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Ringo

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Everything posted by Ringo

  1. Those builds were done in Pines, which may or may not mean they'll work in the newest version Mids Reborn. Here is my latest build for Jenny which was built in Mids Reborn. I decided that I wanted A) More Damage, B) More Endurance, and C) More Resistances The Procs in Roots/Freezing Rain/Tornado should help up Jenny's damage from what it was from before The End Redux in the summons combined with Power Sink should help keep Jenny from having to stand around waiting for end to come back, even with her increased toggle drain. Hurricane continues to be a "sometimes" power, but that's even more so here because if everything is knocked away you're not going to catch anything with Power Sink. So run Hurricane when being charged in Melee, confuse your attackers, turn 'cane off and hit Power Sink. Rinse, repeat Charged Armor + Tough + set bonuses give Jenny capped Smashing/Lethal/Energy resistances. Compared to just the 20% S/L from running Tough before, that's going to be a huge upswing in survivability. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Jenny Chaos: Level 50 Science Controller Primary Power Set: Plant Control Secondary Power Set: Storm Summoning Power Pool: Flight Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: Strangler -- Lck-%Hold(A), Lck-Acc/EndRdx/Rchg/Hold(3), Lck-Acc/Hold(3), Lck-Acc/Rchg(5), Lck-Rchg/Hold(5), Lck-EndRdx/Rchg/Hold(7) Level 1: Gale -- SuddAcc--KB/+KD(A) Level 2: Roots -- Ann-ResDeb%(A), Ann-Acc/Dmg/EndRdx(7), PstBls-Dam%(9), JvlVll-Dam%(9), Acc-I(11), EndRdx-I(11) Level 4: Fly -- BlsoftheZ-ResKB(A) Level 6: Hover -- LucoftheG-Def/Rchg+(A) Level 8: Seeds of Confusion -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(15), CrcPrs-Conf(15), CrcPrs-Conf/Rchg(17), CrcPrs-Acc/Conf/Rchg(17), CrcPrs-Acc/Rchg(19) Level 10: Steamy Mist -- Rct-ResDam%(A), LucoftheG-Def/Rchg+(19), Rct-Def/EndRdx(21), LucoftheG-Def/EndRdx(21), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(23) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 14: Afterburner -- LucoftheG-Def/Rchg+(A) Level 16: Freezing Rain -- Ann-ResDeb%(A), Ann-Dmg/Rchg(25), TchofLadG-%Dam(27), PstBls-Dam%(27), ImpSwf-Dam%(29), EndRdx-I(29) Level 18: Vines -- Lck-%Hold(A), Lck-Acc/EndRdx/Rchg/Hold(31), Lck-Acc/Hold(31), Lck-Acc/Rchg(31), Lck-Rchg/Hold(33), Lck-EndRdx/Rchg/Hold(33) Level 20: Hurricane -- EndRdx-I(A) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 24: Boxing -- Acc-I(A) Level 26: Carrion Creepers -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Acc/Dmg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/Rchg(36) Level 28: Tough -- StdPrt-ResDam/Def+(A), ResDam-I(36) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(36), ShlWal-Def/EndRdx(37), ShlWal-EndRdx/Rchg(37), ShlWal-Def/EndRdx/Rchg(37) Level 32: Fly Trap -- BldMnd-Dmg(A), BldMnd-Acc(39), BldMnd-Acc/Dmg(39), BldMnd-Dmg/EndRdx(39), BldMnd-Acc/EndRdx(40), BldMnd-Acc/Dmg/EndRdx(40) Level 35: Tornado -- AchHee-ResDeb%(A), TchofLadG-%Dam(40), ExpStr-Dam%(42), SuddAcc--KB/+KD(42), ShlBrk-%Dam(42), EndRdx-I(43) Level 38: Lightning Storm -- SuddAcc--KB/+KD(A), RechRdx-I(43), RechRdx-I(43), EndRdx-I(50) Level 41: Power Sink -- RechRdx-I(A), RechRdx-I(45), EndRdx-I(46) Level 44: Charged Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(45), Ags-EndRdx/Rchg(45), Ags-ResDam/EndRdx/Rchg(46), Ags-ResDam(46) Level 47: Spore Burst -- SprWiloft-Rchg/Dmg%(A), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(48), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(48), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(48), SprWiloft-EndRdx/Rchg(50), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(50) Level 49: Surge of Power -- GldArm-3defTpProc(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13), EndMod-I(13) Level 1: Brawl -- Acc-I(A) Level 1: Containment 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 -- IntRdx-I(A) Level 4: Ninja Run Level 50: Cardiac Total Core Revamp ------------
  2. If you're running Pain Domination, building for +resists is probably preferable
  3. Ringo

    Archery/?

