Jump to content
The Beta Account Center is temporarily unavailable ร—
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Argentae

Members
  • Posts

    168
  • Joined

  • Last visited

Everything posted by Argentae

  1. Depends. If I'm building for a +Def -ToHit build like /Dark, then Weave is just too dang useful and Tough makes a decent mule to hold +Def uniques. That's generally only on an endgame build, I generally respec into Fighting if I'm going to go that route. Leveling I almost ALWAYS eschew Fighting pool on the way up because I'm focusing on the Pri/Secondary power combos I haven't played with before.
  2. Been a long bit since I've revisited this chronology. I played with Soul mastery for quite awhile. It works very well when doing regular spawn sweeping at +4 X8, so no slouch. Fortunata was a good ranged dmg pet. Soul Drain works GREAT at burning down patches of mobs. Struggle a bit with certain debuffing mobs. Talons of Veng in the DA incarnate arc in particular. Aracnos Night Widows are also a huge pain without Tactics or other +Percep. I tweaked my incarnates a bit and swapped to Alpha Musculature Tier 4 Radial, and swapped out Clarion for Ageless Radial Epiphany. That helped with Talons. Needed to switch Smoke to +Range to compensate for the loss of +Range in the Alpha Musculature. Changed to /Leviathan, and absolutely appreciate Water Spout all over again. Coralax was a decent boost but dies fairly quickly if things get dicey. Current version I finally gave in and added the Fighting pool in, lost Coralax, Hibernate (always a useful pause button if things get dicey), Arcane Bolt (Excellent damage slotted with 4 dmg procs including Apoc neg dmg proc), but I'm at Perma Fade levels of +Rech, so just Char slotted with 5 +dmg procs including Unbreakable Constraint and Apoc is back up fast and does about 307/hit while holding problem mobs like Night Widows. I miss confuse. ๐Ÿ˜› The addition of about +7 def/all is, as always when you are close to the edges of the bell curve, impactful. I adopted the +4 Unbreakable Guard slotting from Camel's guide. Considering swapping the Cloud Senses 6 pack for the Galdiator's Net 6 pack suggested there, it would move about 3 Ranged Def to AOE Def. Wouldn't proc as often though, and I really benefit from the -Tohit Debuff, as this build is largely based around +Def PAIRED with high -ToHit on Mobs in layers. The discussion of using The Sudden Acceleration +KD in Imps paired with the not-yet-tried +Build-Up is leaning me toward removing the +Range in Darkest Night I still use it to pull spawns apart and into a Tar Pit/Bonfire corner pull pile up when needed, or for fun. Will likely have to switch back to Intuition Radial for the +Range.I lose the +Endmod from Musculature though, which affects Soul Absorption quite a bit with Preventative Medicine 6 slotted. Adding KD to Imps would pair really well with Bonfire and Water Spout though. And if the Build Up procs decently during Imp Attacks it could be an excellent trade. I have stuck with Flight though it would have been a reasonable swap out for Fighting. Thematically wings are really just massively appropriate, and the mobility from Hover + Evasive Maneuvers is really REALLY useful for getting in the middle of a spawn in a cramped room/hallway. Toggling Evasive and if I get toggle dropped is fast and Hover - > Fly gets me quick def and moving out of danger fast so I can bail if needed and come back with all my friends. Less of them, I miss the Epic pet, but it doesn't slow me down much to not have it. I was one of those players that built to avoid the pseudo-mandatory Fitness pool way back in the day just because it was a fun goal. I do that with the Fighting pool now, but I enjoy +Def builds so much I almost always have to do it eventually. So, that's where I am at the moment. Still one of my favorites to play, and now even if I miss the dang Night Widow in the spawn, I can stand in Bonfire/Tar Pit/Water Spout and outlast the "Blinded" status if I don't have a yellow insp handy. ๐Ÿ™‚
  3. [Edited to add the target build, and fix a mistake I made with the Intuition Radial Paragon, forgot it was +Def Debuff not +Def. ๐Ÿ˜ž ] Iโ€™m going to try the purple Build Up proc in Imps and see how it does. Fluffy does really well with the Clouded Senses set as pretty much everything he does triggers -ToHit. just hit 38, spent a big part of the day pondering a new build. I think itโ€™s almost there except Avalanche is a lot more expensive than I expected, so Iโ€™ll swap something else in at the pre-purple stage for Soul Drain. Did a fair bit of Council missions, then went to talk to Null the Gull in Pocket D to go red side to do Ghost Widowโ€™s Patron arc to open up Soul Mastery. Came back to Blue side and started doing Circle of Thorns missions in Founders Falls at +2-+3/X8. No bosses yet. Overall the new build is doing well. Major changes: Removed Fighting pool.Tried Cross punch first, interesting, esp the +5% Rech/target hit but I donโ€™t have time to use it effectively. Picked up Smoke, with a single -ToHit slotted it gives -6.2 ToHit to entire spawns which offsets the loss of Weave. The -perception is useful in keeping Imps in line. you have to remember to use it, but itโ€™s like the equivalent of a + 6 Def buff for your whole team that lasts a minute and is VERY End efficient. Removing Tough and Weave help with end usage. Picked up Fly and Evasive Maneuvers, which greatly improves mobility. Slotted -kb in Fly. Lord of the Ravens SHOULD be really good at flying and very hard to knock around in the air. If I do get toggle dropped, Evasive Maneuvers buys me some breathing room by putting up about +20 Def to all while I get everything set back up. Will test playing with dismissing Imps, Hotfeet and DN off starting with Smoke, and running in with EM and Fade (and maybe SF, though that might suppress EM). Should put me at the Def cap while the spawn clumps on me and Fluffy helps keep me alive. Then DN, FC, FF, TP, Soul Drain (to boost my Acc and Dmg to the sky), Bonfire, Imps, SA, Hotfeet and spam FC, Bonfire, TP etc as they refresh. Picked up Maneuvers out of leadership, so if you want to try Tactics it is an easy swap. I havenโ€™t really needed it. Hotfeet and Bonfire are autohit I think, and the rest seem good with a single lvl 35 +Acc IO up to +3/X8. Have a few sets contributing +Acc and the Kismet +ToHit. All five Def powers get LotG 7.5 Rech/Def and + Def Enh. That should put them at a good +Def value while also building quite a bit of +Regen to add to Soul Absorption. If I decide I need another +3 Def to all, I can change to Nerve for the Alpha, but I think the -ToHit is more useful than that, especially when you factor in all the other things Intuition brings to the table for this build. Iโ€™m thinking Preventative Medicine for SA. Three Touch of The Nictus in TG, might put the Dmg proc in just to see how it plays. Single Target attacks: Procing out Char. Added Arcane blast full of procs as well including the FF + Rech. So Iโ€™ll have two FF + Rech, one in Bonfire, and one in Arcane Blast where it should trigger reliably. with good Global +Rech Char and Arcane blast alternate well and do good ST damage. Positional Control update: You really need to max out range on Darkest Night, it makes it s lot easier to pull a spawn without the Imps Aggroing and ruining the corner pull. Smoke helps. Will post an updated build probably tomorrow. Next major inflection points are getting Soul Drain and then a huge jump when I slot Intuition Radial Paragon in the Alpha slot. It adds +Range, +Slow, +Dmg. + Hold AND -ToHit. This build gets major boosts out of each of those. Promised Build:
