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Zect

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Everything posted by Zect

  1. It has always been a highly effective set. The only power that was truly bad was combustion. Now it is straight up overpowered. Accepting -def means +2 procs and achilles' heel, the swords deal pure exotic damage and it gets soft control in Cremate.
  2. This build ticks every major build sin on the list: Missing key powers (hasten) Missing key procs (GA +3 def but no steadfast +3 def? Shieldwall +5 res but no reactive defenses +3 scaling res? Make up your mind.) Poor enhancement values (particle shielding, tough), illogical slottings (CJ is better slotted than Weave?) Incoherent defense strategy (mix of typed & positional defense) Low recharge (why is soul drain not permanent?) Fortunately, I see people have posted lots of builds for you to copy, so you should be set. Make sure to pick one that has perma-souldrain or close to it, and well-slotted particle shielding (max absorb and rech, because tough enemies deplete the shield quickly, and IIRC the regen lasts for less duration than the recovery). Also, I'm not a fan of relying on meltdown to cap res, because it is not permanent. But that's my personal preference; you may differ, especially if you think you are willing to manage yet another power in the middle of combat. I just want to point out one particular issue: You took this, and from this pool you only took: I respect picking powers for the sakes of a concept, especially since it increases the challenge of making the build perform well. But I question if your concept involves ineffectually throwing test tubes at enemies and carrying around syringes you never use. Experimental injection has an extremely short range, almost melee range. It is a lot harder to use than Aid Other from medicine. If you have a syringe fetish you may as well take the recovery booster P2W power which has a very dramatic animation, but on yourself. Without acc your corrosive vial will hit nothing. When you're taking powers for concept, think about what it is about the power that attracts you. Is it the animation? Is it a particular effect? Can that animation or effect be found elsewhere, for lower cost or for free? Can it be substituted with clever power customization, a temp power or prestige power, maybe a /cce or other emote? And if the decision is to take the power, make sure it's a power you'll actually want to use. Proc out corrosive vial! Make it something that inflicts more than mocking laughter from enemies. Because if you take it and you never use it, it ain't doing a whole lot for your concept is it? P.S. Love to see some love for arctic breath. Cones are clunky on a melee AT, but this one is actually worth it.
  3. There are at least two things that have consistently stood out as successes in this game throughout its lifespan. The first is the costume creator. It's the one thing everyone praises about this game. This game always had a leg up because a superhero setting is just inherently conceptually flexible and you can make anything from power armored aliens to lizard wizards, but CoX also had the right idea to put the process of creating your own hero front and center, because avatar creation and customization is really what an MMO is about. A lot of MMO's try to make their selling point about something else, like a particular IP (WoW, SWTOR), the story (FFXIV), the PvP (EVE), the PvE (too many to count), or milking players for cash (BDO, PSO2). Nobody gives a damn about any of that. Well, they might care a little, but mostly, people care more about dressing up their paper dolls. Also, cape physics are still legitimately great in 2022. The second is the IO system. It's really the salvation of the gameplay side of the game, adding endless replayability and customizability. One thing that I think makes the IO system more fun than other games that offer deep character building systems is that, possibly due to the original Cryptic team's d20 roots, the numbers are in general intuitive, with simple linear relationships - the kind of easily graspable math you might see in a TTRPG. For example, 5% more defense reduces the hitrate of enemies by 5%. In too many modern games, character stats are only related to the numerical effect by complex formulas and nonlinear relationships, often with hidden breakpoints. And if the game was really rude, it would even obfuscate those numbers. Sure, there are balance issues, and the bonuses are way too strong for the content in this game. But the number of times I've found myself thinking "man, just one more slot" and spent an hour moving brightly colored icons around to try and squeeze it out - that's a sign of a job well done.
