra damaging power if you make room for frost breath and ice storm. You could put only an end red IO in freezing rain and be just fine. Personally, I like to add at least one more slot in FR for some recharge because it is one of the "big 3" storm powers that make the set shine, and so having it up more often is a good thing. It's not crucial, though, and a single end red IO would suffice. The value of tornado and lightning storm lies in their excellent DPA, in how you can boost recharge with FF procs in them (helps the entire build), in the -res debuffing that nado can do, and in having more than one of them up at a time. When you have 2 tornados and 2 lightning storms out, for example, your ST DPS will noticeably climb. Storm defenders lean heavily on their blast secondary and/or epic/patron for AOE, which is a bit easier to manage because nado and LS will noticeably boost ST damage. As a bonus, the soft CC from the 3 cornerstone storm powers (FR, nado, LS) keeps your stormie much safer in most circumstances. Once you're a bit more used to storm, start watching for how you can use fear effects to contain mobs. It takes a while to notice how mobs react to LS positioning, to your positioning, and so on. And, you'll probably get it wrong a fair amount of the time, at least at first. But, it helps noticeably once you learn to predict how mobs are likely to respond to the different fear effects you're using and you can then adjust what you do and how you move on the fly. Below is a possible revision to your build that would encompass a number of elements. There are losses you may not want, such as not having fly and afterburner, and that's understandable. But, if you're OK with that change, then adding in frost breath and vengeance would change how the build plays; team wipes are noticeably more rare with vengeance along and frost breath on a 6 second cooldown would take AOE damage to a noticeably better place. There are a lot of reasonable slotting options, so what's below is just a "rough draft." Still, with both ranged and melee defense at 32%+ a single small purple would softcap both of them. Plus, Mids is still showing 4 slots available that you can put wherever you like (as long as Mids isn't bugging out, I can't currently place the 4 slots it says are available). Incidentally, the range in Posi blast IO and intuition radial paragon work together to make frost breath quite a bit more effective. The extra slowing effects of intuition radial paragon are likely to be noticeable, as well, keeping mobs in rain patches longer and making them spend more of their time getting up after falling down, and vainly trying to run away from whatever is making them afraid (rather than hitting teammates). The loss of DPS from taking intuition radial paragon, compared to musculature core paragon, is not that significant and it's mostly a "paper loss" when the value to DPS of less mob scatter is considered. 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! Level 50 Natural Defender Primary Power Set: Storm Summoning Secondary Power Set: Ice Blast Power Pool: Leadership Power Pool: Speed Power Pool: Flight Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: O2 Boost -- Prv-Heal(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(3), Prv-Heal/Rchg(5), Prv-Heal/Rchg/EndRdx(5), Prv-Absorb%(23) Level 1: Ice Bolt -- Apc-Dmg(A), Apc-Dmg/Rchg(7), Apc-Acc/Dmg/Rchg(7), Apc-Acc/Rchg(9), Apc-Dmg/EndRdx(9) Level 2: Gale -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(17) Level 4: Frost Breath -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(13), PstBls-Dmg/Rng(15), PstBls-Acc/Dmg/EndRdx(19), PstBls-Dam%(19), ImpSwf-Dam%(21) Level 6: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37) Level 8: Freezing Rain -- TchofLadG-Rchg/EndRdx(A), AchHee-ResDeb%(17) Level 10: Aim -- GssSynFr--Build%(A) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 