  4. Lvl 30: The Unkindness of Fluffy Still pondering a fair number of things with this build. Not posting a Mids' build yet, I intend to do this chronology as more a discussion of the start and evolution of the build, not a final end state after massive investment in IO sets forces compromises. To me, a character is not just an end state build, it's a whole progress through the game from starting conception to full incarnate. I do a lot of soloing and some teaming. A Lot of the time I'm playing with weird power combinations, so I try to do experiments that may fail in private. ๐Ÿ™‚ Basic assumptions of synergy has been more or less shown to be accurate. Love the costume and design my youngest adult child (Sonny) helped my fine tune. I'll post some pics later. Black purple base color and violet highlights, the powers looks great, though still fine tuning them a bit. The Imps look a bit like featherless birds on fire when you can see their bones better, which was the inspiration for the Lord of the Ravens concept. General thoughts: IMO you should be running at +0/X8 spawns before you leave Atlas, say somewhere in levels 4 /5/6. Very melee focused as expected. The mitigation of /Dark (especially Darkest Night (DN), Tar Patch (TP), and Twilight Grasp (TG) ) is very effective at keeping the Imps alive and working as semi-autonomous elements in the LotR mob ( <- Corvid humor... ๐Ÿ™‚ ). Tactically, it plays much the same at 30 as it did at 4. It's a good balance of planning and juggling, but more forgiving as you pick up more parts of the final build. Fluffy is the best Imp wrangler a fallen angel heroic pseudo demon could have. Keeping the Imps under control involves controlling where the combat occurs, and keeping all the mobs ( <- not MY mob of course, we are an Unkindness, not a mob ) grouped up together and locked in place. Fortunately, this build excels at doing just that. Well, except for Warwolves, they are a PITA, I expect chain KD aka fish flopping should work on them though. As I start kitting out the IO sets, my focus is on +Rech as Global +Rech doesn't tank Proc chances the way that slotted (and Alpha) +Rech does. Second Focus is on +Def. On My Dark/Dark and Symph/Dark I focused on Ranged Def, not as familiar with Melee Def sets. Might switch to a deeper dive in the Fighting pool is the Melee sets are where I'll be getting global Melee Def sets. Positional control: I have had excellent luck with using Darkest Night to pull a spawn into a Tar Patch. As most COH players know, corner pulls are best as it clumps the spawn up into a tight group, while just pulling them into a Tar Patch without a corner will spread the spawn out in a line. Pulling the spawn into a line works great for Symph/Dark's quad-cones of doom, but Fire/Dark prefers tighter balls of mobs for PBAOE effects. Build progression: 1: Char (C) 1: Twilight Grasp (TG) 2: Fire Cages (FC) 4: Darkest Night (DN) 6: Tar Patch (TP) 8: Hot Feet (HF) 10: Kick (K) 12: Flashfire (Ff) 14: Tough (T) 16: Weave (W) 18: Shadow Fall (SF) 20: Fade (F) 22: Bonfire (B) 24: Soul Absorption (SA) 26: Fire Imps (FI) 28: Hover (H) 30: Dark Servant: This as far as I have gotten so far. Next Steps: I still need to fit in Hasten, that's probably next at 32. Given the Raven focus with the wings, Fly (Fl)+ Evasive Maneuvers (EM) makes a lot of thematic sense (as well as being a good LotG mule), and makes a fast hover a lot more effective. EM is also useful to throw up a quick +21 Def while I retoggle if I get sapped or don't see an end crash coming. SA makes that largely a non-issue, but edge cases do still happen. Also plan on going with Soul Mastery as the Soul Siblings (SA + Soul Drain (SD) ) are just too perfect a pairing, and will supercharge the burn them to the ground phase of spawn harvesting. Dark Embrace is decent and holds one of the +Def Unique IOs. Summon Seer (SS) is a good ranged pet that holds her own and helps me take down the hard targets from a safe distance. Howling Twilight (HT) is going to be a late power, probably 47th and I currently plan on slotting it as a mini-nuke as I did with my Symph/Dark. Incarnate: Intuition Radial again, it's too perfect a paring with a Controller /Dark. Reactive Interface Assault Hybrid Current thoughts on powers taken so far: 1: Char (C) Basic ST Hold. Slot with procs for ST Damage, this becomes a cannon in the late game 1: Twilight Grasp (TG) Useful throughout the entire game. Great heal for Imps and yourself/team. stacks a little -Regen on hard targets which is never bad. 2: Fire Cages (FC) This is a core power from the beginning. Pay attention to the End cost though, 15+ End per cast is expensive. Slot originally with most of your free starter IOs, Recharge / AOE area is so high they won't proc much, but the aggregate is still useful and saves you having to replace enh for quite a bit of the early game. 4: Darkest Night (DN) So critical to the way I play this build. +Range is very useful for pulling things from outside the Imps awareness. DN's -ToHit is a very hefty part of the mitigation that keeps me and the melee pets alive and harvesting. 6: Tar Patch (TP) Powerful debuff that effectively multiplies ALL the damage you do (including proc damage) by 1.3, and it STACKS. Make the Tar Patch a Tar Pit every time you can. Speed of spawn Harvesting goes up as does your ability to establish positional control. 8: Hot Feet (HF) At least 2 SO worth of EndRed and damage. Not sure about sets yet. Speed of spawn harvesting goes up again. 10: Kick (K) Path to Weave, but proced out will probably be part of the final ST chain, or possible a melee set mule 12: Flashfire (Ff) Excellent AOE control tool while you get everything setup especially when the geometry just doesn't favor a way to pull the spawn together, or when things are getting a bit out of control. 