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vibal
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Looks like a fun build. There's some stuff I'd move around, but I'm sure you get good mileage out of it. 1.) Is a 6 slotted proc base in howling twilight worth it on a 60s c/d? Would this be better suited in living shadows given this is going to be your base for containment and has a consistent uptime? As of now LS is set bonus slotted. It seems like these could be swapped. Similar thought on HoD as this is more of a spawn to spawn actual hard control, but a 30s recharge seems much more tenable for proc slotting than 60. HT is a great power, but I'd rather use that for control and -Regen is critical to keep up when you need it: YMMV. 2.) Soul absorption seems like a corner pick for utility, and PM is an awesome set, but this feels like a stretch for what you get. Are you getting good mileage here? 3.) Hover/Fly/EM -> preferential, but not a fan of flying in a set that requires as much positioning as dark/ 4.) 6 slotted possess: took me a second, but you're using the 6th slot to get over the range softcap? 5.) Ice storm as your principal AoE attack feels lackluster. You get okay(ish) containment, but a 30s recharge hurts. You're already positioning cones, would Frozen Breath not be preferable? I made a similar build with less focus on procs, but maintaining most of the feel. Agility in particular stings for proc rate. Attached build has a bit more in survivability at the sacrifice of proc/procrate. S/L/M defense softcap and S/L resist hard cap. More consistent AoE damage with fireball/fireblast. Fearsome stare and Shadow Field lose out a bit for control, but AoE holds are notoriously inconsistent and with stare coming up every 10s mobs will be plenty spooked. Controller (Darkness Control - Darkness Affinity).mbd
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The original dev team flat out stated that PA wouldn't exist if it was released after launch. This was also why it wasn't proliferated to dominators (which turned out to be unfounded as debuffs are why PA smokes the show). Dark is pretty clearly what illusion would've been if the later dev team had built it and haunt feels every bit the stepchild. PA has unique mechanics that are, pretty frankly, not in line with what controllers (or any AT) do. They're invincible, mobile, do damage, are targetable, immune to CC/debuff, no travel time to initial target, and taunt. Take away any of those and it's probably a fine power. It's not damage that pushes Illusion. It's safety. Plant and Fire do more damage and have exponentially more hard and soft control and don't solo at the same scale because every mob will be targeting the controller.
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Agreed. PA isn't the reason illusion is primo for ghosting missions from 1-50. The broken mechanics on PA tend to overshadow how good the rest of the set really is.
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Just a hat in the ring, but the early levels on illusion are broken good. You have access to superior invis, deceive, and spectral wounds. You have the baseline toolkit at level 10.
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The reward system was, as stated by Castle, designed to reward time vs. reward explicitly in place of risk vs. reward. That's not a change from the original dev design. Nor is it subjective. You will gain more in every measurable reward by running 5 12 minute Yin's in an hour as opposed to 1 +4 Yin where you comb every map. You may get less fun, but that is a subjective measure. My fun <> Your fun isn't a broken game design. I agree with the design principal still. The intent was to create an inclusive system as opposed to the EQ/WoW exclusive system. Paladin's were a blast in vanilla wow. They also had no role in the original end game. I love playing with people's weird, out there, builds. The current design lets me do that AND let's me complete content. The builds I run are almost exclusively exactly the same as I ran on live. It took less time to get there and I'm much more likely to hit people at those same levels here as on live, but juiced up builds are not a new thing either. Again maybe not your fun -- mine <> yours. Give me a complex system and let me toy with and get everything I can out. That's fun! Maybe that sounds like spreadsheet McGaming to you, i dunno. That's fine too, we can still punch Countess Crey in the face. Nor did I claim a superiority. I was making a hyperbolic point to highlight that this is a player issue. This is not a type* of player issue. I want to team with the Clave's and Solar's and I want everyone to have fun. I don't go fast to ruin your fun, I do it for my fun. If I clearly state that's what's going down when the invite goes out, why bark after we start is as valid a point as why go fast if we want to kill. Both happen and neither is good behavior in a co-op setting.
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Pretty sure this is a reciprocal issue. I play fast and always advertise such. Also clarify before locking in what's happening. The amount of players who get sticker shock once the mayhem starts is pretty discouraging. I don't form up to ruin anyone's fun. The reward system for the majority of game content disproportionately incentivizes fast play. While I play for fun, I also enjoy maximizing my rewards for doing so. >shrug< Make the team you want. Play the game how you like, but a better title might be "Lets please focus on communicating team intent". As I could just as easily thread up with "We didn't all agree to PL you slowpokes". I'll happily hop on a sweep through Cit for a chuckle. I'm less inclined to presume that's what's cooking without some input from the team/lead. Nor do I think it's reasonable to presume there's a "correct" baseline play. You can say pace is set by the slowest, but it's just as easy to justify saying the pace is set by the fastest player on the team.
