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Wimbochismo

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Everything posted by Wimbochismo

  1. I have an Electric Controller and a Plant/Martial Dom that I revisited recently because of the new changes. One thing that doesn't get mentioned often about Martial is that it has a funky attack chain because of the long cooldowns. Even if that makes it great for proccing. The best DPA single target attacks are Thunder Kick, Masterful Throw, and Explosive Shuriken - followed by Trick Shot. I don't consider the single target holds to be good DPA attacks unless I can proc it out like a Controller. I personally don't like Spinning Kick because it doesn't require a target and is a close cone - it is incredibly easy to whiff an attack with it. The issue comes in the form of recharge times. In your current build Thunder Kick recharges in 2.07s, Trick in 2.79s, and Master in 6.43s. The cast times are fairly quick at 1.05s, 1.32s, and 1.58s respectively. If you start with Trick, then by the time you get off 1.58s+1.05s=2.63s, you will see a delay before pressing Trick. Not to even mention Masterful Throw. You can partially get around this by heavily proccing something like Tesla Cage, Poisonous Ray, and/or Dragon's Tail. Ideally in this case you will probably want to pick up Explosive Shuriken. Summon Tarantula is nice to have and is good passive dps. It will also stay up well with all of your cc. I would still consider dropping it for a more robust attack chain. Procced Poisonous Ray is an option but again, it has a long recharge and is potentially better used to refresh the debuffs. Your chain could look something like Explosive - Thunder - Trick - Master - Thunder - Trick. Or a priority system with something along the lines of Master > Explosive > Thunder > Trick and whatever coolsdown first. On Dom's I consider the single target hold, single immob, and/or aoe immob to be 1 slot wonders or set mules at best. I only use them if I absolutely need to, they're rarely a part of my normal usage. Only if I really need to hold something, immob an AV, and team's usually dislike the aoe immob as it prevents enemy clumpage. My go-to's are usually the aoe controls, on Electric especially Synaptic Overload, Tesla Coil, and Static Field. If you can spare a slot to get Envenom to 45s that would be ideal. Even with 2, 50+5 recharges it's a pain to get it sub 40s so not worth the extra slot. It's one of the better features of Martial.
  2. Couple of minor changes you can make to optimize this a bit. Tide Pool is best used before other powers and it doesn't alert enemies. By adding procs it will alert them. You could drop it down to 1 slot to save some slots. To that end, you're missing the Shield Wall and Reactive Defenses +resistance uniques and could add them to a defense power. As Shifting Tides is a toggle, it shouldn't be activating procs very often. You could switch the Rag set to Shifting Tides and the procs to Steam Spray for a dmg increase. Numina's +regen/rec should be in a toggle like Health to get the full benefit, not Soothing Wave. Decimation Chance for Buildup almost never goes off and should be switched out of Hydro Blast. Decimation also doesn't push the enhanced dmg into the red. You could drop a slot out of Maneuver's and add it to Hydro, replacing Decimation with the new Cupid's Crush set. This will push the dmg into the red and provide superior recharge bonuses. Positron's Blast 5 set has better set bonuses for Water Burst than Bombardment. Be aware that you're slightly off perma Hasten and Power of the Depths is at 75s recharge out of 60s duration. The +maxend is actually helping your endmod a large bit and the ~15s+ it is down might see your end dropping with how many attacks you have with limited endred. If you find yourself needing endurance you can drop an Unbreakable Guard out of Toroidal Bubble for a flat 50+5 endmod.
  3. Should be super solid with that comp! Having a Tank and being cc heavy will cover your usage of PBAoE's and being in the middle of things. The Electric Affinity will practically max out the rest of your resistances and provide extra end/recharge. It could be worth it to see if the Electric absorb shield will still work on you during the Share Pain healing lockout. Never tested it but it might cover that aspect nicely.