14: Tough (T) Good +Def unique (Steadfast, Galdiator) or + HP (Unbreakable Guard) 16: Weave (W) You live in Melee, this is a key defense power your second best after Fade 18: Shadow Fall (SF) Your third best +Def power, almost +6 fully slotted and slightly better with +Def in the Alpha slot. Also takes +Res and has enough Nrg, NegNrg, and Psionic res to stack well with Dark Embrace and Fade. All at a team AOE level. Oh and it's also a team stealth power which can come in handy. Though not with Imps around. They aggro way too soon for the +Stealth to matter much. ๐Ÿ˜› 20: Fade (F) The best +Def power ~+14 Def to all when slotted for your whole team (makes Imps much more durable). As well as more Smash, Lethal, NegNrg, and psionic Res AND resistance to Def Debuff, very useful for a +Def build. This has the same radius as Shadow Fall, so use that as your guide when positioning. 22: Bonfire (B) Good mitigation with a KB -> KD io slotted (Overwhelming Force or Sudden Acceleration). Oddly though, the mitigation is better if you DON'T slot a -KB -> KD and just spam Fire Cages instead. The entire spawn will fish flop in unison. With a KB -> KD only some of them will flop. Easier to use the KB -> KD, but I'm thinking of taking it out and saving the slot. 24: Soul Absorption (SA) The first of the Soul Siblings, you regen like a pint sized /Regen (slot a Healing set in here, I've used a 6 pack of Numina's before) and you pretty much cannot use your end up, should end the combat with a full, or close to it, blue bar. The important thing to note is that this a 20' radius. So your whole team, and again, it makes the Imps a lot tougher. Making it Perma is tough but doable. Better in my mind to focus on up whenever you need it. 26: Fire Imps (FI) Everyone knows these hyper aggressive aggro magnates. You CAN keep them alive with the tools in /Dark, and Fluffy is key. 28: Hover (H) It may seem like hover doesn't pair well with Hot Feet, but as long as you are close above the spawn's head it still works. It's better for getting into the middle of tight packed groups and being able to maneuver in 3 dimensions is surprisingly helpful at times. 30: Dark Servant: Fluffy is the BEST. Seriously, Fluffy is a great Imp wrangler. Helps you keep immob up on everything, hits the whole spawn with another Darkest Night -ToHit, TG healing pulses etc. Ok, that's it for this installment! I appreciate any commentary or suggestions. Lavan Fire/Storm was a different control by chaos style this plays differently, closer to Shadow Fallen Dark/Dark but obviously more melee focused.
  5. So, LotR (no similarity to any other LotR is intended) was an idea I had in the middle of the night thinking about what alt to try next. I've played a fair number of Fire/ controllers (Fire/Storm the most recent to hit 50), but it's been awhile and I had a craving to see how it meshed with /Dark. having Darkest Night and Tar Patch stacked with Bonfire, Hot Feet and spammed Fire Cages seemed likely to be pretty effective, and with all the +Def and -ToHit from Fluffy and I, I expect the Imps will be more durable than usual. What I did NOT really expect was how effective LotR would be out of the gate! From level 4, I ran at +0/X8. Corner pull with Darkest Night into Tar Patch and spam Fire Cages with occasional Char and Twilight Grasp until everything is dead. Don't remember any previous alt being able to do that. Still running +1/X8 at lvl 24. I did street sweeping in Perez from I think lvl 6-10, then hit the Hollows to do my traditional run through the Frostfire arc. By the time I dropped Frostfire (farmed the missions a bit, but not excessively) I was lvl 20 and went straight to Talos to pick up the glory that is Fade. Got Bonfire at lvl 22?! (did they change the lvl powers open up when I wasn't looking, or is there a bug?) <- Have pic to prove [Edit to Add: I missed that part of the last patch notes. Wow. What a difference. :-)] Got Soul Absorption at lvl 24?! (same as above) <- Have pic to prove [Edit to Add: I missed that part of the last patch notes. Wow. What a difference. ๐Ÿ™‚] Three LotG Def/Global +rech slotted and a few other choice IOs, but still too early to start buying much in the way of sets. Will post a build later, still figuring out the overall plan, this build is a lot more effective than I expected, and it's still maturing. ๐Ÿ™‚
  6. So, got Killashandra Ree a lot closer to a final build. Apologies to the OP, in the long arc of the build I did end up doing the same thing and putting WotC in Aria. ๐Ÿ˜› WotC REALLY belongs in Reverberant, but you can't slot it. ๐Ÿ˜ž Did and up going back and respecing into the Fighting pool, Weave is just too useful. Mostly built around stacking +Def (esp Ranged), +Range, +Rech, and +Acc. Still tweaking a bit, but pretty effective. Mostly playing her to earn inf for Lord of the Ravens (my new Fire/Dark alt)
  7. I'll comment in more depth another time, juggling things at the moment, and almost buried in a new Fire/Dark alt that's a blast so far. BUT I'm taking today and all next week off, and I plan to be posting more. ๐Ÿ™‚ I have played a LOT of Mind/ builds (Arg was Mind/Kin way back in I-2). | Also played a lot of /Dark including my Original Dark/Dark (Shadow Fallen) nearly final build of Symph/Dark (Killashandra Ree) and newborn Fire/Dark (Lord of the Ravens) so I very much understand a lot of Luxlorica's POV. Perma Mass Confusion is worthwhile all by itself. ๐Ÿ™‚ Howling Twilight is an amazing power. I grok your point in optimizing for -Regen uptime, makes sense and just a great example of how much of a Swiss Army knife Howling Twilight is! I use it in a different role as a mininuke that fits in my opening attack chain on Killashandra Ree: Corner pull spawn into Tar Pit using a -ToHit focused Darkest Night. AOE Sleep cone once grouped up. Soul Absorption Soul Drain (from Soul Mastery) Howling Twilight full of damage Procs but no slotted recharge, so the procs go off VERY reliably. It's Autohit and does a surprising amount of damage: [/list]Level 44: Howling Twilight (A) Positron's Blast - Chance of Damage(Energy) (46) Javelin Volley - Chance of Damage(Lethal) (48) Bombardment - Chance for Fire Damage (48) Ice Mistral's Torment - Chance for Cold Damage (48) Bombardment - Accuracy/Damage/Recharge/Endurance
  8. Heya Control! (Old channel reference) I've been having a lot of fun with Killashandra Ree (Symph/Dark) and wanted to provide my possibly nontypical build and solicit feedback and advice. She's in mid Incarnate stage, Alpha is 4th tier Intuition, Hybrid 3rd tier Assault and Control (working on 4th tier control for the Fear + Immob -> perma Stun), Interface 3rd tier Flawless Radial for the 75% chance of fire DoT, Lore 3rd tier BP, Destiny 3rd tier Clarion but thinking about having a Barrier option for mob types that are resistant to the -Acc +Def combo I'm using for survivability. Current build: Planning to replace the set in the ST Confuse with the purple Coercive Persuasion, replace The Posi set in the Cone of Awesome (Confounding Chant) with a 5 pack of Ragnarok, and tweak Fade to add two more LotG so it looks more like: Prospective build: I'm pretty happy with how the current build plays, it's a ton of fun. But I think she needs a bit more +Def and +Acc. Adding the purple sets and Fade tweaks should help with that a bit. Thoughts?