14: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(25), AdjTrg-ToHit/EndRdx/Rchg(27), AdjTrg-EndRdx/Rchg(27), AdjTrg-ToHit/EndRdx(29) Level 16: Freeze Ray -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg(31), SprVglAss-Acc/Dmg/EndRdx(31), GhsWdwEmb-Dam%(31), GldJvl-Dam%(33), UnbCns-Dam%(33) Level 18: Victory Rush -- EffAdp-EndMod(A) Level 20: Ice Storm -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(21), SprVglAss-Acc/Dmg/EndRdx/Rchg(23) Level 22: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(29) Level 24: Steamy Mist -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), Rct-Def(36), Rct-Def/EndRdx(36), GldArm-3defTpProc(36) Level 26: Tornado -- SlbAll-Dmg/Rchg(A), SlbAll-Dmg/EndRdx(37), SlbAll-Build%(39), AchHee-ResDeb%(39), SuddAcc--KB/+KD(39), FrcFdb-Rechg%(40) Level 28: Bitter Ice Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(40), Thn-Acc/Dmg/EndRdx(40), GldJvl-Dam%(42), Apc-Dam%(42), SprDfnBst-Rchg/Heal%(42) Level 30: Vengeance -- LucoftheG-Def/Rchg+(A) Level 32: Lightning Storm -- GldJvl-Dam/End/Rech(A), GldJvl-Dam%(43), ExpStr-Dam%(43), FrcFdb-Rechg%(43), OvrFrc-End/Rech(45), OvrFrc-Dam/KB(33) Level 35: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(47), UnbGrd-ResDam/EndRdx(47), UnbGrd-Rchg/ResDam(48) Level 38: Blizzard -- Rgn-Dmg(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(46), Rgn-Acc/Rchg(46), Rgn-Dmg/EndRdx(46), ImpSwf-Dam%(45) Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(50) Level 44: Kick -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(48), ExpStr-Dam%(50) Level 47: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResDam/EndRdx(48) Level 49: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(49), ShlWal-Def/EndRdx(49), ShlWal-Def(50) Level 1: Vigilance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(11) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13) Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion 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 4: Ninja Run Level 50: Intuition Radial Paragon ------------
  18. Thank you for the generous gift. Much appreciated! I'll send an in-game email, as per your request. Hopefully you have a blast with your blaster (pun intended).
  19. Here is a fire / storm / electric build I've been running. Hopefully there are some useful ideas about how to slot storm, pools, and the epic / patron in here. Gale is very useful proc'd up as it is here. It provides a recharge buff for crowds, which means the nuke is available noticeably more often. It would knock mobs down and keep them in rain patches after casting blizzard and ice storm. It synergizes very well with all the slows you'll be inflicting on mobs. If you're not comfortable opening with AOE damage then it makes a good alpha move if you find yourself taking alpha on a team. Also, if you're concerned mobs will defeat you while you're using power sink if your distance from the ground is a bit too low or if mobs are on a hill, then cast gale first and move in for power sink. Storm tends to be most enjoyable and effective when played in an aggressive way, which makes storm characters quite an aggro magnet sometimes. Like storm itself, it is not always easy to predict when all your tornadoes, lightning storms, etc will annoy mobs enough to have many of them decide to converge on you all at once. Not having an epic armor would make your character noticeably more fragile, so carefully consider that choice. For epic / patron, a single target immobilize is sometimes useful when using storm powers. A single target immobilize is not essential, though, and mu is a very reasonable pick. Definitely snag power sink; it makes storm so much easier and more enjoyable to play. Slotting for ice blast is fairly straightforward and unlikely to cause any problems for you. Perhaps the most important part of your build is your "F10" phrase. Create one with attitude and you'll enjoy your stormie more. Mine is "This storm is headed for you ...".