    I decided on /ice and have been really enjoying it! Props to Frostweaver
  4. My AR/Pain Corr doesn't have ignite, but regularly cycles both flamethrower and Full Auto. And in my experience, they do get in the way of quick reaction heals. HOWEVER at the higher levels I find the teammates who this matters to (ie they die before I can do anything) are getting 1-2 shotted and are dead before I can even target them for a heal. If this happens a lot, I stop using the cones and start targeting through the death prone teammates so I can just keep them upright. If this is a more occasional/rng thing though... that's why I have Vengeance and the /pain Rez Of course when playing with incarnates I can barely get Vengeance off before they self-rez or someone hits Barrier or whatever
  5. Your main heal, Regrowth, is a ranged facing cone. Which for me means that I want my pets to be in front of me and that suggests using Melee pets of some sort
  6. Just wanted to give kudos for running that!
  7. My Ninja/Cold mm just hit 50 using Kick/Boxing/Crosspunch I leave my tier 1 ninjas on Bodyguard and send the others after priority targets while I wade in with Crosspunch. It's fun and a workable way to pull some aggro and get my bodyguards to fight. Doesn't really happen on steamroll teams though, as I just set all my ninjas to aggressive and then pick their targets for them to concentrate fire on Of course my MM is also built for S/L defense and moderate resists, which may be preventing some better slotting of my ninjas. But who cares, the build works and I have fun punching things! As an aside, Ninjas are a pretty terrible pet set. The suck is real. But they can still be fun!
  8. Ringo

    Archery/?

    I was thinking of rolling a new Blaster. I have a 50 Psychic/Temporal, and I've got a smattering of Sentinels, so the ranged set I think I want to play with is Archery. I just don't know what to pair it with! /Temporal is out. And I'll arbitrarily throw out /Dark as well because I never want to Shadow Maul anything ever again. I was looking at /Nin but it looks very lackluster. So what would you all recommend and why?
  9. I just started a DP/Fire and I have to say - Piercing Rounds looks like a waste of end. It's such a narrow cone for such a high end cost. My experience with the similar power on a Beam Rifle Corr has led me to believe I'd much rather keep Suppressing Fire in my chain rather than Piercing Rounds.
  10. That's exactly what I went with - Kid Lightning reverse engineered all of her tech from others to stock her arsenal
  11. Pines says on both Tankers and Brutes that Mass Levitate is higher damage than Foot Stomp, so yeah I think that'd be a worthy farming AoE
  12. I believe fire farms would be easier because lethal has -def I have a Psi/Shield scrapper at 34, so just slotted out Mass Levitate. The knockup is good mitigation, but I'd have to look to see whether the damage is comparable to Foot Stomp
  13. I 50d an ill/ff on live and now an ill/traps on homecoming. ill/traps is a ton of fun, I'd suggest giving it a look
  14. Hard disagree on skipping bonfire. With the immobilize changes, bonfire is a great power
  15. I just got my illusion/traps to 50 and I'm going to drop both powers. Time Bomb's damage is pitiful, and trip mine scatters crowds more than kills them. If I'm going to sit in melee it's for planting Poison Trap for the -regen and holds
  16. Depends on how you wanted to fight him. Straight up in melee as a surprise attack or with pets and energy blasts trying to keep your distance. Personally, against a Fire tanker? I want to keep my distance from that Burn patch
  17. Static Field is a pulsing sleep. Basically it acts similar to a location aoe fear - enemies hit the patch and fall asleep, when they get hit they wake long enough for one action and then get hit by the pulse again to fall back asleep. Unlike fear which applies -to hit, Static Field drains end on each pulse. It's a very overlooked power for how strong it controls.
  18. Ringo

    /Traps

    I've got my illusion/traps to 36, and so far I have two different playstyles depending on the situation. Running around with Superior Invisibility on, planting traps in the middle of spawns, summoning Phantom Army when available and using Web grenade for single target containment is my primary. Works solo and in teams if you stay one spawn ahead. Sometimes there's too much mez flying around, or your team is just steamrolling too fast. That's when you sub out Superior Invisibility for summoning FFG and Phantasm, stick with the group to provide mez protection and generally play like a normal illusion controller. Both work great and I'm having a ton of fun. Trip Mine needs a Sudden Acceleration tho, cause it doesn't nuke a spawn so much as scatter it to the winds
  19. Enjoy living in THE CHAOS ZONE!
  20. I'm away from Pines but it looks like you don't have an AoE immobilize? With the immobilize/knockdown change, your aoe immob works with Freezing Rain and Ice Slick now keeping enemies flopping within the kd patch. Which means that it also keeps enemies from flying away when you unleash tornado on them! So grab your aoe immob and then Tornado at 35
  21. Not overkill per se, having soft capped defenses increases your staying power against large groups dramatically. However, if it's interfering with your playstyle I'd suggest taking the powers you want and *maybe* focus on just soft capping Smashing/Lethal instead of being well rounded. The only true hit you'd be taking is to your ability to solo. Teaming would be just fine. Also wow is Farsight a good buff. I don't think I ever really appreciated it
  22. I use stone for io set purposes but overall it's a great epic pool. Fissure gives more control and a little extra damage, seismic smash is the beefy-ist attack you have, defense from rock armor plus 40% extra hp from earth's embrace. Been quite pleased with it
  23. Ringo

    Earth/(TA)?