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Interesting to see how other people are building. I went with more resist/sustain than either of those builds: This Villain build was built using Mids Reborn 3.4.6 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Savage Melee Secondary Power Set: Electric Armor Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Villain Profile: Level 1: Savage Strike (A) Superior Brute's Fury - Accuracy/Damage (3) Superior Brute's Fury - Accuracy/Damage/Recharge (3) Superior Brute's Fury - Damage/Recharge (42) Hecatomb - Chance of Damage(Negative) Level 1: Charged Armor (A) Steadfast Protection - Resistance/+Def 3% (5) Gladiator's Armor - TP Protection +3% Def (All) (5) Unbreakable Guard - Resistance (7) Unbreakable Guard - Resistance/Endurance (7) Unbreakable Guard - Resistance/Endurance/RechargeTime (9) Unbreakable Guard - RechargeTime/Resistance Level 2: Shred (A) Superior Unrelenting Fury - RechargeTime/+Regen/+End (15) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime (17) Superior Unrelenting Fury - Damage/Endurance/RechargeTime (17) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime (19) Superior Unrelenting Fury - Damage/RechargeTime (19) Superior Unrelenting Fury - Accuracy/Damage Level 4: Lightning Field (A) Superior Brute's Fury - Recharge/Fury Bonus (21) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge (21) Superior Brute's Fury - Damage/Endurance/RechargeTime (23) Power Transfer - Chance to Heal Self (23) Performance Shifter - Chance for +End (25) Armageddon - Damage Level 6: Conductive Shield (A) Unbreakable Guard - Resistance (25) Unbreakable Guard - Resistance/Endurance (27) Unbreakable Guard - Resistance/Endurance/RechargeTime (27) Unbreakable Guard - RechargeTime/Resistance Level 8: Vicious Slash (A) Superior Blistering Cold - Recharge/Chance for Hold (31) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (31) Superior Blistering Cold - Accuracy/Damage/Recharge (31) Superior Blistering Cold - Accuracy/Damage/Endurance (50) Superior Blistering Cold - Damage/Endurance (50) Superior Blistering Cold - Accuracy/Damage Level 10: Static Shield (A) Unbreakable Guard - +Max HP (33) Unbreakable Guard - Resistance (33) Unbreakable Guard - Resistance/Endurance (33) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 12: Taunt (A) Range IO Level 14: Super Speed (A) Celerity - +Stealth Level 16: Grounded (A) Aegis - Psionic/Status Resistance Level 18: Rending Flurry (A) Superior Avalanche - Recharge/Chance for Knockdown (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (34) Superior Avalanche - Accuracy/Damage/Recharge (36) Superior Avalanche - Accuracy/Damage/Endurance (36) Superior Avalanche - Damage/Endurance (36) Superior Avalanche - Accuracy/Damage Level 20: Hasten (A) Recharge Reduction IO (37) Recharge Reduction IO Level 22: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (34) Kismet - Accuracy +6% (37) Shield Wall - +Res (Teleportation), +5% Res (All) (37) Reactive Defenses - Scaling Resist Damage Level 24: Lightning Reflexes (A) Run Speed IO Level 26: Boxing (A) Kinetic Combat - Accuracy/Damage (39) Kinetic Combat - Damage/Endurance (39) Kinetic Combat - Damage/Recharge (39) Kinetic Combat - Damage/Endurance/Recharge Level 28: Energize (A) Panacea - Heal (29) Panacea - Heal/Endurance/Recharge (29) Panacea - Heal/Recharge (40) Panacea - Endurance/Recharge (40) Panacea - Heal/Endurance Level 30: Tough (A) Aegis - Resistance/Endurance (40) Aegis - Resistance (42) Aegis - Resistance/Endurance/Recharge Level 32: Savage Leap (A) Armageddon - Chance for Fire Damage (42) Armageddon - Damage/Endurance (43) Armageddon - Recharge/Accuracy (43) Armageddon - Damage/Recharge/Accuracy (43) Armageddon - Damage/Recharge Level 35: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (45) Luck of the Gambler - Defense/Endurance (45) Luck of the Gambler - Defense/Endurance/Recharge Level 38: Superior Conditioning (A) Performance Shifter - Chance for +End (45) Power Transfer - Chance to Heal Self Level 41: Physical Perfection (A) Performance Shifter - Chance for +End (46) Power Transfer - Chance to Heal Self Level 44: Energy Torrent (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown (46) Superior Frozen Blast - Recharge/Chance for Immobilize (46) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime (48) Superior Frozen Blast - Accuracy/Damage/Recharge (48) Superior Frozen Blast - Accuracy/Damage/Endurance (48) Superior Frozen Blast - Damage/Endurance Level 47: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (50) Luck of the Gambler - Defense/Endurance Level 49: Blood Thirst (A) Recharge Reduction IO Level 1: Brawl (A) Empty Level 1: Fury Level 1: Sprint That gets me to 45% s/l/m along with healthy exotic resists across the board. Only up to 72% for s/l resist which stings, but not too bad. No real critique to offer, but thought it might be worth a peek at another angle. Leaning less heavily of offensive procs opens up the option to grab agility in my alpha. I'm also aggressively disinterested in babysitting my blue bar and don't like active click maintenance for it. So far (solo to 36) the ride's been smooth. Nice quick cycling attacks and no real crunch for filling any gaps.