* Good luck with your stormie! * Copyright pending! 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! Witchstorm: Level 50 Magic Defender Primary Power Set: Storm Summoning Secondary Power Set: Fire Blast Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Electricity Mastery Hero Profile: Level 1: O2 Boost -- Prv-Absorb%(A) Level 1: Flares -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Acc/Dmg/Rchg(3), Dcm-Dmg/Rchg(5), Dcm-Build%(5), EndRdx-I(23) Level 2: Gale -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(34) Level 4: Fire Ball -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(7), PstBls-Dmg/Rng(9), PstBls-Acc/Dmg/EndRdx(9), PstBls-Dam%(11), JvlVll-Dam%(11) Level 6: Steamy Mist -- LucoftheG-Def/Rchg+(A), ShlWal-Def(7), ShlWal-Def/EndRdx(13), GldArm-3defTpProc(13), GldArm-ResDam(15), GldArm-End/Res(15) Level 8: Freezing Rain -- PcnoftheT-EndRdx/Rchg/Slow(A), EndRdx-I(23) Level 10: Rain of Fire -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(17), SprVglAss-Acc/Dmg/EndRdx(17), SprVglAss-Acc/Dmg/EndRdx/Rchg(36) Level 12: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(19), ShlWal-ResDam/Re TP(19), WntGif-ResSlow(21) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 16: Boxing -- Empty(A) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 20: Aim -- HO:Cyto(A) Level 22: Tough -- StdPrt-ResDam/Def+(A) Level 24: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(25), RedFrt-Def/Rchg(50), RedFrt-Def/EndRdx/Rchg(25), RedFrt-Def(34), RedFrt-EndRdx(34) Level 26: Tornado -- SlbAll-Build%(A), SlbAll-Dmg/Rchg(27), SlbAll-Dmg/EndRdx(27), AchHee-ResDeb%(29), FrcFdb-Rechg%(29), SuddAcc--KB/+KD(31) Level 28: Blaze -- Apc-Dmg(A), Apc-Dmg/Rchg(31), Apc-Acc/Dmg/Rchg(31), Apc-Dmg/EndRdx(33), Apc-Dam%(33), SprDfnBst-Rchg/Heal%(33) Level 30: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(36), AdjTrg-ToHit/EndRdx/Rchg(36), AdjTrg-EndRdx/Rchg(37), AdjTrg-ToHit/EndRdx(37), GssSynFr--Build%(37) Level 32: Lightning Storm -- GldJvl-Dam/Rech(A), GldJvl-Dam/End/Rech(39), GldJvl-Dam%(39), ExpStr-Dam%(39), FrcFdb-Rechg%(40), OvrFrc-Dam/KB(40) Level 35: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(40), StnoftheM-Dmg/ActRdx/Rchg(42), StnoftheM-Dmg/EndRdx/Rchg(42), StnoftheM-Dam%(42), SprVglAss-Rchg/+Absorb(43) Level 38: Inferno -- Arm-Dmg(A), Arm-Dmg/Rchg(43), Arm-Acc/Dmg/Rchg(43), Arm-Dmg/EndRdx(45), Arm-Dam%(45), FuroftheG-ResDeb%(45) Level 41: Electric Fence -- Thn-Acc/Dmg/EndRdx(A) Level 44: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(46), UnbGrd-Rchg/ResDam(46) Level 47: Power Sink -- PrfShf-EndMod/Rchg(A), PrfShf-Acc/Rchg(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) 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 -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(48), Mrc-Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(48), PwrTrns-+Heal(50) 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: Pyronic Core Final Judgement Level 50: Phantom Radial Superior Ally Level 50: Ageless Radial Epiphany Level 50: Assault Radial Embodiment Level 50: Reactive Radial Flawless Interface ------------
  20. A key reason to skip BFR is that the build as given here has a good single target chain that can keep being repeated; there's no need for another single target power. A related reason to skip BFR is that char already provides a second hold for bosses and it has far better DPA than bitter freeze ray. Also relevant is that frost breath provides the only non-rain AOE power in the build (setting aside incarnates), with a quicker recharge than the others; it often ends up being available when ice storm and blizzard are on cooldown. It's also available when exemp'd down, meaning this build has 2 serviceable AOEs in virtually any content somebody is likely to play outside of a DFB trial.