  4. You're looking at this from the POV of "if there are enough checks and balances, the system won't be exploited too badly." Well, Paragon thought the same about AE, and we all know how that turned out. Any system made by a human can be outsmarted by another human. But that's too much of my complaining. Even if such a system will never (and should never) come to light, speculating about possible powers can be entertaining. Personally, I think you're being a little too conservative by adding yet minor buffs and penalties. You could get that experience by slotting and unslotting IO's. I would go with completely overpowered buffs, but make all the drawbacks severely meta-busting ones. Like... Stalkermode! all your aoe powers have their target cap reduced to 1 and range reduced to 7ft, but crit for 3x damage. Or... Pinball Wizard! Every power you have now does mag 20 kb and ignores kb2kd, but if they hit a wall, they are stunned and take extra damage based on how far they flew. Are these terrible ideas, certainly. Are they fun to fantasize about, absolutely.
  5. You're looking at this the wrong way round: rather than Full Auto being too weak, it's the other blaster T9's that are too strong. The patch that made all other blast nukes crashless, i24, never made it to live. It was on Beta for less than a month before news of the shutdown was released and development stopped. These changes may not have been subject to proper testing and review, and in any case, sorely need a balance pass. The appropriate change would be to reduce the damage of other blaster nukes to match Full Auto. This would go a long way towards addressing some of the power creep caused by such a change, while helping to diversify away from the current aoe-heavy meta.
  6. The set is on shaky ground. It has severe faults and a mountain of issues; truly, a rocky start.
  7. The primary debuff from snow storm is -rech. When fresh enemies are initially engaged, they begin with all powers available to use, just like you do. They cycle through them one by one until all available attacks are used and recharging. This means that at the minimum, you will not see any benefit from -rech until an enemy has used all its available attacks once, by the time which it is generally dead or about to be dead. This is weaker than other common debuffs, such as -tohit (only need to tank the alpha) or -res (kill things faster, always useful). Since bosses often have lots of attacks, your "must have" power for boss fights is ironically less effective against them; even less so for AV's, which have debuff resistance atop that. As for minions and lieutenants, they die within the opening salvo or two. Other aspects of snow storm are situational. Few enemies in this game both fly and are vulnerable to -fly because Paragon Studios and Cryptic in particular were terrified of inconveniencing pampered melee AT's. As for -movespeed, freezing rain itself is not only a -movespeed power but a KD patch. It keeps things in place just fine. Snow storm is skippable. Note that skippable does not mean useless, bad, unfun, or even worse, needs to be buffed - a misconception that prompts ill-informed players to launch into emotive defenses of their favorite power, and munchkins to beg for unnecessary and balance-breaking buffs. Not every power needs to be useful in every situation. It does mean, however, that developers should try to introduce more situations where a skippable power is valuable; enemies that fly, for example, or enemies with particular weakness to -rech; and the power should not be used at the cost of core strengths of the powerset. The core strength of /storm is massive damage that does not eat animation time. If you are strapped for end, as competent stormies are highly liable to be, spending that end on more impactful powers such as the 4 I mentioned will provide a greater benefit. Of course, if you want to spend it in less useful ways instead, you're welcome to; it's your loss.
  8. Attacks are attacks; slot them to deal damage. You generally do not spend slots on endmod enhancers in attacks for the purpose of end drain. Look at the stats of your powers. You'll see that most sap less than 10% (further reduced by purple patch and AV resistances). This is not enough to drain end faster than you can kill stuff, no matter how many endmods you put in them. What you need are the good draining powers that wipe out chunks of the blue bar, like short circuit (IIRC. -38.5% on corrs). Now we're talking. Electrical affinity is, counterintuitively, not a sapping set for this reason. If you look at its powers, you'll see that they only drain small amounts of end, including the pet. They apply -recovery instead, which is helpful for keeping enemies at 0 end longer (it delays endurance ticks), but you have to get there first. If you want to drain effectively, you do the following: Take powers that drain large amounts of end: Short circuit, thunderous blast, power sink (elec/mu mastery), transference (kin), EMP arrow (TA) etc. I need to emphasize again that this is the most important one. Without this as a basis the next two steps do not work. Use +special: power boost (soul/energy mastery), clarion radial destiny. Charge up from elec blast also gives +endmod. The alpha slot: Agility core is equivalent to a level 50 endmod common in every power, and is a generally good choice for corrs.
  9. Buy a full set of defense, offense and survival amps from the P2W vendor for 24k inf at level 1. Boom, problem solved.
