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Wimbochismo

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  1. Another great series of builds, Only! You definitely take proccing to another level. I've got a Plant/Martial I run with. I think that your analysis of the "Concerning" powers is spot on. Trick Shot and most chains end up being semi-decent single target attacks with enough extra recharge to be elevated by proccing, at least on the initial first target. It has the same dpa as Shuriken Throw for instance. The extra aoe is a nice bonus and in this case it happens very quickly, I find the sound is also satisfying. Explosive Shuriken is also a nice single target attack if you don't have anything else better available. On my own character I went with my normal more full slotting bonuses for ranged defense and recharge. Martial can have a full ranged attack rotation with a mix of melee as well. One thing to look out for though is power recharge. The recharge times are definitely providing great proc opportunities, but it may be penalizing your attack rotation. In your first build for instance, you had less of a single target rotation and more of a single target priority of what becomes available next. Using the same build as an example, Thunder Kick would recharge in 2.72s which means you need 2 attacks as filler before it becomes available again. Masterful Throw comes in at 7.77s recharge which means it isn't available when it's turn comes up again. I also think the best way to fix this is your latest iteration. Levitate recharges much faster than Explosive with much the same dpa. It's also serving a similar purpose to the small aoe that Explosive has. Masterful Throw still has a 7.55s recharge which falls outside of the normal rotation. Trick-Thunder-Lev almost lines up, with Trick being ~.7s out of rotation.
  2. Don't get me wrong - I do mostly agree with you here. I would prefer not to switch to Psionic Mastery in this kind of build, or give up Conductive Aura. It's one of my favorite powers of the set. This was more of a hypothetical example for having to take Unkindness. I'm not a fan of World of Confusion but because of Domination here it is kind of decent for melee. This is also a viable option if they have low defense and pairs well with Conductive. Probably the most you get out of Conductive for survivability is the +regen. It doesn't do much without targets, but at a 20ft radius it's easy to hit the 8 target max. If you're strapped for slots and just add a 50+5 Heal, then at target saturation it will hit 61.2% regen. That's about 2.59 hp/sec. It's even better if you're stacking hp and regen bonuses. Dominator's are still in a slightly rough spot with early power picks. By level 2 they have to pick 3 powers between (roughly) 1 good dpa attack, 1 bad dpa attack, 1 hold, 1 single immob, and 1 aoe immob. It's why I'll sometimes just toss 1 accuracy in the hold and immobilize. I think it may come down to playstyle. If one takes the time to Synaptic Overload and wait first for instance. They just don't have any instant aoe cc or way to relieve mob pressure outside of the long recharging Paralyzing Blast.
  3. It does work. It was just in that instance if it was the heal proc vs absorb proc, I'd pick the absorb proc first. If your health is between 31-75%, it has a 10% chance to proc. If your health goes under 31%, it has a 100% chance to proc. Basically if you ever get chunked down for some reason it provides an extra "oh crap" buffer allowing you to hit a heal inspiration etc. It ends up being a huge lifesaver in many circumstances. If you can finagle the power transfer heal proc, it's 5% of your max hp on 3ppm. That's still solid if you can fit it in. Your current build is looking great! It's hard to tell if the ranged defense to hit max from 2 slot Blessing of the Zephyr in Fly is worse/better than the heal proc in your iteration. My guess is the heal proc would be better? Your own testing and playstyle would be needed to figure that one out.
  4. Hi again! You can net yourself more recharge, endurance, and survivability with a few quick changes. Remove the def/end/rech Shield Wall slot from Maneuver's. Technically your chance to hit vs +3 is way overshot. You won't need to run Tactic's, varying on the situation. Remove 2 slots and just slap a 50+5 end red in it. Remove Unbreakable Guard end/res slot from Dark Embrace. Remove the Power Transfer heal proc from Stamina. Switch the Power Transfer endmod to a regular flat 50+5 endmod. Now that you have some slots available... Add 3 slots to Dispersion Bubble to max it out. Switch the full 6 slot Reactive Defenses to it. Add 1 slot to Damping Bubble. Put 2 slot LotG global recharge and a defense in. Add 1 slot to Health for Preventive Medicine absorb proc. This proc is much better for survivability. Your situational toggles will be Tactic's, Assault, and Evasive. So long as you're only running 1-2 of the 3, your endurance should be solid. If you team with someone that buffs end you can probably run all 3, this also applies if you use Agility Core. Even though Agility buff's your shields even further, as a Corruptor I would still consider something like Musculature Core or Radial. You slightly lose out on proc dmg and dmg in general by taking Agility. You're also utilizing Power Boost on your shields already so Agility is even less needed.