  21. Below is a nature-based blaster build. Any number of concepts can fit with a mix of cold, fire, and plants. Magical and mutation origins are probably the "go to" origin choices. The build has very good damage, good debuffs, very good cc*, and good enough defenses that teammates and/or inspirations can softcap defenses when needed and hits that get through are more readily absorbed. Both solo and teaming should go absolutely fine. Combat jumping can be substituted for hover if you'd rather be ground-based and move faster, in exchange for giving up the greater safety of hoverblasting. The build would exemp down just fine with 3 ST blasts, 2 AOEs, and the sustain power for Posi 1 onward. Debuffs ... -def, -to hit, -damage, - regen, -res (proc), slows out the wazoo * CC includes an AOE hold on a 25 second cooldown, perma bonfire, dual ST holds that can be endlessly cycled, ST immobilize, and knockdown in Blizzard and ice storm (ragnarok knockdown proc in ice storm). 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! Druidica: Level 50 Magic Blaster Primary Power Set: Ice Blast Secondary Power Set: Plant Manipulation Power Pool: Flight Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Ancillary Pool: Flame Mastery Hero Profile: Level 1: Ice Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Rchg/+Status Protect(7), SprDfnBrr-Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/EndRdx(15), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(15) Level 1: Entangle -- GrvAnc-Hold%(A), GrvAnc-Immob(37), GrvAnc-Acc/Immob/Rchg(40), GrvAnc-Immob/EndRdx(40), GrvAnc-Acc/Rchg(40) Level 2: Frost Breath -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(17), SprBlsWrt-Acc/Dmg/EndRdx(23), SprBlsWrt-Dmg/Rchg(25), SprBlsWrt-Acc/Dmg/Rchg(27), SprBlsWrt-Rchg/Dmg%(27) Level 4: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(5), Rct-ResDam%(5) Level 6: Aim -- RctRtc-Pcptn(A), RctRtc-ToHit/Rchg(31) Level 8: Freeze Ray -- Apc-Dmg/Rchg(A), Apc-Dmg/EndRdx(9), Apc-Acc/Dmg/Rchg(9), Apc-Acc/Rchg(11), Apc-Dmg(11) Level 10: Toxins -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(39) Level 12: Ice Storm -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Acc/Dmg/EndRdx(17), Ann-ResDeb%(31), Bmbdmt-+FireDmg(34), PstBls-Dam%(36), OvrFrc-Dam/KB(36) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 18: Bitter Ice Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(19), CldSns-%Dam(19), Dcm-Build%(21), ImpSwf-Dam%(21), GldJvl-Dam%(31) Level 20: Wild Fortress -- Prv-Absorb%(A), Prv-Heal(29), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(39) Level 22: Kick -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(43) Level 26: Weave -- LucoftheG-Def/Rchg+(A) Level 28: Ripper -- Arm-Dam%(A), Arm-Dmg/EndRdx(43), FuroftheG-ResDeb%(43), ScrDrv-Dam%(46), FrcFdb-Rechg%(48) Level 30: Tactics -- GssSynFr--Build%(A) Level 32: Blizzard -- Rgn-Acc/Rchg(A), Rgn-Dmg(33), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(33), Rgn-Dmg/EndRdx(34) Level 35: Bonfire -- SuddAcc--KB/+KD(A) Level 38: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(48), BslGaz-Acc/EndRdx/Rchg/Hold(48), BslGaz-EndRdx/Rchg/Hold(50), Lck-%Hold(50), SprEnt-Rchg/AbsorbProc(50) Level 41: Fire Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42) Level 44: Char -- NrnSht-Dam%(A), UnbCns-Dam%(45), GldNet-Dam%(45), GldJvl-Dam%(45), GhsWdwEmb-Dam%(46), Apc-Dam%(46) Level 47: Spore Cloud -- HO:Enzym(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(3), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(25) 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 -- Flight-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), PwrTrns-+Heal(42) Level 0: Freedom Phalanx Reserve Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
  22. If we're allowed multiple entries, then I have another candidate to suggest. If not, then this can stand as my suggested build. The powersets are dual pistols, sonic manipulation, and force mastery. An oversized robot potentially named Audiobot, Bulletsong, or some such, can use sonic waves in close and use dual pistols* for mobs further way. This is a build that should be comfortable soloing or on teams, at higher difficulties, with good damage and multiple kinds of debuffs to make the build function even better. It can function well mostly at range, but you'll want to head to melee range sometimes to use hail of bullets. It probably does the most damage when spending most of the time in or near melee (like many blasters) because hail of bullets can be used immediately, whenever it's up, and that's how the sonic powers offer the most benefit. * Rad X pistols look great in an oversized robot's hands, very fitting in terms of size and look. The skill "swap ammo" in dual pistols provides access to additional fire damage (incendiary), a slow debuff (cryo), and -damage for mobs (chemical). You can also use standard mode for powers and have -def in a couple of them. There is -res in piercing rounds and knockback in