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Slot Machine's Random Challenge (the limited edition 2023)
vibal replied to Troo's topic in General Discussion
Fun! I ended up with a staff/bio tank. I've played bio, but only the brute version and didn't love it. Maybe tanks have a bit more leeway in the clicks. Never played and rarely see staff. Looks okay on paper. -
Played i1-i3 and came back for villains (i6) to sunset. Early on the game had a great skeleton, but was in a limbo state in terms of play. i1 still carried the some of the trappings of early MMOs like EQ and DaoC. Hard CC/AoE CC was supported and allowed. A earth controller could turn every spawn into statues. The pull was instanced missions. AO had done the same and it's a great system (when comparing out of date games). Early MMOs you'd likely be in a team sitting in the same 1-3 rooms in a public dungeon cleaning spawns and waiting. Team in the next room? More waiting for you. You'll likely be pulling 1-3 mobs, cc'ing the rest, burning single targets, and repeating. A mistimed pull or CC could lead to a wipe or wasted time/resources. The game was designed with a *much* slower pace than a game would allow for now. Rest used to be on a lifelong timer (60s?). Teams were supposed to be curated and trimmed. Too much control would mean not enough damage. Too much damage would mean not enough mitigation. Those systems died out b/c we want to play.... what we want to play. Fine for the time, but not one I'd clamor to have back. Unlimited tank aggro was a thing. For the folks lamenting ED: every attack had the same recommended slotting - 1 accuracy, 5 damage. Playing a device blaster? 6 damage then. No need for recharge you'll have perma hasten. No need for end reduction. You'll have 6 slotted stamina. Most choices were flat and builds were bland. Balance between sets even inside the same AT were hilarious. Regen sucked. Then you got IH and the game was over. You had a minimum of 5 mandatory picks pre-20: travel power pre-req, travel power, hurdle, health, stamina. Stamina was so good it warranted 2 literal dead picks in your build. Completed builds on live were prohibitively expensive so partial built toons were common & 50's in SO's still existed. This is much more apparent on homecoming as building is relatively cheap. The game rewarded investment with incremental power increases. When a single ragnarok IO is going to set you back 500 million you're less likely to see them crop up. A min level gladiators armor proc set me back 3 billion. Now I drop one in every toon. IO's brought a lot of numeric increases and rewarded time investment, but they failed to really do what they should've. Optimally set bonuses would've made characters better at the thing they should be doing. Since bonuses are by set regardless of AT they just allow players to fill in gaps instead of accentuating strengths. It's probably an unsolvable problem ATM given the volume of sets * the volume of ATs. Instead of a "build an armor set-bonus" we end up with a system that turns everyone into armor plated bazooka's.
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Is irradiated ground still worth proc slotting after the change? I know it got moved to the same proc check as other toggles and wasn't sure how effective it is vs. just standard slotting. Anyone have experience?
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Using energy absorption as a ghetto heal is a great idea. I'm probably going to swap cold for gloom/oblit. Rune of protection is nice, but I'll forget to fire it off. I suppose it could fill the t9 spot, but we'll see how she flies without. Also picked up hasten. Kick as a feedback proc slot is a solid thought. Do you find you have time to fire it off? Hopped up to 40 and 0/x8 longbow are a comfortable challenge. Going to solo ride up to 50 to see how it handles.