  9. Stunned it was recognized! ๐Ÿ™‚ My other literary ref character, Lavan Fire/Storm, never got identified that I remember. ๐Ÿ˜› Still playing Killashandra, itโ€™s a really enjoyable build. Got her to mid incarnate level so far. Only one purple set atm, and she needs some more +Def and +Acc. Great fun mowing down x8 +4 Council spawns. Still die if I screw up (not like my Dark/Fire tank, sheโ€™s just OP) but can clear the map at a reasonable pace, and is just plain fun. Symph/Dark has good synergy from beginning to end. Iโ€™ll post a current build after work tomorrow. I threw a lot of procs in the fear cone, sleep cone (with a -res proc in each) st hold and Arcane Bolt. Cone immob and cone awesome have PosiBlast 5 packs, confuse is 6 slotted with Malaise Illusion for the +def etc. No fighting pool, couldnโ€™t bear to part with enough power slots to get to Weave. LOVE Howling Twilight slotted with Damage procs like a mini-nuke. Went with Soul Mastery, so the opening sequence is: Darkest night on central mob with Tar pit queued up a bit to my side of the spawn. They aggro with heavy -to hit and get grouped together as they each run into the slow patch.Cone sleep to zzzzz them for a Hover+Evasive maneuvers fast hover in for a The Soul brothers (Darkโ€™s +End/Regen and Soul Masteryโ€™s +Dmg/Acc) followed by Howling T the mini nuke Auto hit AOE massive -regen oh by the way itโ€™s a team rez power. Then fly up and back to open up the cone size and cut loose with Cone Awesome, Cone Stay Put, and Cone Tremble Before Me. Whatever is left is either a tough Lt or a boss. Shift to singe target work, and Echo (Reverb pet) shifts with me while Fluffy (Dark Servant), and Soulโ€™s Fortunata help me pound whatever is left. Great fun. The pets largely keep the war wolves off my back while I work. Echo and Fluffy are great partners.
  10. I use Darkest Night to pull spawns around corner/obstruction and into Tar pit which forms them into a line. Not sure if I can set the anchor and then hit Evasive maneuvers with Fade etc to dodge the alpha. If Darkest Night pulses break Evasive Maneuvers, then that wonโ€™t work. If thatโ€™s the case, not sure I have the power picks to get to weave, might go Combat jumping for the fifth lotg. Hrmโ€ฆ
  11. Iโ€™ve been enjoying a Symphony/Dark (Killashandra Ree) quite a bit. Just dinged 26 this evening, so Iโ€™ve got some time to go before hitting a final build. Given the cone stacking glory, Iโ€™m thinking Range might be worth some focus, but raw damage (looking at Musculature?) and general def seem like they stack well with the build. The long recharge cones lend themselves to proc damage well, so thinking Posi blast for the major damage stun cone and Aria immob cone and stack dmg procs for the sleep cone and fear cone. Lotgs in Shadowfall, Fade, Hover, Evasive Maneuvers and Ice armor. Another PosiBlast for Frost Breath and Purple set in Ice Storm? On my phone, will put together a build to post this weekend. Just wanted to see what focuses have worked for others in a final build for Symph/Dark? ๐Ÿ™‚
  12. Iโ€™m leveling up a Symph/Dark (Killashandra Ree) myself, and while I havenโ€™t gotten into end game slotting stages (17 atm), I had a few things that jumped out at me. 1. WotC on Aria, the /immob cone? This is a damage power. Rech is too fast for procs to work well, but straight damage is worth it. 2. Ice blast instead of Frost Breath cone? This is a cone heavy set, and while itโ€™s not wide, Frost Breath should mesh well. Very much enjoying this combo. I chose it because I know /Dark very well so that primary should be the focus, plus I think they pair quite well. Looking forward to seeing the Symph pet in action and pairing with Fluffy to see how well they synergize. May go with leviathan instead of Ice as the epic, like lce a lot though, and having another + Def power is nice with /Dark. Hibernate is a great panic button when you need one tooโ€ฆ
  13. Argentae

    Fire/Dark

    Current leveling build, just hit lvl 45. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 49 Magic Tanker Primary Power Set: Fiery Aura Secondary Power Set: Dark Melee Power Pool: Fighting Power Pool: Speed Power Pool: Concealment Power Pool: Flight Ancillary Pool: Energy Mastery Hero Profile: Level 1: Blazing Aura -- Acc-I(A), Dmg-I(3), Dmg-I(3), Dmg-I(9), EndRdx-I(45) Level 1: Shadow Punch -- Acc-I(A) Level 2: Fire Shield -- ResDam-I(A), ResDam-I(5), ResDam-I(5) Level 4: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(13), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(34), Prv-Absorb%(40) Level 6: Shadow Maul -- Acc-I(A), Dmg-I(7), Dmg-I(7), Dmg-I(9), EndRdx-I(36), RechRdx-I(36) Level 8: Boxing -- Acc-I(A) Level 10: Consume -- RechRdx-I(A), RechRdx-I(11) Level 12: Plasma Shield -- ResDam-I(A), ResDam-I(13), ResDam-I(15) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(33) Level 16: Siphon Life -- Acc(A), Dmg(17), Dmg(17), Dmg(19), EndRdx-I(43) Level 18: Burn -- Acc(A), Dmg-I(19), Dmg-I(21), Dmg-I(31), RechRdx-I(33), RechRdx-I(34) Level 20: Touch of Fear -- Acc(A), Dmg-I(21), Dmg-I(23), Dmg-I(23), EndRdx(31), RechRdx-I(34) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(25) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(37), Ksm-ToHit+(40) Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29) Level 28: Soul Drain -- Acc-I(A), RechRdx-I(29), RechRdx-I(31), RechRdx-I(36) Level 30: Stealth -- LucoftheG-Def/Rchg+(A) Level 32: Hover -- LucoftheG-Def/Rchg+(A), Flight-I(37) Level 35: Focused Accuracy -- EndRdx-I(A) Level 38: Dark Consumption -- Acc-I(A), Dmg-I(39), Dmg-I(39), Dmg-I(39), RechRdx-I(40) Level 41: Midnight Grasp -- Acc-I(A), Dmg-I(42), Dmg-I(42), Dmg-I(42), EndRdx-I(43), RechRdx-I(43) Level 44: Physical Perfection -- EndMod-I(A) Level 47: [Empty] Level 49: [Empty] Level 1: Gauntlet Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A), Empty(37) Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(25), NmnCnv-Regen/Rcvry+(27) Level 1: Stamina -- PrfShf-End%(A) ------------
  14. Argentae

    Fire/Dark

    If you make sure the SD buff is still going I don't think you need the Acc! I run Focused Accuracy at 43, so I don't have any acc slotted in Consume. I've been eyeing the proc options, DG has more with the -ToHit tossed in. Have you tried the Fury of the Galdiator -Res? 3.5 PPM, but doesn't indicate duration of the -20 damres debuff...