  4. There are a few things you can do to optimize this a bit better. There are some procs and uniques that are missing or should be shifted around. I'll try to be as comprehensive as I can because there's a lot to go over. You can pretty much drop Shoal Rush here. It looks like you're trying to proc it as a pseudo-attack. You could instead shift those slots to Whitecap which is more proccable. Whitecap does knockdown so it doesn't need knockback-knockdown. The -def in Shoal is the only desirable portion but you'd probably be better off with Cold Snap or Flash Freeze for more cc. Arctic Air takes time for the confuse to tick up and you only have Ice Slick knockdown and Whitecap for soft cc. On my Ice Dom I'll utilize Cold Snap as an extra safety net while Arctic gets to work. Numina's unique isn't benefiting you in Soothing Wave, it should go in Health. The Prev Med proc will work fine on you, though. You can also use the Miracle unique in Health if you need more recovery. Drop the endmod/rech Performance Shifter out of Stamina as it's giving minimal benefits. You're missing the Reactive Defenses resist unique in a defense power. The Kismet +accuracy in Barrier Reef needs to go in Combat Jumping. In Toroidal Bubble I would worry more about reaching the ED cap on resistances before enhancing the endmod portion. Tide Pool is best used before any other power, it doesn't alert enemies when you drop it. Adding procs to it will cause it to alert them. You can also drop it to 1 slot because only the slow can be enhanced. Shifting Tides I typically see people use 2 end reductions or a damage set to increase the dmg portion. I don't often see the tohit portion enhanced, not sure how often the Gaussians proc will go off in it. Offensive procs do not work well in toggles. Barrier Reef does both +def and an absorb shield, if possible I try to split the difference and enhance both aspects. Power of the Depths has a long cooldown and I typically see people use 2 recharge reductions. If anything I would enhance the +health portion before the endmod. You can drop a Shield Wall slot out of Weave for minimal loss. These changes should help tighten things up for you!
  5. Pain doesn't usually get a lot of attention so it's good to see another post about it. My first 50 on Homecoming was a Pain/Sonic Defender and I'm rolling the new Pyro as a Pyro/Pain so I've got a good bit of experience with it. It looks like you've got the gist of what you need in the build. There's a couple things I see that you could switch up. World of Pain could use a bit more recharge to get it down to the 90s perma range. End consumption is pretty high, probably due to Voltaic Sentinel being a huge cost and running it with the additional Soothing Aura toggle. You should also be able to put the Panacea proc in Soothing Aura so that it hits your team as well. The rest of my advice depends largely on your team composition and overall playstyle. Especially with what kind of buffs your team is giving. Pain is an oddball with 4 of the powers being PBAoE. It plays best in the thick of things so you may end up finding yourself taking some heat. Low defense but higher resistance baseline with World of Pain will probably see you taking steady chip damage but Nullify Pain + Soothing Aura should mitigate most of this. The bigger issue I've found usually revolves around Share Pain and Anguishing Cry. Share Pain locks you out of being healed for 15s and nerfs your regen. I ended up finding it totally brutal on a Defender. You have to be incredibly careful when applying aoe dmg and debuffs during the period or you'll drop fairly quickly. Having access to cc would help keep you up. Typically Nullify Pain, Soothing Aura, and Soothe is more than sufficient when it comes to healing. It can still be nice to heal someone's whole bar with one click and you can get away with minimally slotting it. I'm more inclined to use it on something like a Corruptor where I don't care as much about dying and the +dmg is more meaningful. Anguishing Cry is a bit fiddly as a PBAoE debuff. Its usage may depend on how fast your Tank moves and rounds up enemies and/or if you have a lot of ranged AT's that are trigger happy with their nukes. I'll often find myself jumping ahead to apply it before the nukes start dropping. This is also why I built out higher defenses to mitigate an alpha. On Sonic I can also utilize the sleep cone and Dreadful Wail as cc to help an alpha. Electric won't have this in its back pocket so you'll be mostly working around your team composition. Conduit of Pain is a nice self buff for 60s when a teammate dies. Just be aware that there's a 30s window after that which nerfs your dmg by 37.5% and tohit by 25% and can make applying damage and debuffs annoying. Especially before perma WoP and Tactic's comes online.
  6. One thing to go over with this combo is the attack chain. For single target attacks there is usually Zapp and Lightning Bolt. On a Defender I'm more inclined to use Twilight Grasp for the third "attack" in a chain to stack the -50 regen. Not sure how to parse the stacking -regen vs an attack. In order to maximize Scourge on a Corruptor you should probably be using attacks more often. Ball Lightning procced out can potentially but used as filler but it still has a somewhat long recharge. Once all debuffs/buffs are applied and you're burning a target <50%, you may experience gaps in your chain. This is mainly to point out that it may be useful to pick up Charged Bolts or another attack as filler.