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Thinking about something different and settled on ice/ice brute. Figgered I'd grab Arctic just for the theme and wanted to see if I could cook up something decent: This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Level 50 Magic Brute Primary Power Set: Ice Melee Secondary Power Set: Ice Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Arctic Mastery Villain Profile: ------------ Level 1: Frozen Fists SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(11), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Acc/Dmg/Rchg(43) Level 1: Frozen Armor LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def(50), LucoftheG-Def/EndRdx/Rchg(50) Level 2: Frost SprBrtFur-Rech/Fury%(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(9), SprBrtFur-Dmg/EndRdx/Rchg(17), SprBrtFur-Acc/Dmg/Rchg(23), SprBrtFur-Dmg/Rchg(23), SprBrtFur-Acc/Dmg(40) Level 4: Chilling Embrace TmpRdn-Acc/EndRdx(A), TmpRdn-EndRdx/Rchg/Slow(9) Level 6: Hoarfrost Prv-EndRdx/Rchg(A), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7) Level 8: Ice Patch EndRdx-I(A) Level 10: Wet Ice EndRdx-I(A) Level 12: Combat Jumping LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(13), Rct-ResDam%(13), Ksm-ToHit+(15) Level 14: Super Jump WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng(15) Level 16: Taunt Empty(A) Level 18: Glacial Armor LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19), LucoftheG-Def(19), LucoftheG-Def/EndRdx/Rchg(21) Level 20: Energy Absorption Empty(A) Level 22: Boxing Empty(A) Level 24: Tough UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(25), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(40) Level 26: Freezing Touch Hct-Dam%(A), Hct-Dmg/EndRdx(27), Hct-Acc/Rchg(27), Hct-Acc/Dmg/Rchg(31), Hct-Dmg/Rchg(34), Hct-Dmg(37) Level 28: Weave LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def/EndRdx/Rchg(29) Level 30: Permafrost GldArm-3defTpProc(A), StdPrt-ResDam/Def+(31), UnbGrd-Max HP%(31) Level 32: Frozen Aura SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg(34) Level 35: Icicles SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(36), SprUnrFur-Dmg/EndRdx/Rchg(36), SprUnrFur-Acc/Dmg/Rchg(36), SprUnrFur-Dmg/Rchg(37), SprUnrFur-Acc/Dmg(37) Level 38: Block of Ice SprEnt-Rchg/AbsorbProc(A), SprEnt-Acc/Hold/End/Rchg(39), SprEnt-Acc/Hold/End(39), SprEnt-End/Rchg(39), SprEnt-Hold/Rchg(43), SprEnt-Acc/Hold(46) Level 41: Ice Blast SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(42), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Dmg/Rchg(43), SprWntBit-Acc/Dmg(48) Level 44: Ice Storm SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Dmg/EndRdx(46), SprFrzBls-Acc/Dmg(46) Level 47: Maneuvers LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48) Level 49: Tactics AdjTrg-ToHit/EndRdx(A), AdjTrg-EndRdx/Rchg(50) Level 1: Fury Level 1: Brawl Empty(A) Level 1: Sprint Empty(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+(5), Mrc-Rcvry+(5), Prv-Absorb%(17) Level 2: Stamina PrfShf-End%(A), PrfShf-EndMod(3), EndMod-I(3) Level 50: Agility Core Paragon ------------ ------------ Set Bonus Totals: 10% DamageBuff(Smashing) 10% DamageBuff(Lethal) 10% DamageBuff(Fire) 10% DamageBuff(Cold) 10% DamageBuff(Energy) 10% DamageBuff(Negative) 10% DamageBuff(Toxic) 10% DamageBuff(Psionic) 22.56% Defense(Smashing) 22.56% Defense(Lethal) 33.5% Defense(Fire) 33.5% Defense(Cold) 16% Defense(Energy) 16% Defense(Negative) 6% Defense(Psionic) 24.13% Defense(Melee) 11% Defense(Ranged) 23.5% Defense(AoE) 33% Enhancement(Accuracy) 2.5% Enhancement(Max EnduranceDiscount) 57.5% Enhancement(RechargeTime) 7.5% SpeedFlying GrantPower Preventive Medicine (0% chance, if Scourge) 236.1 HP (15.75%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping MezResist(Confused) 103.8% MezResist(Held) 103.8% MezResist(Immobilized) 103.8% MezResist(Sleep) 103.8% MezResist(Stunned) 103.8% MezResist(Terrorized) 103.8% MezResist(Teleport) 100% (20% chance) 21.5% (0.36 End/sec) Recovery 56% (3.5 HP/sec) Regeneration 95% ResEffect(SpeedFlying) 95% ResEffect(RechargeTime) 95% ResEffect(SpeedRunning) 22.25% Resistance(Smashing) 22.25% Resistance(Lethal) 41.75% Resistance(Fire) 41.75% Resistance(Cold) 16.25% Resistance(Energy) 16.25% Resistance(Negative) 14% Resistance(Toxic) 14% Resistance(Psionic) 7.5% SpeedRunning 1 Null How was this set supposed to work? I had to go miles out of my way to get to any sort of usable numbers. I hit the s/l/e/n/f/c soft caps, but *man* this isn't a gimme. Block of ice ended up being a critical mule with the last 5% for e/n/f/c. Thoughts on anything I missed? I know storm isn't the best on brutes since it's a pseudo pet, but >shrug< figured it's worth a shot.