    Earth/Storm works quite well and assuming you skip 02 Boost is completely teammate oblivious. Earth/TA offers more slows with Glue Arrow to go with your quicksand, two -res arrows to throw on whatever is trapped in quicksand/earthquake, a single target hold, an aoe hold (does EMP arrow still drain the caster?), and of course Oil Slick for burning mobs to ash. Earth/Cold has two shields and a +max hp buff for your teammates, but other than that is completely focused on debuffing enemies Earth/Poison has a heal and a rez but they're skippable and everything else is debuff Earth/Dark has some more PBaoe buffs, but if you consider Howling Twilight to be for stacking Disorient with Stalagmites (they have the same radius, but HT is on double the recharge of Stalagmites) and that it just happens to rez, you'd be debuff and control heavy
  24. You're absolutely right. It was late :P Here it is! Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Stone Cold: Level 50 Magic Controller Primary Power Set: Earth Control Secondary Power Set: Nature Affinity Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Power Pool: Concealment Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Fossilize -- Apc-Dmg(A), Apc-Dmg/Rchg(3), Apc-Acc/Dmg/Rchg(3), Apc-Acc/Rchg(5), Apc-Dam%(5) Level 1: Corrosive Enzymes -- Acc-I(A) Level 2: Regrowth -- Prv-Heal(A), Prv-Absorb%(11), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(13), Prv-Heal/Rchg(13), Prv-Heal/Rchg/EndRdx(15) Level 4: Wild Growth -- Pnc-Heal(A), Pnc-Heal/EndRedux(21), Pnc-EndRdx/Rchg(21), Pnc-Heal/Rchg(23), Pnc-Heal/EndRedux/Rchg(50), GldArm-3defTpProc(50) Level 6: Quicksand -- Slow-I(A) Level 8: Stone Cages -- GrvAnc-Hold%(A), GrvAnc-Immob(17), GrvAnc-Immob/Rchg(17), GrvAnc-Acc/Immob/Rchg(19), GrvAnc-Acc/Rchg(19) Level 10: Spore Cloud -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitDeb(31), DarWtcDsp-Rchg/EndRdx(33), DarWtcDsp-ToHitdeb/Rchg/EndRdx(45) Level 12: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(23), Rct-ResDam%(25) Level 14: Maneuvers -- LucoftheG-Rchg+(A) Level 16: Lifegiving Spores -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(25), Pnc-Heal/Rchg(27), Pnc-Heal/EndRedux/Rchg(27), Pnc-Heal/+End(29) Level 18: Earthquake -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitDeb/Rchg(29), DarWtcDsp-ToHitdeb/Rchg/EndRdx(31), DarWtcDsp-Rchg/EndRdx(31) Level 20: Wild Bastion -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(33), Pnc-Heal/Rchg(33), Pnc-Heal/EndRedux/Rchg(34), Pnc-Heal(34) Level 22: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx/Rchg(34), AdjTrg-EndRdx/Rchg(36), AdjTrg-ToHit/EndRdx(36), AdjTrg-ToHit/Rchg(36) Level 24: Hasten -- RechRdx-I(A) Level 26: Volcanic Gasses -- UnbCns-Hold(A), UnbCns-Hold/Rchg(37), UnbCns-Acc/Hold/Rchg(37), UnbCns-Acc/Rchg(37), UnbCns-EndRdx/Hold(39) Level 28: Rebirth -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(39), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal(40) Level 30: Stealth -- LucoftheG-Rchg+(A) Level 32: Animate Stone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(40), ExpRnf-Acc/Dmg/Rchg(42), ExpRnf-EndRdx/Dmg/Rchg(42) Level 35: Entangling Aura -- WiloftheC-Rchg/Dam%(A), WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(42), WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(43), WiloftheC-EndRdx/Rchg(43), WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(43) Level 38: Overgrowth -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(45), AdjTrg-ToHit/EndRdx/Rchg(45), AdjTrg-EndRdx/Rchg(46), AdjTrg-ToHit/EndRdx(50) Level 41: Indomitable Will -- LucoftheG-Rchg+(A), RechRdx-I(46) Level 44: World of Confusion -- CrcPrs-Conf(A), CrcPrs-Acc/Conf/Rchg(46), CrcPrs-Acc/Rchg(48), CrcPrs-Conf/EndRdx(48), CrcPrs-Conf%(48) Level 47: Mind Over Body -- StdPrt-ResDam/Def+(A) Level 49: Vengeance -- LucoftheG-Rchg+(A) Level 1: Brawl -- Hct-Dam%(A), Hct-Acc/Rchg(7), Hct-Dmg(7), Hct-Dmg/Rchg(9), Hct-Acc/Dmg/Rchg(9) Level 1: Containment 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(15) ------------
  25. Entangling Arrow has a root (-1000 mag KB) which interferes with Lift, so I took Crush to be able to use Entangling Arrow for containment. Lift only got back in the build because I needed somewhere to grab another 7.5% recharge. However - having run a couple DFBs now, once I got Arcane Bolt and Propel, I have a nice attack chain of Crush, Gravity Distortion, AB, and Propel, and completely stopped using Entangling Arrow. So my bias against Lift may have been unfounded.
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