  15. Argentae

    Fire/Dark

    Long time player, firs... err... second time tanker. I have always preferred the tactical nature of the Control primary playstyle. Played most every Primary/Secondary powerset in multiple combinations in Controller/Dominator. Dabbled in all the other ATs into the 30s or 40s, but never took a melee type all the way through. Last weekend i decided to consciously give Tankers a go, so I rolled a Fire/Fire as a common, been good forever combo. Ok. So the tanker balancing pass in 2020? Don't want to dive down that rabbit hole, but I'm really enjoying it. ๐Ÿ™‚ After I got Magma Carta to 38, I took a dive in Mids to look at options and decided Fire/Dark would be interesting and probably fun. I read a lot about /Dark being good at single target, but not good for AOE. Also stumbled across tristanLV's post about this build. Which seemed to support my general thoughts. So I created Tigratra, a dark flame themed Fire/Dark tank. I'd love to get any feedback/thoughts on the below? I'll post a build later, still playing around with some options. ๐Ÿ™‚ General impressions: Wow. Fun. I may be out of line with traditional thought on these sets, but I find it has more than sufficient of AOE along with quite good single target (though single target doesn't really come into it's own until Midnight Grasp is part of the chain). What's amazing to me is the synergy between the two sets. Two self heals, one in each set. One heavy heal, Healing Flames, on a 20 sec(ish) timer and a maintenance heal on a 4 sec(ish) timer, Siphon Life. Siphon life is decent part of the single target attack chain, so it's really easy to work in, and Preventative Medicine (my only full IO set at lvl 43), combined with the Reactive Defense: Scaling Resist in Weave make sure I have ample time to hit HF. Two AOE Endurance recovery powers that also do a bit of damage, both on identical 180 base rech, so figure about 60 sec when the build is fully mature. Consume provides good end sapping resistance for those pesky electrical attacks (and PITA Malta sappers), while Dark Consumption... I mean... Have you really looked at it as an attack? As a finishing blow for the mass mobs in a large spawn? Dark Consumption: End game it should be up in less than 60 seconds. It fires off in 1.03 seconds! It can be used with almost no end bar (.52 end cost)! With a full Soul Drain hit (which isn't too hard to arrange when you a soloing maps at +x/8), Fiery Embrace, and slotted for damage it hits for about 250 damage in an 8ft radius. Given the long recharge and small radius it would probably trigger procs very well. I have used it for a finishing blow in several spawns and it's glorious. Run through AOEs until my blue bar gets low but the at least the Lts are still standing, even better if the minions are still up. BOOM. They drop en mass, and my blue bar is instantly full. Finish off Boss with MG if needed, take out LTs with ToF, SM, Burn as appropriate and run to the next spawn... :: best Chris Evans voice :: I can do this all day. ๐Ÿ˜› AOE is way better than I've seen discussed elsewhere. Blazing Aura: Good damage aura. Burn: Enough said. Shadow Maul: hits like half the melee spawn even firing it off blind, full FE and SD hit -> 352 Dmg Touch of Fear: Hits most of a spawn with a -10 toHit debuff for 20 sec as well as fear, so if I pause, most of the mobs do too. Does 210 Dmg to most of spawn with FE and full SD as above. Would do more loaded with procs. Dark Consumption: amazing stats on a slow timer. alternating with Consume provides end protection and every spawn end top up when paired with DC. I COULD add more AOE with Mu PPP or Soul Mastery, but I'm not sure I need any more? Initially I went Nrg Mastery for FA and Phys Perf, and I'm pretty happy with that so far. Pyre would get me Melt Armor! and Fire Ball. Any PPP would get me a summon, which would be useful and give me a place for the +Res and +Def procs. Anyway, enjoying my Fire/Dark quite a bit. Being able to solo 0 to+1/x8 very early (pretty much from the Hollows era on) on was pretty amazing. Outcast missions (Hollows/Steel Canyon) were my first friend, followed by Warriors (Talos) and Council (Founders Falls). Doing Council now in PI running at +3/x8 from lvl 41 to 43 so far. Popping insp in the top two rolls as they come in makes rolling through the entire map easy. Can't imagine what it will be like with a full IO build, most SOs with key +End/Regen IOs, +Def IOs, 3 LotG +rech etc. Pairing the + def with the -ToHit from /Dark gives me a meaningful def based mitigation that makes the Res based Fire/ even more effective. Good times... ๐Ÿ™‚
  16. Iโ€™d echo Carnifax and Grim Baconโ€™s posts specifically about adding Panacea proc to Health (big difference) and the Performance Shifter in Stamina along with endmod in Stamina. there are also a couple of sets (Reactive Defenses is one) that provide global -end bonuses, that helps a lot too. The single best proc in the game (IMO) is the appropriately named Panacea one though. Decent repeated heal and +end every few seconds. My Fire/Storm would never be able to function at the level he does without it! /Storm is just always massively end hungry. ๐Ÿ™‚
  17. Fulcrum shift wonโ€™t buff Waterspout, but it will buff Cygnus X-1, so when I summon Waterspout I think it will have the damage buff in place? When you say synergy with Singularity and Sorcery pool, you mean Spirit Ward? Or Enflame? I played around with Enflame and Siphon Power to verify itโ€™s affected, which means Fulcrum Shift should as well. Given the nigh total lack of AOE damage in Grav/, Enflame seems a decent option. I think Wormhole into Dimension Shift then Enflame should work out pretty well, once FS is available I imagine it should cook minions nicely. ๐Ÿ™‚
  18. Thanks to both of you! ๐Ÿ™‚ Knowing what the other -Res proc is and that they stack with each other really supports how effective I think this will be. I've toyed with the idea of adding in Weaken Resolve, but unless Achilles on a different power can stack with itself, It's not worth it. I think my initial target will be Waterspout with Achilles and Annihilation -Res + a four pack of Expedient reinforcement. Cygnus X-1 Book III dinged 27 last night, so I've just started playing with Wormhole (playing with it again I should say, Astricane was my Grav/Storm on live and LOVED WH), and getting a feel for how it works in the new reality we play in. Won't really be able to test the idea in the title until 38 of course, but so far it looks like it will be brokenly OP. :: Rubbing hands :: Grav's single target attack chain is very different than Mind's Dom-Lev-Mes, which is one of the closest parallels in Control primariy sets for me. Mind is the premier single target control set, but with two KB powers in the attack chain able to take Force Feedback's +rech, I expect a Grav/Kin to be a recharge monster once I get more global +Rech in place. Only have two LotGs slotted at this point, no sets and FF +Rech only in Lift, but I'm already seeing it. WH recharges so fast at times it makes most AOE controls look broken by comparison. Does anyone know a source for Singy's stats? I remember the rough gist, but Mids doesn't have details that I need to figure out how to slot it for tank duties. I'm kind of thinking about whether this would be an interesting A/V fighting build. Dipping lighter than usual into the Epic/Patron pool leaves some flexibility in how I optimize the rest of the build. Again, thanks! I appreciate the feedback!