  10. You do not allow players to pick and choose strengths and weaknesses at will without oversight. It is a bad idea, just as allowing players to design their own powers, select their own nemesis or create their own missions is a mistake. Paragon Studios disagreed with that last one in a fit of naive idealism, although they were amply warned. The consequence of their poor judgment was irreversible damage wrought on the playerbase's culture and reward balance.
  11. Full Auto (and assault rifle) are fine, for reasons that you yourself admit: you're comparing apples to oranges. When built and played competently, AR is a highly effective, aoe-heavy powerset, to the point that its T3 blast itself is a location aoe; a standard nuke on top of all that would clearly be overpowering. More generally, power creep is one of the biggest issues facing the game right now, and the current meta is already heavily biased in favor of aoe damage. Such a change would only worsen both problems, and that's reason enough not to implement it.
  12. I think Bio is more skill dependent than fire, if that's a concern. Challenging to build, challenging to drive. You are otherwise right that it is a decent contender with the flexibility to turtle up that fire doesn't have. Fire has the weakest damage mitigation in the sense that the athlete who came in last at the Olympics race is the slowest one. They are still faster than 99.99% of humanity and mere seconds behind #1. A fire tanker still has tanker resist caps, tanker HP, tanker scalar powers and tanker ATIOs. Nothing with all that is squishy by any stretch of the imagination. The real challenge in fire is designing the build. You want 90% res to all except cold/psi (cap toxic by pre-emptively spamming the heal), mild amounts of def, permahasten or close to it, and a well-picked secondary and epic that not only exploit Fire's offensive power well but complement its powerful mitigation and sustain with their own added defenses. It's one of those builds that is challenging to sort out but oh so satisfying when you can make everything come together.
  13. Excellent explanation. Powers need to work and interact with each other in clear, intuitive and consistent ways. If stealth powers stack - all of them should stack. If stealth powers do not stack - none of them should stack. Any intended exceptions should be clearly highlighted in the description as a special feature of the power in question. This change was necessary to ensure uniformity in power interactions. If SS is still disadvantaged vs other travel powers after this (it's not), it can be buffed. I don't know why calling it a nerf is supposed to be some kind of argument against this change. Nerfs are both necessary and beneficial for the game, and a normal, expected part of game balance. Bravo to the devs for a great change.
  14. A LFF channel sounds like a fantastic idea! "Segregation" of players seems like a non-issue to me. There are channels for Architect Entertainment (the use of this just needs to be enforced) as well as Arena PvP. There are channels for players in specific zones (broadcast). The playerbase is already segregated, because it is objectively a good thing: it makes it easier for different groups of players to communicate without drowning each other out. When I'm trying to get a sitting spot going before I tab out for work, I really don't want GenericMcAlt's stream of "Forming DFB 1/8" "Forming DFB 2/8" "Forming DFB 3/8" getting in my way. Opposition to a farm channel seems like a small, vocal minority of players taking undue offense at the idea, as if they were being "banished" to a nether realm. You are welcome to be offended, but such players should realize that such a channel is not only a convenience for everyone, farmers and non-farmers alike, but also signals official developer recognition of farming as a playstyle, which never happened on Live btw. Whining against it is as silly as the crybaby a while back who whined that farming is "persistently and constantly oppressed" or something... despite all the buffs AE and farming have received, and despite it still being the most profitable activity in the game bar a marketeer.
  15. People are suggesting SS. If you want to do hard mode, SS is mildly disadvantaged. If your rage crashes when a hostless spawns you cannot kill it. SS is extremely strong in every other situation, though. For aoe heavy damage, look no further than fire. Fire is one of the strongest tanker primaries, featuring a game-breaking combo of powerful attacks and damage buffs on an AT that has great defense without even trying. In other words, it negates Tanker's chief weakness while exploiting its strengths to the fullest. I don't believe in providing mids builds, since that would rob you of the opportunity to learn and enjoy build design yourself. There are plenty of builds out there to steal, though. Just make sure not to blindly copy, because there is no guarantee that a build someone provides is worth anything.