  5. It's going to vary a bit. Due to Fold Space you're a bit strapped for power selections. At most you'll only have room for something like 2-3 Epic powers? It's possible you could drop Conductive Aura if you don't need it. Feral Charge and Rending Flurry are great, but 2 powers are limited for aoe. Rending Flurry is also a Blood Frenzy spender. You ideally want a 3rd aoe. You also want an armor. A s/l defense armor will provide another LotG mule, extra layer of defense, and maybe minimal resistances. A res armor is going to give you the same deal as Mu, maybe with some added utility. If you're willing to switch Conductive Aura for Unkindness as your aoe, Psionic Mastery is a notable one. Link Minds is a LotG mule and with recharge will cover more of a defense gap. Mind Over Body is also a res armor. You'd basically lose a bit of damage in favor of ~6 defense. Although Mind Over Body has a swirly-like graphic, in that case I'd just stick with the theme.
  6. You've actually picked a somewhat challenging combo with a lot of extra moving parts and considerations. I'll try to discuss most of what you may experience in-game and some things you can do with building. First up is Electric Control. The cc setup is slow. You're essentially pairing a somewhat slow primary with a fast and damaging secondary. Synaptic Overload and Jolting Chain just take time to chain and take effect. You'll probably be playing around Static Field and Paralyzing Blast the most, followed by a Synaptic. The bad thing is that Static Field is a sleep, the good thing is that it will pulse. Even if you throw out the occasional aoe, it should stagger incoming dmg a good amount. Conductive Aura is a nice little bonus that costs no end to run, and can be slotted to increase regen and/or recovery. If your end is in a good place I vastly prefer a 50+5 Heal - this will increase the regen which increases your survivability in packs of mobs. The requirement of Fold Space will make building a challenge. The 3 picks and lack of a defensive pool eliminates some easy LotG's. It also makes a higher defense build harder to reach. You may be tempted to buff melee defense, but with these power selections and sets it will be far easier to buff ranged. You can also cc from ranged before engaging your melee. If you do decide to go with low defense and higher resistances, you should really push slow resistance as high as possible to protect your cooldowns. Savage Assault has the stacking Blood Frenzy that will increase your recharge and add end discount. Technically you only need to be around ~7s off of perma Hasten for you to have perma Dom. You can either use Blood Frenzy to achieve even more recharge past perma Hasten, or use it to shave the last few seconds off to get perma Hasten. Onto your build! It should be functional and you're at perma Dom, you're just missing some essential things. Right now with the toggles you're running, your endurance management isn't so great. Some of your attacks aren't slotted in an ideal manner, they aren't in the red for ED capped dmg. Spot Prey will vastly increase damage. The ideal single target attack chain is something like Maiming - Hawk - Maiming - Vicious - repeat. You only have Maiming and Vicious. Call Hawk is also the highest dpa attack. With only 21.6 melee defense and 27.8 ranged, you should attempt to get slow resistance much higher. If you +5 the recharges in Hasten, you're actually at 118/120s over perma Hasten. You might be able to do some shenanigans with Combat Teleport instead of Teleport Target. It has 3 charges and increases tohit when used. This along with Feral Charge, and you could be poofing all over the place. I'm sure there may be some macro's where you can Feral Charge - Combat Teleport back - Feral Charge or something. There were a lot of changes I was considering making when looking at your build. This was an interesting enough ask that I decided to just reimagine what I would do in the same situation. What I put together has ~7s off perma Hasten, 35.6 ranged defense, 72.5 s/l res, 50 slow res, and great end management. I'm not 100% how the Chance for Placate will work in Static Field, but if it does what I think then it may provide some extra survivability to the power. You can use it as-is or just take some inspiration from it. Dominator (Electric Control - Savage Assault).mbd
  7. For Dark Servant, if possible I usually try to add a regular 50+5 Heal. I'm not sure if Controller DS numbers differ from Defender - in City of Data the links lead to the same page. On my Defender DS's Twilight Grasp heals for 250 a pop, it should be around 188 base. It can help elevate its numbers and it often covers most healing needs.
  8. Again, this one doesn't look too bad either! Just note that when in combat, Evasive Maneuver's gives NO defense. People typically take it as a LotG mule and to use in place of Fly for combat. It increases flight speed, provides immobilize/knockback resistance, and when you take a hit when NOT in combat the defense should still cover the first hit.