  19. Talk me out of it? What am I not seeing? Doesn't look like you can perma it, but you can get decently close (I use /4 as a rule of thumb for 'can it be reasonably made permanent so 180 Rech/4 = 45 sec. 30 sec duration, so...) with it being up for EVERY spawn unless you're on a fast team, and twice for most. It looks on the surface like it should be a lumbermill sized buzz saw. Wormhole dropping everything in a tight pile should make FS on a x8 map push Waterspout through the roof dmg, over the lifetime of the spout. Great for large spawns and should be amazing on single target both. At the damage cap it seems like it will be absolute devastating. I understand there are two -Res procs available (Achilles Heel and what else? Don't know what the other one is off the top of my head) which could really just make it absurd. Slotting something like 2 -Res Procs - 4 Expedient Reinforcement for 6.25% Rech set bonus. I lose an LoTG mule dot having a +def in Leviathan, but I normally run 2-3 Siphon Speed stacks pretty comfortably, so losing 7.5 global isn't that big an issue. Normally I'd go /Ice for the two AOE attacks (Frost Breath and the glory that is Ice Storm), but I think I could JUST take Water Spout and Bile Spray, and have a bunch of extra power slots. I was even thinking of skipping the Coralax, though an additional source of damage is always good, so I'll probably keep Spikey. Currently planning: Speed (Hasten) Fighting (Boxing, Touch, Weave) <- I used to defiantly NOT take the fighting pool, just like I ran my Mind/Kin without the fitness pool, because I could. Flight (Hover. Fly, Evasive Maneuvers) Took Fly for Evasive LoTG mule and QOL movement. I'm generally fine with Ninja Run, Hover and Siphon Speed Last pool is up in the air., odd phrasing coming after the Flight though that is. Obvious pick is either Leadership: Maneuvers or Leaping: Combat Jump, leaning towards Leadership Been thinking of Will Power: Weaken resolve though. With an Achilles Heel -Res Proc it would stack well with Waterspout's -Res from Procs.
  20. Sorry for the very delayed follow-up. Took me a bit to get my Mind/Kin leveled up to 50 so I can start tweaking build details. As I now have a new gaming laptop that can run Mids (MacBook Air M1 plays CoH amazingly well, but the Mids import/export and saving doesn't work), I sat down over the weekend and worked up a draft of Argentae 2.0, it's posted on Not sure if it will be much help to you at this point, but thought you might find the perspective interesting/useful... ๐Ÿ™‚
  21. Heya all! :: waves :: I broke down and bought a new gaming laptop (MSI Stealth 15, love it) so I have full Mids functionality again! ๐Ÿ™‚ So Arg was my original main on live. I did a lot of team play, but also a TON of soloing content slowly, but extremely safely. Pretty much the entire leveling process was pre-containment damage and (I think?) difficulty settings, so I have a LOT of memories of bouncing Council robots (fav enemy, because who doesn't like making Nazis hit each other? ) off ceilings with Levitate. Ah... Good times. Never did fully kit her out with full IO sets though, had other projects by then. The Mind/Kin build request a bit back made me think that maybe I was ready to recreate Arg with the current options. She dinged 50 Sunday! Alpha slot: Nerve tier 3 (Acc+33, Def +20, Hold +16.5, Conf +33). Ran a couple of quick spawns with Tactics off (late stage leveling build had Tactics vs. Siphon Power, swapped out to improve damage mitigation with A/V's and other really dangerous targets) and the Council mission set to +4x8. No problem with lvl 54 spawn at all. Didn't get to a spawn with lvl 55s, but I think I'll be fine with the lvl shift from the Alpha. I have a lot of the sets in the build below collected, though only Ragnorok (minus the proc) in Ice Storm is currently there of the purple sets. Running a 6 pack of Malaise in Mass Conf, Call of the Sandman in Mass Hyp, and only have the Proc from Will of the Controller in Mesmerize. Thinking of moving the Ragnarok to Terrify. Also considering the Unspeakable Terror Stun proc. One of the things that would be something other than TD to set durable containment for the AOE dmg. IIRC there is an incarnate (Hybrid:Control?) that would have a high chance of an immob if the target is already feared. Dominate and Levitate are not finalized, the generic IOs in those are really just placeholders. I don't think I need the Acc in either of them with the global +Acc from sets and Alpha slot (Nerve). Transfusion with capped at 95% vs lcl 54s with just a single Heal slotted in a test. I could three slot one of the procs for set bonuses, or two slot two of them? They make an excellent machine gun of DPS esp with no recharge slotted. I am doing a bit of collecting Mez resist stacking where reasonable, which has me thinking about completing the PosiBlast sets instead of the damage proc. Probably will keep the +Range in Frost Breath as it helps it match up better with Terrify, esp from above. Interesting note: Even in my current sub-optimal leveling build, Mass Confusion is perma, and with 2-3 Siphon Speeds normally stacked, pretty much all the AOE is up for every fight when soloing x8 spawns. Current build draft below, any thoughts or suggestions are greatly appreciated! ๐Ÿ™‚ This Hero build was built using Mids Reborn 3.0.6.0 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Controller