  16. Elec blast is fine, though for defenders its dps is on the lower end since it has poor options for damage procs. This build is a much bigger detriment to your effectiveness than the choice of powersets. It features all the common mistakes in build design: Incoherent mitigation strategy (mixture of typed and positional defenses, small random amounts of resistances that make little effective contribution to survivability). Low recharge and low enhancement in critical powers No use of boosted IO's and frankenslotting to save slots and increase enhancement values Let's take a look at the most serious issues. Right now, the only good sapping power in your build is Thunderous blast. If you want to be serious about using -end to mitigate damage, you should back it up with more powers such as short circuit or power sink (from elec mastery that you are already taking). Sapping is all or nothing, and you need to go somewhat overkill on the -end and -recovery to ensure that enemies are not left with a sliver of blue they can still use to attack, nor quickly regain end after you've drained it. Mu Mastery also offers electricity themed powers and has Power sink as the 1st choice, giving you the option of not spending a power choice on an aoe immob. If you decide not to seriously pursue sapping as a build strategy, you can consider other APP's. Dark offers perma-soul drain. Soul offers soul drain at 50% uptime and as the 1st choice in the set. Mace offers an S/L/E def toggle. I can't fault wanting to take a particular APP solely based on theme, though. If you are going for positional defense, this slotting is OK, but if not, you should split up the Vigilant assault set 3 and 3 in two different powers to get two 10% rech bonuses instead. This is a strong advantage because normally 10% rech is a 5-slot bonus. You need to decide what level of def and res to shoot for, and also choose whether you will go for typed or positional defense. Right now, you have a weird mix of typed and positional defenses that is not slot-effective. Generally, fenders taking fighting can easily hit 32.5% def to all types or all positions, and with effort can hit 40-45% to all types or all positions (40% is chosen so that you softcap with the weakest level of barrier core or a defense amp). Fenders with a resist shield from an APP will hardcap (75%) S/L res, and any other res they can get incidentally is a bonus. That should give you an idea of good breakpoints to shoot for. You also waste slots trying to get tiny amounts of res or def, like this: This costs a slot that could have gone to a damage proc instead (Gladiator's javelin). There is no way to get any useful amount of psi def from IO's. 5x apocs is good enough. Or this. You could drop the A/I/R and put a damage proc instead. The 6th piece bonus from this set is only 4.5% psi/toxic res. I count a total of 6.75% toxic/psi res from your set bonuses altogether, excluding the resist uniques. You could slot an unbreakable guard 7% max HP unique instead, and it would not only provide more mitigation but also mitigation that works against all damage types. See what I mean about a waste of slots? There are a lot of such examples in the build. Unless you know what you are doing, it is usually not effective to chase minor resist bonuses on a fender except for S/L res because you have your hands full getting def, rech and procs instead. (Armored AT's who are stacking resists close to the hardcap with ample help from their native mitigation toggles are a different matter.) Treat any exotic res you incidentally get from your toggles, or in the course of building for def/rech, as a bonus. The recharge on this needs to be as close to 15s as possible so that you can doublestack it on single hard targets such as AV's. Some possible slottings are: 3x Vigilant assaults, 5x ragnaroks, 5x posiblasts, 5x bombardments, etc. for a recharge bonus. 4x shield breaker, 2 slots frankenslotting for 2.5 aoe def (if going for a positional defense strategy) 2-3 slots frankenslotting with HO's and +5 common IO's to save slots Whichever option you chose, choose pieces that max out recharge while giving some endreduction if possible (it's a costly power). If you want to use Hurricane, the KB2KD should be in Hurricane instead. This is more controllable, allows you to gently push mobs around with the repel while keeping them debuffed, and the KD adds to soft control. Your hurricane is also severely underslotted. It needs 4x DWD at the minimum, maybe lvl 53 enzymes if you are strapped for slots and can pass up the rech bonus. Hurricane needs lots of -tohit and endredux slotting to be worth it. Right now your hurricane is more like hurry to 0 end. If you are going for a typed defense strat, 6x entombs is actually good; you get 5 e/n def and 5 f/c def for 5 added slots. 