  9. This build is looking much stronger! You've definitely kicked up the defense and resistance while still maintaining great +maxhp. There's only a few small odds and ends to optimize it even further. Switch the slots from Kick to Tough. Kick is almost never actually used as a viable attack. Instead, 4 slot Unbreakable Guard in Tough which is stronger melee defense. You only lose a slight bit of hp. Forcefeedback procs are at a low proc chance at 2ppm. Repulsion Bolt only has a 4s recharge so the proc will almost never go off. Even if it's a part of your attack chain, you probably won't have great returns here. Ideally you can move that slot elsewhere. You have no knockback protection currently. You could switch the Gladiator's Armor resistance piece in Charged Armor to Steadfast Protection kb protection for a slight loss in res (which is fixed by transferring slots to Tough). And/or you can add a slot to Hover or Fly for Blessing of the Zephyr kb protection. Force Bomb still needs a bit accuracy. Switch one of the procs to an accuracy/damage piece. In Weave, switch the 2 LotG's for 2 Shield Walls instead. Shield Wall 3 piece is slightly more hp than LotG 3 piece. It's difficult to judge endurance and I'm not 100% which toggles you're running. Just beware of Energize. It is doing endurance discount but is only up for 30s out of 60s. Without it up you may have slight endurance issues. Assault and Fly are somewhat situational toggles, though.
  10. This one is also looking pretty solid! Bone Smasher should just be slotted for damage. The full Superior Dominating Grasp set is almost never a good idea to use in a build. I practically consider that it doesn't exist. A good alternative would be the full set of Mako's Bite - which has ranged defense and a proc in it. You already have Hecatomb, so you could also do the Crushing Impact set for a small amount of recharge. Frankenslotting for accuracy, dmg, and procs is also viable. And if you or others didn't know - when posting there should be a section to attach files at the bottom. You can drag files or select them. For those not liking to upload/download files, in Mids, at the top there is a Build Sharing dropdown. Select Secure Share if you'd like to copy/paste the Data Chunk to a post instead.
  11. No problem! Even if I'm giving advice I always suggest to do your own testing to see how the build translates in-game. You may not have as many endurance issues as expected so you can always change that later. Especially with Domination giving end when its up and Conserve Power in your back pocket. Proccing Dark Grasp is totally viable, and you've already met most of your other goals anyway. Maybe adjust the Aegis set in Tough? The set bonus isn't amazing but YMMV. Otherwise the build should do everything you need it to! Looks great!
  12. It looks like you're going for a perma Dom with some ranged defense for survivability. While a lot of the procs you have are increasing your dmg, I think you need to shore up a few other areas first. For instance, you could probably push ranged defense even further with a few small changes. I don't remember the exact number but I think perma Dom requires around ~7s? off of perma Hasten. Don't forget to +5 the recharges in Hasten by pressing + on numpad when hovering over them. I don't like to overly rely on Forcefeedback procs for perma Dom and they come late in your build, so toggle them off in this instance. If you make these changes you'll see that you're at 133/120s recharge on Hasten. You could probably also make a few small changes to boost recharge even further. When analyzing a build I turn off all Incarnates etc at the bottom as those may be coming late in a build. Looking at your base build and the toggle's you're running, your endurance management is actually very low. A few slots should be focused on this as well. At low levels we rarely have a lot of slots to dedicate to toggles. Lower level content is also usually a bit easier. For those reason's you should probably reorganize your power selections so that your Primary and Secondary powers come asap. Shove Boxing/Tough/Weave/Vengeance/etc to the end of a build when you have the endurance management to run them. Proccing Dark Grasp is usually something I do on a Controller. I suppose if you were going with all ranged attacks it isn't a bad idea. But Dominator's usually have at least a decent selection of dmg powers instead. I don't know if Mids proc calculations are correct, but Dark Grasp procced is giving 161.1 dpa. Dropping Power Bolt for Bone Smasher and fitting it with the full Crushing Impact set is giving 145 dpa but also adds utility with a stun and decreases enemies secondary effects. The set bonus is also better and combo's with the rest of the powerset. I'll try to give some advice on things you can do to get more efficiency out of the build: The Superior Dominating Grasp set in Living Shadows isn't worth it. Switch to the Superior Ascendency of the Dominator - it's far better and increases recharge and ranged defense. Drop 1 proc out of Whirling Hands, Total Focus, Sniper Blast, Explosive Blast. Remove 1 slot from Tough. Add 1 slot to Stamina for a flat 50+5 Endurance Modification. Add 1 slot to Health for Miracle +rec. Add 1 slot to Fly for another Blessing of the Zephyr. Add 1 slot to Maneuver's, you're missing a LotG. Add 1 slot to Weave. Consider changing the slotting in Maneuver's/Weave to a LotG, def/end, def/end/rech for maximum endurance discount. Heart of Darkness needs more accuracy. Drop the Absolute Amazement proc for an Obliteration acc/rech. Consider picking up Bone Smasher and switching the slots from Dark Grasp to it. Temp Invulnerability gives more +res than Tough does. Switch slotting in Temp Inuln to Steadfast res/def, kb protection. Then do 3 slots Reactive Armor res, res/end, end. This squeezes out more ranged defense and the best end reduction. Switch slotting in Tough to Gladiator's Armor unique and the 3 Reactive Armor. Those changes should maximize your recharge, end management, and ranged defense.