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This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Science Brute Primary Power Set: Radiation Melee Secondary Power Set: Electric Armor Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Villain Profile: Level 1: Contaminated Strike -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg(43) Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(39), UnbGrd-Rchg/ResDam(40) Level 2: Radioactive Smash -- SprBrtFur-Rech/Fury%(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(3), SprBrtFur-Dmg/EndRdx/Rchg(3), SprBrtFur-Acc/Dmg/Rchg(37), SprBrtFur-Dmg/Rchg(37), SprBrtFur-Acc/Dmg(37) Level 4: Lightning Field -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(5), SprAvl-Acc/Dmg/Rchg(5), SprAvl-Acc/Dmg/EndRdx(27), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg(36) Level 6: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(7), UnbGrd-Rchg/ResDam(27) Level 8: Radiation Siphon -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(15), CrsImp-Acc/Dmg/EndRdx(15), CrsImp-Acc/Dmg/Rchg(23) Level 10: Static Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(11), UnbGrd-Max HP%(13) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 14: Super Speed -- BlsoftheZ-ResKB(A) Level 16: Grounded -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(17), StdPrt-ResKB(17) Level 18: Irradiated Ground -- Arm-Dam%(A), Obl-%Dam(19), ScrDrv-Dam%(19), TchofLadG-%Dam(21), ShlBrk-%Dam(21), EndRdx-I(23) Level 20: Taunt -- PrfZng-Taunt/Rchg/Rng(A) Level 22: Lightning Reflexes -- Run-I(A) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25), Rct-ResDam%(25), Ksm-ToHit+(50) Level 26: Boxing -- Empty(A) Level 28: Energize -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(29), Prv-Heal(29), Prv-Heal/EndRdx(48), Prv-EndRdx/Rchg(50), Prv-Heal/Rchg(50) Level 30: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-Rchg/ResDam(31) Level 32: Atom Smasher -- SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(33), SprUnrFur-Dmg/EndRdx/Rchg(33), SprUnrFur-Acc/Dmg/Rchg(33), SprUnrFur-Dmg/Rchg(34), SprUnrFur-Acc/Dmg(34) Level 35: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(36) Level 38: Superior Conditioning -- PrfShf-End%(A), PwrTrns-+Heal(39) Level 41: Physical Perfection -- PrfShf-End%(A), PwrTrns-+Heal(42) Level 44: Energy Torrent -- OvrFrc-Dam/KB(A), SprFrzBls-Rchg/ImmobProc(45), SprFrzBls-Acc/Dmg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Acc/Dmg/Rchg(46), SprFrzBls-Dmg/EndRdx(46) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48) Level 49: Fusion -- Empty(A) Level 1: Fury Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(46), Pnc-Heal/+End(48) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(43), EndMod-I(43) ------------ That's the build I run. It sails smooth right up until the point it doesn't. Softcapped melee defense, but just a tick under s/l at 42%. You could just as easily pull the -kb from grounded along with the +heals in SC/PP to get the slots to drop kinetic combat's in boxing. I like the sustain on the heal procs. If anything i'd probably grab a slot from grounded to add another heal proc in stamina. 82% s/l resist, capped energy (easy), 77% fire/cold and even 47% psi. The end is overkill, but I really loathe looking at my blue. And energy gives me plenty of leg room to grab agility (still under s/l softcap at T4 tho). And as noted, the heal procs are a big part of the builds sustain. Heal procs + siphon/contam will generally keep your green topped off. By the time energize is needed it's too late in a lot of cases - you're about to get 100 to 0'd. I also am not a fan of the devastating blow animation. Solid power and you can rejigger the ST attacks to pick it up if it's to your fancy. Too often it feels like either I'm dead or the target is before the 3 lifetimes of that animation pass. The kismet is actually pretty important as the build lacks any +accuracy set bonuses. Odd side effect of winter sets I spose. Never a bonus I shot for, but definitely one I miss with the newer sets. Also, if you didn't know, irradiated ground fires every 5s and does a proc check for each. So it'll fire procs at 2x the rate of a normal damage aura. Makes it go from one of the worst places for a proc to easily the best. It's a fun build. -ToHit really stings and is pretty common late game with vamps, carnies, and CoT all tossing it around. It seems like late game you're plugging one hole and leaving another with melee. Immunity to saps and -recov is great. Then 14 illusionists all drop flash at the same time with 3 dark servants leg humping you so it doesn't matter anyhow. Giggling at sappers is nice until 12 stun grenades pop off :/. And of course every fight is a race with a defense build without defense debuff resist. Every pokey thing in the game is a debuff and when you're pulling 20 at a time 5% comes up pretty often.
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What do you think is the most even power set?
vibal replied to Kung Fu Cow's topic in General Discussion
I think VEATs would be my pick for general "good" balance. Much like willpower they start good and can easily slot to great. They're great on a team and solo content well. Solid AoE damage, great utility, and reasonable control on the fort side. -
Ah, I had forgotten about the cone - yeah. I'll stand by the flavor's being similar though & you can pick where you want that silly slo-mo jump animation. Either set is going to put the clamp on single targets. Also, actually applying damage in a 15' PBAoE is also much more reliable than whirling hands' 8'. Haven't played with the updated EM but I'm really learning to love even a 10' PB over the rinky dink 8 footers.