4x basilisk's gaze is also good for any kind of fender, for 7,5% rech and some e/n def. The lockdown proc is useless. It's only 8s, and that 8s is further reduced by the purple patch. You already have 2 hold powers, so using them together is enough to hold a boss (the normal benefit of wanting to add a lockdown proc). Passing up the 5-slot 10% rech bonus - big mistake. You spent 5 added slots on Underwhelming Farce only to get 4 points of -KB and 2.5 e/n def. Putting botz -KB in Fly and switching this to 4x Expedient reinforcement + OF proc not only saves a slot but gives a rech bonus as well. (You don't need flyspeed enhancement in Fly; afterburner works well enough when you need to transverse long distances) There is no reason not to use boosted +5 IO's. To enter boosted IO's in mids, right-click on the slot, hover over the selected IO, press + on the numpad to boost it (up to +5), then place as usual. Hasten as the last power is very inadvisable. It should be taken around the time you get Freezing rain so as to help increase its availability. When building a stormie, bear in mind that 90% of the power of a storm def comes from just 4 powers: freezing rain, lightning storm, tornado and steamy mist (the first 3 of which are extremely costly in end). You can play with the other powers if you like - Hurricane is by far the most useful out of the remaining bunch - but they are not a focus. Everything needs to be geared towards spitting out as many freezing rains, lightning storms and tornadoes as possible and ensuring you have the end to do so.
  17. Define "worst". There are few truly bad sets in the game, and often, things that people perceive as "bad" are merely specialized or skill-dependent. A lot of the sets people are mentioning here are actually very good. Fire armor is an offensive juggernaut, and a fire tanks outputs dps comparable to that of dps AT's. Elec has strong resistance to the two deadliest debuffs (-end, -rech) and ample build flexibility with unlimited end and a recharge buff. They can both hardcap all resists except psi/toxic. Ice offers powerful soft control to backup softcapped defenses. WP provides strong sustain on top of a meta-friendly def/res hybrid suite. etc. People often call a set "bad" simply because they are pairing it with the wrong secondary, fail to understand the full potential of its powers, and/or lack the skill to design a good build for it. Just because some people only know how to play Invuln does not mean that other sets are "bad".
  18. Storm's focus is on 4 main powers (though you're forced to take 5). Freezing Rain Lightning Storm Tornado Steamy mist The first 3 are also extremely endurance costly. Look at how much lightning storm costs, then consider that a competent endgame /storm will be dropping one every ~15s. You have no end to waste on toys like snow storm.
  19. I just transfer inf. That's the point of inf, after all: a medium of exchange. I don't store drops. I only store inf. I sell everything on every char, from salvage to recipes, and delete what's not worth selling. When a character accumulates a significant amount of inf, the money gets mailed to myself in email or one of my holding accounts. When I need stuff, I claim money from email or one of the holding accounts mails cash over. Then I buy everything off the market. If there's a price spike, or I don't want to wait, I claim merits or converters from character items and make it myself. That said, thank you for this suggestion. Reading about the myriad ways people wreck their inf/hr and make themselves poorer, by wasting hours and days moving minute amounts of goods, fiddling with storing items in the AH or SG bases, was a great laugh, especially the dude who used a macro to transfer merits 1 at a time. Most people understandably don't want to play City of Marketing. After all, they would rather play City of Low-Wage Amazon.com Warehouse Workers instead.
  20. I don't have a handy source for you right now, but there is an interview with Cryptic out there where they say that they wanted to make an MMO, but ran into the concern that fantasy MMO's were really common. So they looked at superheroes, which was a relatively unexplored space at the time, and settled on that theme instead. Cryptic never set out to make a superhero game from the get-go; they set out to make an MMO, one in the pre-WoW revolution, d20-inspired mold, and put a superhero skin on it to stand out. Knowing this makes a lot of game design decisions make more sense in hindsight.