  7. You've got a good build and you managed to hit the 45 ranged defense mark. I'm questioning the additional aoe defense. In some cases you can build a tanky Defender with ranged + aoe defense but you may have to sacrifice recharge bonuses to get there. This is contrary to Radiation which has Accelerate Metabolism needing to be perma'd to provide its recharge and endurance buffs. I feel that you'd be better served dropping some of the aoe def for recharge bonuses, ideally to get Hasten perma'd as well. The Accelerate Metabolism/Hasten recharge interaction lowering all your cooldowns is one of the best parts of Radiation. Onto a breakdown of your build: Tough, Weave, and Dark Embrace are all overslotted. Reduce slotting in each. Shriek is low dpa, you should switch it for Shout. Soul Storm isn't providing you much utility as a single target hold. You currently have Howl (spammable low dmg for -res) and Dreadful Wail (long cooldown) as aoe. On my Sonic I prefer to also pick up Siren's Song as another decent dpa filler aoe. The -tohit debuff in Radiation Infection is desirable to enhance. Usually 4 slot Dark Watcher's. Accelerate Metabolism slotting is usually 2, 50+5 recharges to save slots - similar to Hasten. Otherwise I like Preemptive Optimization for the bonuses. You should finish splitting Superior Vigilant Assault set. You're missing the Reactive Defenses and Kismet accuracy uniques. I try to fit in the -res procs on my Defender's if I can. I took all of the above into consideration and streamlined the build for funsies. Only other thing I did was to drop Assault for a LotG mule. This is what it can look like if you take it in this direction. Defender (Radiation Emission - Sonic Attack) Edit.mbd
  8. Others have already chimed in with more detailed numbers so I'll just summarize. The Ice Control rework pretty much made the whole set of cc much better. It may take a second to ramp up but Arctic Air alone is practically viable to lockdown a whole spawn. At least on my Dom, AA is almost the only form of cc I even need to be in melee. With the confuse, fear, and knockdown - enemies won't be doing much of anything. Ice Slick and Cold Snap also recharge quickly for soft cc.
  9. I'll try to give a quick breakdown as I'm falling asleep. Mids is calculating the dmg over its full duration for those powers which is like 30s or something - not realistic. They don't do a ton of dmg but if you have the slots its nice to slap a 5 or 6 set in for the bonuses. Ice Slick also requires additional accuracy for its dmg so it's a nice spot for a set. You mainly want these types of powers for their secondary effects. Ice Slick is great for knockdown soft cc and Freezing Rain for the -res. Do note that some of these powers do not benefit from Containment. Those powers being Ice Slick, Freezing Rain, Tornado, and Lightning Storm. Ice Storm from Ice Mastery does benefit from Containment, but only half dmg. This is true. In most cases pseudo-pets don't have a great chance for procs. Sometimes on activation there's good chances - this varies by power and I don't know the details in this case. They mostly have a chance to check every 10s and depending on other factors it usually isn't amazing %'s. Of these powers I would slot Freezing Rain with 1-2 recharge reduction for max -res. Ice Slick with a 5-6 dmg set for bonuses. Ice Storm with a 5-6 dmg set. Quick build breakdown: In general your end management is very low. You have a focus on aoe defense and layered defense which is great. Hover and Maneuver's need 1-2 more slots each for end reduction/def if you want to use them. You could possibly pull slots from Glacier. Do 2 slots for recharge reduction in Freezing Rain. Snow Storm is doing nothing that other powers can't do better. Probably drop this for Arctic Air. You definitely want Arctic Air. Thunder Clap is only mag 2 stun and you have nothing to stack it with higher. The mitigation provided by Cold Snap mag 3 fear is arguably better. Switch Victory Rush for Vengeance or Evasive for your 5th LotG. Slotting recharge in Block of Ice is killing its proc chances. I usually do 1 Glad Javelin acc/dmg + 5 procs. You're missing Reactive Defenses resistance unique, esp if you're not running Tough. Add Prev Med absorb proc to O2 Boost. If possible an extra slot to Health and Stamina for Miracle unique and 50+5 endmod would probably help end management.