  13. I think this build could use some refinement. There's a bunch of disparate things you're chasing after that aren't adding up to a cohesive whole. In terms of survivability, the stats that are going to make you "invincible" are typically defense>resistances>hp or something thereabouts. Defense is going to make you avoid getting hit at all, resistances will reduce the dmg of anything that gets through, hp gives you a survival buffer. Right now you're at about 30.5 defense to all, 34.2 with Agility Core. Part of Stealth's defense is suppressed in combat. Ideally you want to push this or choose one positional to take to 45 defense before you start working on max hp. You're also missing the 2 resistance uniques Reactive Defenses/Shield Wall which increases survivability. Once you get around 45 defense and 50+ s/l/etc res, then you can really start working in max hp. But honestly with 2 oh crap buttons, trying to push max hp is probably less needed than you think. You've chosen to proc many of your powers. I think this is detracting from your build overall. Maybe the Gaussian's Build Up in Tactic's was making you think your accuracy was higher than it was? Your chance to hit vs +3's in most of your powers is incredibly low, you need accuracy slotting badly. Powers also need native slotted accuracy enhancements outside of global accuracy, in order for procs to hit. Taking Agility Core acts like slotting recharge into powers, this will also lower your proc chances. I'll try to break down a few options you could take that might get you going in a better direction: I'm not sure that Electric Shackles is doing much for you besides being a proc bomb. You could actually use a bit more aoe potential outside of Force Bomb and Dreadful Wail. I would switch it for Howl, which is the only cone that does -res and is pretty spammable. Don't forget that Force Bomb does -15 res. Weaken Resolve only does -10 res. With that consideration you can either stack them or switch out Weaken Resolve for Hasten or something else. Gaussian's proc should really go in Amplify. It's very sporadic in Tactic's and you can't control when it goes off like you can with Amplify, to take advantage of the nuke Dreadful Wail for instance. You should really only 2 or 3 slot Fly with Winter's Gift or Blessing of the Zephyr. Hover is also more of a defensive toggle and should be taking a defense set. Dispersion Bubble is the one toggle that effects you as well, for massive defensive boosts. It's around 10 defense base and ~15 defense slotted, it could really use 6 slots. Pull back on procs and add some accuracy.
  14. Making Mids builds is taking game theory-crafting and using Mids to translate it into workable action in-game. The best analogy I can make for learning to make builds is that it's a science of a particular discipline like lets say, Chemistry. For some people, learning Chemistry is easy. They read the content and it gets injected right into their brains and boom a Chemist is born. A Biologist on the other hand only needs to learn enough Chemistry to work at their own discipline but they still have a good working knowledge. And then some people just aren't going to be able to learn Chemistry no matter how hard they try. Even then, a lot of learning Chemistry is just rote memorization. So once you "get it" then it's just practicing making builds over and over. Then jumping in-game and going through multiple iterations and refinement until you perfect a build. I think this is why you see a discrepancy of people saying building is either "easy" or "impossible" and some people just want to dip their toe into building long enough to keep playing the game. Other "Scientists" will be able to look at builds like it's a no-brainer while people who aren't Scientists will think you're speaking a different language. The other issue is that this game is a "build your own game." You build your own costume, power sets, attack chains, defenses, but even more than that - you build your own content, difficulty level etc. This means you have people playing on SO's only, all the way to people with full purple sets and Incarnates. Also people playing from solo -1 to Teaming +4 content. That means that their build goals and breakpoints could be totally different from the next person's. All of these factors together combine to make creating a "guide for building" very difficult. The goalposts keep moving. It's like looking at a long and complicated equation and at the end the only solution you need is a functional character. There's a million ways to solve that equation. I will say that a general "meta build" is a good base to shoot for. Something like 45 of a defense, 75+ s/l/? resists, perma Hasten, good endurance management, accuracy to hit +3's, most of the unique enhancements, and powers slotted appropriately. Are you going to be able to hit those metrics on every powerset combo? No. But these are some of the goals you want to try to hit for general gameplay. It cover's most of your bases that you'll encounter in-game if you tackle a large cross section of content. Do you have to try to hit those goals? Again, no. It's just that if you deviate from the above baseline, you should try to do so logically. If I wanted to I could make a Controller build that specifically reaches the Controller hp cap. But, should I? What do I gain from that? If I do, does my accuracy vs +3 go down? Does my cc potential go down? I often see people post builds that try to do one thing, but then totally overlook another aspect that they're affecting. This is also why it's so important to define build parameters when asking for advice. Other than some advice like whoa wait, that powerset combo is way better on a different AT - I try to work within what a person's vision is. I also encourage people to post builds on the forums and ask for help. It can be incredibly difficult to post a build that you've worked on for weeks and then take criticism's on it and have us change it within 10 minutes. But that's really how you learn to make builds. Practice practice practice! And ask for advice when you're stumped!
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