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@WitchofDread I gave your build a spin and just couldn't keep standing long enough to apply damage. At least vs arachnos/LB. I swapped out for a more defensive build and had much better luck. This build gets to the S/L & melee softcaps with similar recharge and just felt a bit sturdier as well as not huffing for blue the whole time. Damage is great, but a brute's going to garner a fair bit of attention so sustain is a thing too. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Level 50 Magic Brute Primary Power Set: Radiation Melee Secondary Power Set: Dark Armor Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Energy Mastery Villain Profile: ------------ Level 1: Radioactive Smash SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg(43) Level 1: Dark Embrace StdPrt-ResDam/Def+(A), GldArm-3defTpProc(39), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(40), UnbGrd-Rchg/ResDam(43) Level 2: Death Shroud SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(3), SprUnrFur-Dmg/EndRdx/Rchg(3), SprUnrFur-Acc/Dmg/Rchg(17), SprUnrFur-Dmg/Rchg(17), SprUnrFur-Acc/Dmg(37) Level 4: Murky Cloud UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-ResDam/EndRdx/Rchg(5), UnbGrd-Rchg/ResDam(7) Level 6: Hasten RechRdx-I(A), RechRdx-I(7) Level 8: Radiation Siphon KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(13), CrsImp-Acc/Dmg/EndRdx(15), CrsImp-Acc/Dmg/Rchg(15) Level 10: Obsidian Shield UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(13) Level 12: Taunt Range-I(A) Level 14: Super Speed BlsoftheZ-ResKB(A) Level 16: Dark Regeneration ThfofEss-+End%(A), TchoftheN-Acc/EndRdx/Rchg(48), TchoftheN-Acc/EndRdx/Heal/HP/Regen(50) Level 18: Irradiated Ground EndRdx-I(A), Mlt-Acc/Dmg/EndRdx(19), Arm-Dam%(19), ScrDrv-Dam%(21), Obl-%Dam(21), AchHee-ResDeb%(25) Level 20: Cloak of Darkness LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(37) Level 22: Combat Jumping LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(23), Rct-ResDam%(23), Krm-ResKB(25) Level 24: Boxing Empty(A) Level 26: Devastating Blow KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(27), KntCmb-Dmg/Rchg(27), KntCmb-Dmg/EndRdx/Rchg(34), CrsImp-Acc/Dmg/EndRdx(36), CrsImp-Acc/Dmg/Rchg(36) Level 28: Tough UnbGrd-ResDam(A), UnbGrd-Max HP%(29), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-ResDam/EndRdx(36) Level 30: Cloak of Fear CldSns-Acc/EndRdx/Rchg(A), CldSns-Acc/ToHitDeb(31), CldSns-ToHitDeb/EndRdx/Rchg(31), CldSns-%Dam(31) Level 32: Atom Smasher SprBrtFur-Rech/Fury%(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(33), SprBrtFur-Dmg/EndRdx/Rchg(33), SprBrtFur-Acc/Dmg/Rchg(33), SprBrtFur-Dmg/Rchg(34), SprBrtFur-Acc/Dmg(34) Level 35: Superior Conditioning PrfShf-End%(A), PwrTrns-+Heal(50) Level 38: Oppressive Gloom RopADop-Acc/Stun(A) Level 41: Physical Perfection PrfShf-End%(A), PwrTrns-+Heal(42) Level 44: Energy Torrent OvrFrc-Dam/KB(A), Rgn-Dmg(45), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(46), Rgn-Dmg/EndRdx(46) Level 47: Weave LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48) Level 49: Fusion RechRdx-I(A) Level 1: Brawl Empty(A) Level 1: Fury Level 1: Sprint Empty(A) Level 2: Rest Empty(A) Level 2: Swift Empty(A) Level 2: Health Pnc-Heal/+End(A), Mrc-Rcvry+(48), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle Empty(A) Level 2: Stamina PrfShf-End%(A), PrfShf-EndMod(43), EndMod-I(46) ------------ ------------ Set Bonus Totals: 8% DamageBuff(Smashing) 8% DamageBuff(Lethal) 8% DamageBuff(Fire) 8% DamageBuff(Cold) 8% DamageBuff(Energy) 8% DamageBuff(Negative) 8% DamageBuff(Toxic) 8% DamageBuff(Psionic) 32.25% Defense(Smashing) 32.25% Defense(Lethal) 11% Defense(Fire) 11% Defense(Cold) 6% Defense(Energy) 6% Defense(Negative) 6% Defense(Psionic) 32.25% Defense(Melee) 6% Defense(Ranged) 8.5% Defense(AoE) 2.25% Max End 15% Enhancement(Accuracy) 10% Enhancement(Max EnduranceDiscount) 48.75% Enhancement(RechargeTime) 7.5% SpeedFlying 247.4 HP (16.5%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping Knockback (Mag -8) Knockup (Mag -8) MezResist(Confused) 88.75% MezResist(Held) 88.75% MezResist(Immobilized) 88.75% MezResist(Sleep) 88.75% MezResist(Stunned) 88.75% MezResist(Terrorized) 88.75% MezResist(Teleport) 100% (20% chance) 12% (0.2 End/sec) Recovery 36% (2.25 HP/sec) Regeneration 15% ResEffect(SpeedFlying) 15% ResEffect(RechargeTime) 15% ResEffect(SpeedRunning) 23% Resistance(Smashing) 23% Resistance(Lethal) 29% Resistance(Fire) 29% Resistance(Cold) 25.25% Resistance(Energy) 25.25% Resistance(Negative) 8% Resistance(Toxic) 8% Resistance(Psionic) 7.5% SpeedRunning 1 Null | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1335;653;1306;HEX;| |78DA6593D96B135118C5EF6426D6A649D37449BADAA6B1699BD67471791351BB803| |6105BF0350CCD351DAC499844B00882EFA25D14C1B57579F57FF0FFF04510F5C505| |DCEA53FC32E758850E09BFB9DFFD9633E7CE64AECD045FCDDF3CA58CA6B3AB76A59| |23BE35EAD6A7FC62E38CBA692AB41FE3D5E3097D1AB5AA717EDBC63579D5211EB4E| |ECCDE84BBA58D1E919DBBD9C3BED5E29B92A902D9556D34B65ADF341EF7641DB65A| |75808798B39A7B0529555F8EF565EBB9515A7DC355B7696D3B345ED16D67219BB52| 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Am I missing the kb protection in your build? That seems... inadvisable.