  21. This build has too many problems to bother addressing (recommend you start over and copy a good build from someone else to modify), but on the specific case of whether to put the gaussian proc in build up or tactics, that depends on a few factors. One is whether you have a high dpa, high damage power that really benefits from the nearly-guaranteed double-BU you can get with putting the gaussian proc in BU. Examples are nukes from any blast set, shield charge, lightning rod etc. This works very well with the dominant "speedkill/mass-aoe" meta of Homecoming, wiping all Lt and below and heavily damaging bosses in the blink of an eye. An unusual ST example is stalker's assassin strike, due to their crit mechanic and their ATIO proc instantly recharging BU. Costantly 1-3 shotting bosses with high-dpa chains and double-BU AS makes a significant difference to the team's pace because team pacing is typically bottlenecked by bosses. Second is your own skill level. Low skill level players are better served putting the gaussian proc in tactics (provided you team often or have a lot of pets), or somewhere where it will proc reasonably frequently without your attention, say followup. These players tend to not use BU as often as they can due to being bad at managing multiple powers, or are too conservative with its usage, letting it sit unused for long periods while waiting for a "better" opportunity to use it. Getting more procs is generally better for such players even if it occurs at less than optimal times.
  22. Zect

    ITF ?’s x 3

    You can get around ITF eb’s unstoppable by doing the following: 1) drain their end to zero and apply -recovery. Yes, they do need end to activate unstoppable. No, they do not immediately regen 1 end and cast unstoppable with that; end recovery for enemies occurs in discrete ticks, as it does for players, and you can keep them at 0 more than long enough to kill them. 2) Use psi attacks; mob unstoppable does not give psi resistance. 3) Hold them, so that they cannot cast it. This is difficult because Minos and cyclopes have mez prot. 4) wait for it to wear off. Just drag them behind you while you kill other stuff; they do no real damage.
  23. /temp’s offensive support comes from stat increases (+rech). /fire’s comes from damage auras. Stat buffs are always active, but damage auras only deal damage if you enter and stay in melee. /fire also has an unusual power layout, with burn instead of the usual melee T8/9 and a 2nd damage aura (hot feet) instead of the typical mez, further emphasizing the player’s ability to hang out in melee and keep enemies in burn patches. Therefore, /temp delivers more consistent performance, while /fire delivers potentially higher dps but suffers dps loss when you are unable to melee, and is more dependent on player skill and team support to reach its potential. (Most players are nowhere as skilled as they think they are.) /temp offers a wide variety of power types, while /fire offers a much narrower variety (mostly pbaoes). Temp also effectively has 1 extra slot because timelord is a resist unique mule and its rech bonus makes building very easy. Hence, /temp is easier to build for because you have many options for set mules and can pick up low hanging fruit from multiple set categories, while fire requires a more experienced build designer to be successful. /temp offers exotic damage types (notably, psi in future pain) while /fire is all fire damage. /temp can compensate for the primary’s weakness against particular foes, /fire is less able to. Tldr: /temp is versatile, consistent and beginner-friendly. /fire is specialized, variable in performance and skill dependent.
  24. Trying to crash prices on universally popular, high volume items such as purples is just as futile as trying to raise prices. The entire playerbase spent a month farming ToT bosses and only managed to push the price of purples down by 2-3 million. Furthermore, if you sell 1 million purples at 1 inf each, it only takes 1 million inf to buy them all. In other words, even a small amount of resources is able to remove the excess supply you're attempting to flood the market with. I think people generally do not have a sense of scale regarding the market, in the same way that sci-fi writers do not have a sense of scale when writing about space. 50 B may seem a lot to some players, but the amount of goods that passes through the AH each day is likely in the dozens of trillions at least. Considering other features of the Homecoming AH like fungible items and easy availability of convertors, and it should be clear that attempting to effect drastic changes in market prices for any length of time is extremely difficult, especially if you only have 50 billion to work with. (As someone who did market manipulation on live, and continues to do so on Homecoming, I nevertheless think this is a very good thing; the AH here may be less useful for extorting money out of other players, but as a market it's vastly more useful for everyone. The HC market is a great improvement over the one on live.) With that said... If you really want to cause some annoyance - not chaos, but just irritate the playerbase out of spite - with 50 billion, you should buy up all the uncommon salvage and try to raise the price close to 100k. Uncommon salvage is needed to craft literally every single set IO in the game, regardless of rarity. So this is an item that is used in vast quantities, but at the same time is cheap enough you can buy up a lot of it. It's not valuable enough that people will have saved large stocks of it on hand (unlike eg. purples), and is difficult or uneconomical to produce in large amounts using other resources like merits. So that sounds to me like a prime candidate for supply disruption. As we've seen from previous similar discussions, some people will cut off their nose to spite their face if they think it means sticking it to a marketeer, so you may also be able to inflict indirect economic damage if they take time away from more profitable income streams to farm radio missions for uncommon salvage, or something.