Primary Power Set: Mind Control Secondary Power Set: Kinetics Power Pool: Speed Power Pool: Fighting Power Pool: Flight Power Pool: Leadership Ancillary Pool: Ice Mastery Hero Profile: Level 1: Mesmerize -- WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), WiloftheC-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), WiloftheC-Rchg/Dam%(36), WiloftheC-EndRdx/Rchg(37), WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(40), WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(50) Level 1: Transfusion -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg/EndRdx(36), Prv-Heal/Rchg(39), Prv-Absorb%(39) Level 2: Dominate -- Acc-I(A), Dmg-I(3), GldJvl-Dam%(5), GhsWdwEmb-Dam%(11), NrnSht-Dam%(15), GldNet-Dam%(15) Level 4: Levitate -- Acc-I(A), ExpStr-Dam%(5), FrcFdb-Rechg%(36), GldJvl-Dam%(37) Level 6: Confuse -- MlsIll-Acc/Rchg(A), MlsIll-EndRdx/Conf(7), MlsIll-Acc/EndRdx(7), MlsIll-Conf/Rng(11), MlsIll-Acc/Conf/Rchg(13), MlsIll-Dam%(17) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9) Level 10: Siphon Speed -- Acc-I(A) Level 12: Mass Hypnosis -- FrtHyp-Sleep(A), FrtHyp-Sleep/Rchg(13), FrtHyp-Acc/Sleep/Rchg(17), FrtHyp-Acc/Rchg(23), FrtHyp-Sleep/EndRdx(23), FrtHyp-Plct%(46) Level 14: Boxing -- Empty(A) Level 16: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-ResKB(21), Ksm-ToHit+(43) Level 18: Total Domination -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(21) Level 20: Speed Boost -- EndMod-I(A) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25), Ags-Psi/Status(40) Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), DefBuff-I(27) Level 28: Terrify -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(29), PstBls-Dmg/Rchg(29), PstBls-Acc/Dmg/EndRdx(31), PstBls-Dam%(31), Bmbdmt-+FireDmg(31) Level 30: Siphon Power -- Acc-I(A) Level 32: Mass Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(33), CrcPrs-Acc/Conf/Rchg(33), CrcPrs-Acc/Rchg(33), CrcPrs-Conf/EndRdx(34), CrcPrs-Conf%(34) Level 35: Hibernate -- Heal-I(A) Level 38: Fulcrum Shift -- Acc-I(A) Level 41: Frost Breath -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg/EndRdx(42), PstBls-Dam%(43), Range-I(43) Level 44: Ice Storm -- Rgn-Dmg(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Knock%(46), Rgn-Dmg/EndRdx(46) Level 47: Frozen Armor -- Rct-Def(A), Rct-Def/EndRdx(48), Rct-EndRdx/Rchg(48), Rct-Def/Rchg(48), Rct-Def/EndRdx/Rchg(50), Rct-ResDam%(50) Level 49: Transference -- Acc-I(A) Level 1: Containment Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(25), Mrc-Rcvry+(39) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(37), EndMod-I(40) Level 50: Nerve Total Radial Revamp ------------ https://www.midsreborn.com/builds/download.php?uc=1348&c=646&a=1292&f=HEX&dc=78DA6593594F135114C7EF4CA702A5952254CA523681428B95A2E8A3892C6E6D4262823B656C8732492DA4AD893CFAE017F0C5AFE016C4DD0FA2C6073F800B9BE0F264EAE9FCFF58122799FCE69C39E7FECF3DF7DCE4ED09EFCAE93B2795E61FCF99C5626A7C315F2A2CE67256C19D34B3765A559E1A79BBAA7F768362493B9FD935827BFE9FBA353F1F3B6FE7AD929D2E2ACFF4A2C45E58B2AC8CCFF99CB2B30B253B9FAD8795AB980DCE77C2323356A1B8602FF92797EC74EC6CDA4A25CD62C92A2C07A5866E791F688A4FD9AD665D4AC50DA5A7C04369B06F0E0CDF00E3263859C9D598FB19BEDA2F60CF57AEB1060E7C23D7C14792A731576B53D00D81C630623C373587FB4D61483809FF43315DA8D9E562AEB1AC2BD5247A7775D4CC351E4BAC9B3AEE6DACB76F87FC017A7E82DE5FA0FF37D82B0755835CAD260A9D5AF28CF8EB9C0D94551D6B7822663DB5EA675087F722E8BF041EBC4C5E010F5F0535D1F2614FCA579647D589A701ABE90D0154D4FC09D1913FCAE9C88AB81BD989C677BAE33BF09EFC00367F04CF496C13159ABA5171A36804A0A102D47089AF85BA2DA3E862B00527101E438C2131AD8C69655E5B33D989B59F8AD9CEC96A7F015FC74BF215D8F9867C4BEA6E875315397637C4EEAE8AD9C5EE765D431FBAAF93B3640AEC99234D7055B6D1CBBDF7F661BDA4ACD54F8D7E6AAC79951A64CD83AC7988350FBD26597384354722E073D18832373A0ADDE1A3E431728CA77E823C0E3E93DC18F716DB40CF8F6C925BE477DEBE6D72074C48DE08F736C27DC851EDDEEA7247F5BB62CA64258C7FF7568618154C1B74894F73A2D63D7BA21CCFC67F9ECDAA47573D9C9519CCC14065E0C286DADA1B739FB7F31E18E61C4EC860C61153FE0BA77BCBFD
  22. An other voice for Fire/Storm especially if you have played Storm/ You probably know all the benefits of the Storm set already, but will likely very much enjoy how it plays on a Fire/Storm. I highly recommend /Ice with Fire/Storm, hibernate is amazing when you do almost all your damage via pets and pseudo pets. Makes you into an invincible tank while you get to full heal/end, ultimate panic button power. Ice Storm is why you take the set, amazing AOE damage on a very reasonable timer that fits perfectly in with all your other targeted AOE powers. GET. THE. PROCS. IN. HEALTH. Consider making plans to get Atlas Accolade (do council missions for wolves/vamps, do Fortune Teller mission etc. End is your biggest issue, but slotting sets generally gets you decent -end, and if coupled with all the +rec procs available and slotted in health (Panacea, Numina, Miracle) and Perf shifter + endmod IOs to taste in Stamina effectively resolve it. I focused almost exclusively on AOE in the overall build of my Fire/Storm and it works great, esp once you have Bonfire and Tornado. Absolutely slot both of them with KB->KD proc (Sudden Acceleration is probably easiest). Lightning Storm I have found I Like the KB because it does well at watching my back while I tend my massive environmental fury patch of Dooooooommm. ๐Ÿ™‚ Lavan FireStorm solos extremely well on +4/x8.