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My take on sav/da. Levelling the toon now after throwing in the towel on bio. I wanted to love it, but just.... don't. Haven't played savage so it seemed like a good time to give it a go. The build is low on recharge, but I was able to hit the s/l/m soft caps without sacrificing too much. Normally I'd only grab 5 attacks as more is generally a waste, but the tp power is kinda the icing so it's there. Take a peek and see what you think. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Level 50 Magic Brute Primary Power Set: Savage Melee Secondary Power Set: Dark Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Energy Mastery Villain Profile: ------------ Level 1: Maiming Slash SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(7), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg(11) Level 1: Dark Embrace GldArm-3defTpProc(A), StdPrt-ResDam/Def+(3), UnbGrd-Max HP%(3), UnbGrd-ResDam(5), UnbGrd-ResDam/EndRdx/Rchg(5), UnbGrd-ResDam/EndRdx(7) Level 2: Shred SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(13), SprBrtFur-Acc/Dmg/Rchg(13), FuroftheG-Acc/Dmg/End/Rech(15), FuroftheG-Acc/End/Rech(15), FuroftheG-ResDeb%(17) Level 4: Death Shroud SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(17), SprUnrFur-Dmg/EndRdx/Rchg(19), SprUnrFur-Acc/Dmg/Rchg(19), SprUnrFur-Dmg/Rchg(21), SprUnrFur-Acc/Dmg(21) Level 6: Blood Thirst RechRdx-I(A) Level 8: Murky Cloud UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(23), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(25) Level 10: Vicious Slash KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(25), KntCmb-Dmg/Rchg(27), KntCmb-Dmg/EndRdx/Rchg(27), CrsImp-Acc/Dmg/Rchg(29), CrsImp-Acc/Dmg/EndRdx(29) Level 12: Obsidian Shield UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-Rchg/ResDam(36) Level 14: Super Jump BlsoftheZ-Travel(A), BlsoftheZ-ResKB(37) Level 16: Combat Jumping LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(36), Rct-ResDam%(37), Ksm-ToHit+(37) Level 18: Rending Flurry SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg(40) Level 20: Taunt Range-I(A) Level 22: Dark Regeneration TchoftheN-Acc/EndRdx/Rchg(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(42), Prv-Absorb%(50) Level 24: Cloak of Darkness LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def/EndRdx/Rchg(48) Level 26: Boxing Empty(A) Level 28: Cloak of Fear DarWtcDsp-ToHitdeb/Rchg/EndRdx(A), DarWtcDsp-ToHitDeb/EndRdx(50) Level 30: Tough UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-Rchg/ResDam(31) Level 32: Savage Leap SprBrtFur-Dmg/EndRdx/Rchg(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(33), SprBrtFur-Rech/Fury%(33), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-Acc/Dmg/Rchg(34) Level 35: Oppressive Gloom AbsAmz-Acc/Stun/Rchg(A), AbsAmz-Acc/Rchg(36) Level 38: Superior Conditioning PrfShf-End%(A), PrfShf-EndMod(39) Level 41: Physical Perfection PrfShf-End%(A), PrfShf-EndMod(42) Level 44: Energy Torrent OvrFrc-Dam/KB(A), SprFrzBls-Rchg/ImmobProc(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Acc/Dmg/EndRdx(46), SprFrzBls-Dmg/EndRdx(46) Level 47: Weave LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(48) Level 49: Hasten RechRdx-I(A), RechRdx-I(50) Level 1: Brawl Empty(A) Level 1: Fury Level 1: Sprint Empty(A) Level 2: Rest Empty(A) Level 2: Swift Empty(A) Level 2: Health Mrc-Rcvry+(A), Pnc-Heal/+End(43), NmnCnv-Regen/Rcvry+(43) Level 2: Hurdle Empty(A) Level 2: Stamina PrfShf-End%(A), PrfShf-EndMod(42), EndMod-I(43) Level 1: Blood Frenzy ------------ ------------ Set Bonus Totals: 4% DamageBuff(Smashing) 4% DamageBuff(Lethal) 4% DamageBuff(Fire) 4% DamageBuff(Cold) 4% DamageBuff(Energy) 4% DamageBuff(Negative) 4% DamageBuff(Toxic) 4% DamageBuff(Psionic) 36% Defense(Smashing) 36% Defense(Lethal) 18.5% Defense(Fire) 18.5% Defense(Cold) 6.63% Defense(Energy) 6.63% Defense(Negative) 6% Defense(Psionic) 37.88% Defense(Melee) 7.25% Defense(Ranged) 16% Defense(AoE) 10% Enhancement(Max EnduranceDiscount) 22.5% Enhancement(RechargeTime) 22.5% SpeedFlying GrantPower Preventive Medicine (0% chance, if Scourge) 309.2 HP (20.63%) HitPoints 22.5% JumpHeight 22.5% SpeedJumping Knockback (Mag -7) Knockup (Mag -7) MezResist(Confused) 90% MezResist(Held) 90% MezResist(Immobilized) 90% MezResist(Sleep) 90% MezResist(Stunned) 90% MezResist(Terrorized) 90% MezResist(Teleport) 100% (20% chance) 20% (0.33 End/sec) Recovery 36% (2.25 HP/sec) Regeneration 45% ResEffect(SpeedFlying) 45% ResEffect(RechargeTime) 