multiple dual pistols powers. It is a reasonably proc friendly set. I don't have sonic manipulation on my Mids, and so the secondary in the skeleton build below is blank. The key pickups are very straightforward, in any event, as the -res aura is a given (disruption aura), as is the sustain (sound barrier). The "get away from me" T1 (sonic thrust) is a hoot to use and very effective at keeping melee bosses from rearranging your robot's circuits while up close and personal. There are 2 melee range ST attacks from which to choose and a PbAOE attack with a chance to hold. Regarding pools and epic, force mastery picks suggested in the "skeleton" build further down offer high smash / lethal resists, a defensive shell in personal force field, and a godmode power (force of nature) for surviving the otherwise unsurvivable (for 2 minutes, before the crash). Leadership toggles may be a bit of a stretch in terms of concept. Thus, the force of will pool is suggested. It offers a good debuff power, a movement power, and a survival power that can be used just before the force of nature crash. Selected defenses can be built up to 20%+ (or 30%+, with focused effort) with both +3% defense IOs, combat jumping, weave, and set bonuses. With good default resists and multiple ways to raise them in a pinch survivability should be reasonably good, whether solo or on teams. For incarnates paralytic interface seems to fit the concept particularly well, but other picks could also be reasonable and would probably be mechanically stronger. Ion core final judgment could be a massive build up and release of electricity, which is both effective and relevant to the concept. Intuition radial is a bit of an unusual pick for a blaster and would be taken for the effect on range and debuffs. But, musculature would, of course, be a reasonable substitute. Below is a partly worked up build that could be further developed and improved. 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! Audiobot: Level 50 Magic Blaster Primary Power Set: Dual Pistols Secondary Power Set: Ninja Training Power Pool: Force of Will Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Ancillary Pool: Force Mastery Hero Profile: Level 1: Pistols -- Empty(A) Level 1: [Empty] Level 2: [Empty] Level 4: Weaken Resolve -- AchHee-ResDeb%(A) Level 6: Swap Ammo Level 8: Bullet Rain -- FrcFdb-Rechg%(A) Level 10: [Empty] Level 12: Boxing -- Empty(A) Level 14: Mighty Leap -- Empty(A) Level 16: Tough -- StdPrt-ResDam/Def+(A) Level 18: Executioner's Shot -- FrcFdb-Rechg%(A) Level 20: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(21), ShlWal-Def/EndRdx(21), ShlWal-Def(23) Level 22: Unleash Potential -- LucoftheG-Def/Rchg+(A) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Piercing Rounds -- Empty(A) Level 28: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(29), Ksm-ToHit+(29) Level 30: [Empty] Level 32: Hail of Bullets -- FuroftheG-ResDeb%(A), Arm-Dmg(33), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Dmg/EndRdx(34), Arm-Dam%(34) Level 35: Personal Force Field -- LucoftheG-Def/Rchg+(A) Level 38: [Empty] Level 41: Temp Invulnerability -- UnbGrd-Max HP%(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42) Level 44: Force of Nature -- GldArm-3defTpProc(A), GldArm-RechRes(45), GldArm-Res/Rech/End(45), RechRdx-I(45) Level 47: [Empty] Level 49: [Empty] 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 -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3), Prv-Absorb%(7) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5), PwrTrns-+Heal(5) Level 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition Level 50: Intuition Radial Paragon Level 50: Ion Core Final Judgement Level 50: Paralytic Radial Flawless Interface Level 50: Warworks Radial Superior Ally Level 50: Clarion Core Epiphany Level 50: Assault Core Embodiment ------------
  23. This feedback seems completely on point. It's clear that another secondary could offer more damage, and damage is the key to doing well in MoITFs (hardcore or otherwise). I've also heard from experienced MoITF players that -res stacking and degen are keys to quick and successful runs, neither of which SR helps with at all. Apparently TW / Bio / Blaze is a very good combo because you can stack damage and debuffs higher that way. Claws / Bio / Blaze is probably also reasonable, even though -res can't be stacked quite as high. I already have this scrapper at 50 and I like playing him. He'll probably do better than fine in most content if built well. Feedback here is helping with that, so thank you.
  24. IIRC EBs and AVs resist lethal, but not more than other non-exotic damage types.
  25. I hadn't thought of that. But, you're absolutely right. Thank you for pointing this out. It also seems that the kismet +acc IO is only needed if tactics won't be run, as otherwise accuracy seems to be in a good place. That slot can become a sixth slot in shockwave, with a damage IO being placed in the sixth slot.
×
×
  • Create New...