  25. Not good enough. It should be close to permanent double-stacked (try to get it down to 22.5-25.0s recharge). Doublestacking it will inflict far more dps than 2 procs. This would be extremely impressive if true, because to make the -regen permanent you need +500% recharge, well over the hardcap. No leadership pool. Massive oversight for a character wanting to bring utility and who also has the eps (from soul absorption) to sustain it. No leadership means no tactics to counter /darkaff's weakness of not having -def, fewer lotgs for that recharge you want so badly and less defense. If you actually want this to do damage, consider slotting a real damage set such as 5x apoc, decimation or thunderstrike (for ranged def, since you seem to be going for that). Dominate should be 6x damage procced. Neuronic shutdown, GW embrace, Gladiator's net, Unbreakable constraint, apoc, and Gladiator's javelin. This is your best ST attack; it does good DPA even by the standards of dps AT's. ATIO can go in total dom, confuse or another control that does not need damage procs. Why is hover slotted for defense but not fade, weave or maneuvers which all give more defense? 1x lotg and 2x 53 D-sync shifting maxes out both def and rech on fade. Slots in hover should be reallocated to more impactful powers. You have both +res uniques but your Tough is not slotted for res and you have no APP res shield. Do you want resistance or not? Make up your mind. Both these procs are wastes of slots. 1) You can already heal with twilight grasp. 2) IIRC the placate proc is only mag 2. You will placate the enemies more by logging out. This set is useless for you because you are not pursuing a typed defense build. Sell the Superior Underwhelming Prattle and buy something more useful. Will of the controller may be put here too. Why is there so much rech in it? This power is permanent with ~256% rech (enhancement +global). Permahaste is already 175ish so you should not need more than 2 +5 common rech's. Drop a slot and +5 the remaining commons with enhancement boosters, or consider adding 2-3 slots to pick up rech bonuses from synapse's shock or power transfer. To add boosted enhancements in mids, right click on the slot, hover over the IO and press + on the numpad. It's so important that I am saying it again: emphasising recharge with 2 +5 rech common's and double stacking tar patches will do more dps than 2 random procs. Procs have a low proc rate in aoe powers. You only have 4 +10% rech bonuses. If not putting apoc in Mezmerize, adding 2 slots here for 5x absolute amazement (+5 all the pieces with rech) will gain more global recharge while maintaining this power's recharge. Either 4x cloud senses (same slots, more rech) or 6x cloud senses (more rech and ranged defense). Powers that can accept cloud senses nearly always take it over DWD, it is just a superior set. That's what they get in exchange for needing to make tohit checks. The lockdown proc is useless here and the unbreakable constraint needs to go in dominate. 3x common rech's are 99.08% rech. 2x +5 common rech's are 95.90% rech. You can save a slot and put another lotg somewhere which will both make up the missing rech and benefit all powers rather than just this one. I count only 3 lotg's and 4 10% rech bonuses. There is zero reason to not have 5 of both. Fade and Indomitable will can both slot lotg's. Degenerative radial has the same effect of reducing AV regen (it gives -maxhp, which reduces how much each regen tick heals) while also being a damage proc. And you already have -regen from HT. Slot the superior incarnate power and put this in the trash where it belongs. Controllers are indeed not favored in the current DPS meta, but that noise of disappointment should be directed at this awful build rather than the AT and powersets. You need more damage procs, and fewer random procs that do very little for you. You need more full set bonuses and strategic use of enhancement boosters to save slots. You need targeted build goals for def and res: whether to get them, how much to get them, and then actually get them. A controller with fade, tough and an APP shield easily hardcaps S/L res. That's an effective build goal that's worth pursuing, not wasting 2 slots on res uniques and then leaving the actual res powers unenhanced.
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