45% ResEffect(SpeedRunning) 17.75% Resistance(Smashing) 17.75% Resistance(Lethal) 37.25% Resistance(Fire) 37.25% Resistance(Cold) 23% Resistance(Energy) 23% Resistance(Negative) 8% Resistance(Toxic) 8% Resistance(Psionic) 22.5% SpeedRunning 1 Null | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1340;639;1278;HEX;| |78DA65935B4F13511485CFB453B0B48522D28B5068CBBD40A1BE2B5101136D0D4AE| |26B3329C7DA5869D3A29147FF81A2C644B97A79D028890F2AFA538C2FFC00D4448D| |FAA07577D60A1898B4F9E6EC35FBECBDD799C9DC9CF46E9EB935A10CCFE9A255AD6| |64F55AE2F6857C6CA17724E2557A3FC4376309BD145AD93B3D60D2BCF0585497D59| 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|711867E566C0548918E64A5C424F9F0F647DFD3F6B9F438928BAD5037BBDFD0350A| |DD2E6| |-------------------------------------------------------------------|
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If you're thinking about energy melee, I'd give stone melee a look. It's got great ST damage (seismic smash is a dude deleter) and tremor makes up for it's animation time by being one of the rare 15' melee AoE's. Fault is even a decent 1 slot power if you've got room in the build. You'll get similar ST numbers with a tick better AoE and the consistent KD in stone is more reliable than energies hit/miss disorient. But if you love the look/feel of energy it's a spiffy ST set.
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Feel free to add me @Vibal Magus -- I'm game to run red content if you're on excelsior
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Every power in dark's base toolkit does the same damage or less damage than plant. That doesn't take into account sets that have an actual attack in the set (ill/grav). The haunts could be as you describe, but they're awful. They have travel time, low damage, there's only 2, and they can be targeted. A 60 degree cone is pretty good, but it's still not as usable as a TAoE. Said cone also does less damage (11.93) than plant (18.35). Roots is a bit of an outlier there and living shadows does a tick more damage than something like chain fences (9.18) or fire cage (10.09) it pays a toll in that regard for being less applicable than either as a cone. -ToHit is an attractive secondary effect, but I think that highlights a separate issue with control sets. More than any other archtype controllers and doms lean into every aspect of the toon. It doesn't add to the damage of dark, but does tip the utility slightly. How much is debatable.
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Spot on @oedipus_tex - my gameplay experience is that it's generally more valuable to be able to confuse bosses for 10s without the overpower proc than to stack it as it has a notable recharge.
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Of the three listed (plant, dark, electric) plant is the only outlier in that list. Dark is at best a mid tier set. Low damage, schizophrenic positioning requirements due to pboae's and cones. The aoe hold is slightly better as it has a chance to reapply to new targets, but haunt doesn't even compare to PA - the most likely mirror. It feels like the watered down illusion we would've gotten if the late game devs redesigned the set. Electric works very favorably with procs, but that's not unique. A chaining KB and an aggro inducing chain confuse aren't broken (coercive persuasion arguably is). The sleep is nice as it pulses which makes it the only general use sleep available. It's definitely a fun & chaotic set, but isn't in the same league as plant/illusion.
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It's been brought up in this thread and others like it, but it's worth echoing the opinion that the game has plenty of ways to challenge yourself. The game is lacking reasons to challenge yourself. I'm not sure how that can be implemented without creating the toxic elite teaming that you see in other MMO's though. I love being able to grab a random team and romp. Once you create gates that require "x" powerlevel you'll be creating a different team dynamic.
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Illusion - Does it really need two stealth powers
vibal replied to Spectre7878's topic in Controller
Odd, I guess I'm on the opposite end of popular opinion. I don't find much use for GI, and take SI exclusively. Teams are rarely fully in range for GI and even less frequently will a team leverage the stealth aspect of it. So you're left with a suppressing defense buff that'll hit some members and actively annoy a few melee players.