  23. Not sure About A/V? Stacked Freezing Rains helps everything, and multiple Tornados and Lightning storms puts out a ton of damage. No substantial -Regen outside of Incarnate though. Carry venomed daggers from the P2W vendor. I feel a bit like Dark/Dark didn't really get a fair shake above. Dark/Dark starts well, and grows nicely in capability throughout the game. There are so many great powers in both sets, and the synergy is amazing. And the breath of the tools available lets you try out different play styles. It's just plain FUN. Dark/Dark is a fantastic teaming set as well as a soloer that gets to the x8 size spawns sooner than many control sets. Shadowfallen (my Dark/Dark) has so much -tohit that that IS my staple control. My AOE control powers are just a contingency set of abilities. Umbral Beast + Fluffy (Dark Servant) + Haunts is a great combo. Cones aren't a problem really if you just stay at range and tends to work well with the odd shapes of some spawns. That said, Lavan (Fire/Storm, and my most recent benchmark for /Storm, my Plant/Storm is still in the 20's) is a LOT faster. More risky, but faster. Total chainsaw of elemental destruction. As many have said, /Storm is a late blooming set, and leveraging Snow Storm for corner pulls pairs very well with KD pseudo pets (Bonfire with KB->KD IO, Freezing Rain, Tornado with KB -> KD IO), which isn't really quite the same for Dark/Storm. Either will probably be a blast, I might do Mind/Storm at some point to fill in the AOE damage gap. ๐Ÿ™‚
  24. Make Fear a status that triggers containment. This sort of happens with Ice Storm IIRC, Fear sets an additional tick of damage just like immobilize, held etc. Raise the target limit on TK or substantially lower the endurance cost, it's still the same as it was back in the beginning before target caps. TK's target cap is way too small, it used to be a power balanced by PLAYER skill and endurance. They gutted it's target cap without adjusting the end cost at all. If TK WAS changed to a "pull mobs to this point" (which I agree, is a lot more complex than it sounds), consider making that act a bit more like an immob, setting containment and keeping the mobs packed tight together, but able to hit back. I LIKE using it to take out bosses though, best solution for Paragon Protectors so they don't get MoG off. Great thematic style too... "STOP!" :: dramatic hand gesture :: ๐Ÿ™‚ Mind/ is a very tactical powerset. It's a single target monster when soloing at x1 or x2, and a grandmaster at controlling Adds (additional spawns that aggro). It's the "Control" end of the AOE Damage <---> AOE Control spectrum. As a consequence, It lacks AOE damage, and having no every spawn durable AOE containment setting powers is a gap that is keenly felt in the late game, which tends to move strongly towards AOE. You need to really lean into confusion, and use Mass Hyp before Terrify if TD is still recharging.
  25. :: waves :: Heya all... So, Lavan is officially an engine of elemental destruction been using a Council +4x8 mission as a benchmark. VERY happy with /Ice, Hibernate is a perfect panic button and almost immediately lets me pause and assess the situation. Seeing "Preventative Medicine" pop up is a great warning sign, *highly* recommend the Absorb unique. Ice Storm is a huge benefit, and added to the already outstanding damage of a mature /Storm build, it's both thematically perfect and an ideal complement to the raw damage. Incarnate: Alpha: After a LOT of pondering, number juggling, and testing I went with tier 3 Musculature Core for the Alpha slot. Vigor was a strong case, as was Agility, but with the endred built into almost all the IO sets, Health 6 slotted with Miracle, Numina, Panacea, Regenerative Tissue and some focus on sets that boost recovery, Atlas Accolade, and a six slotted Reactive Defenses set (3.75 global endred), I rarely run out of endurance running at +153 global recharge. I do very little single target work, char/hold the occasional runner (Council wolves are a PITA), mostly AOE. Running Hot feet, Assault, Maneuvers, Ice Armor, Hover, Combat Jumping. Being able to choose 5 of a set and leave out one one the damage focused enh lets me pick up more procs without sacrificing damage, the +22.5 pre ED half brings it back up to nearly +97ish and then I get the additional +22.5 on top of that. The core thing, as many have said with the Alpha slot, is picking the thing you slot the most. Lavan is all damage, all the time. Knockdown is his primary mitigation, with Flashfire stun and occasionally Cinders. The best mitigation of all is rapid defeat of mobs. ๐Ÿ™‚ That leads to... Interface: I went with Diamagnetic for the -ToHit to stack with my defense (and the -5 ToHit from Smoke, which is great as a prep and aggro management tool). This made a big difference. Dropping Freezing Rain and Bonfire seems to put virtually the entire spawn at -20 ToHit almost immediately, so I think it's building the 4 -ToHit buffs each time the pseudo pets pulse damage, which is FAST. It also substantially improved the Imp's durability. Diamagnetic let me go from being able to get through my council map fairly decently at +3x8, to +4x8 at good speed with only VERY rarely dying. Mainly if I'm unlucky and playing badly to boot. Destiny: I spent some time looking at details on this one, and was amazed at just how good Clarion really is. The Radial is basically a mini Power Boost in addition to being excellent status protection. It boosts almost everything, including Range, Healing, Controls, Endmod, Movement... The other Destiny options are not competitive IMO. And it makes the need for the Sorcery pool pretty much go away. Lore: Have not picked anything yet. Longbow is tempting for the -Regen if I'm going to try to tackle AVs. Not sure how durable it will be though. Might need to resec into O2 boost? Judgement: Leaning towards Pyro as it's thematic and as a targeted AOE it would work perfectly with my other AOE powers. Hybrid: I'm so conflicted. I don't know that Control will really be as useful as it was on my Dark/Dark, I'm thinking either Assault (AOE damage is a focus for the build) or Melee(would mesh well with the focus on regeneration for extra mitigation)? Support would be good for the +Def, and double effect on pets would seriously help the Imps survive their aggro magnate tendencies. Like I said, conflicted. Any thoughts? I had the build in Mids, but I'm on a MacBook Air M1 (plays CoH like a dream), and mids is recalcitrant about running in a CrossOver bottle. There's a problem with creating files from Mids so I can't save, and exporting makes it crash. I should finish trying to troubleshoot the configuration, but... I'd rather play the game. It works for what I need. I'll attach a couple of screenshots from in-game. Still collecting IO sets. Ones with generic IOs are largely waiting for set enhancements.
ร—
ร—
  • Create New...