  10. Pretty sure I gave some advice on Pain/Sonic a few years ago but the attached build is probably outdated by now. It was my first character to 50 on Homecoming and it still plays really well. Anguishing Cry + Dreadful Wail and the other -res debuffs are a nice accompaniment. At this point I have 3 builds on the character. Since you mentioned wanting to be tanky I'll just toss you my Tank version. I pretty much built this out to stand next to the tank and vehemently yell at ne'er-do-well's. You can also pop a purp/breakie and lolwut take an alpha strike + Siren sleep it. There's several long cooldowns like Anguishing, so it's still important to build towards perma Hasten. This one is 2s off perma Hasten, solid resist spread and endurance management. Stealth to keep the agro down. Soothing gets Panacea proc. Solid defense with a bit of a f/c hole, but there's high ranged defense which also helps against mezzes. Cardiac Radial for Alpha. In terms of cost, ATO's are usually pretty affordable. You can downgrade Apocalypse purples to Decimation until you can afford it. Panacea pvp set can sometimes be pricey. Otherwise it isn't too expensive. Defender (Pain - Sonic)Tank.mbd
  11. I highly advise taking Lancer Shot on Beam Rifle. Unlike the other powers it has a 100% chance to spread Disintegrate. Even though it has a chance to miss, this predictableness helps to enhance the little aoe Beam has. If I'm trying to optimize aoe for the fastest application outside of Overcharge I'll pick a boss and Disintegrate - Lancer - Cutting. If possible I'll pick Disintegrated targets to hit with Lancer to try and continue the spread.
  12. I have an Electric/Electric Controller and a Merc/Electric MM. I sliiightly prefer Electric Affinity more on an MM. With their high recharge + Hasten the powers recharge very quickly and it feels great to be busy on an MM. However, my Controller feels almost as good but for vastly different reasons. I've found that the trick to enjoy EA on a Controller is to skip Hasten and the Speed pool entirely. Why? Pretty much all of EA's buffs are perma out of the gate. The only thing recharge is doing is allowing you to spam the crap out of the heals or get Energizing Circuit up slightly faster. Less recharge also means a more balanced approach to long cooldown controls. You still want to slot controls appropriately for recharge, but longer recharges means more opportunities to weave in EA powers. In terms of building, by not chasing after recharge you can instead focus entirely on safety and proccing. For single target dmg I procced out the Hold and Jolting Chain from Electric Control. For aoe dmg I chose to proc out the aoe immobilize and Ball Lightning from the epic pool. For my 2 long recharge cc powers - Paralyzing Blast and Synaptic Overload I went for sets like the ATO Superior Will of the Controller that enhance recharge. This setup gives procced single target, quick short cooldown aoe dmg, and decent cc uptime. I generally skip Amp Up just because it's best used on someone like a Dom/Controller/Defender who spends lots of time in melee. The effectiveness just comes across as kinda meh. In terms of Alpha's, Cardiac Radial pairs very well with EA and its functions. As for driving and playstyle? On supports I usually Hover right over my Tank's head like a fancy ornament. For me it's just instinct to drop a Faraday Cage as soon as the Tank stops moving. The most important buffs to always keep up are Insulating Circuit for absorb and Energizing Circuit for recharge. I only use Empowering Circuit between mobs. On high end teams especially I rarely use Rejuvenating Circuit. If that much dmg is coming in then I should probably use my aoe Hold. This playstyle gives me more than enough time to use non-EA powers. I was inspired to revisit my old Electric/Electric by this thread. I'll attach the build to show what it's possible to do with EA on a Controller. It's probably one of my more balanced and relatively tanky builds, while squeezing out some dmg. You could just switch the Electric Control/Arcane pool powers for the Gravity equivalent's. Controller (Electric Control - Electrical Affinity).mbd
  13. I have a Beam/Poison Corruptor I'll give my 2c on. Venomous Gas is 15ft radius, melee range is 7-8ft. You can still leverage ranged defense while effectively utilizing VG, especially with Hover. In fact I've had some tank-light groups where I've had to effectively pseudo-tank. The aggro on VG is so strong I'll just Fly/Hover around picking up enemies before letting them ball beneath me. This also lets me utilize the dot spread from Beam very nicely. Strong teammate blasts will still rip aggro but it's surprisingly effective for the initial clump. It's also highly survivable with the worst to watch out for being things like aoe, mez, and enemies with large hitboxes.
  14. I just recently made a Bots/Cold and he's at 40 right now. I also managed to hit some pretty good numbers on his build. Probably one of the more interesting benefits with Bots is that the shield from Protector's hits the MM as well. They give 1 application of the shield that does 13 defense baseline to all but toxic/psi. I have just a 50+5 defense in the Protector's on my build. At lvl 40 with a lvl 30 defense IO, the shield is providing ~15.75 defense. This means that the MM themselves only need to hit 32 defense to be at softcap, less if Protector's are slotted for defense. To that end you may be able to adjust defense downwards in your build to achieve some of your other build goals. I didn't bother with more than 1 slot in Upgrade Robot. The heal is okayish but most of your healing comes from Maintenance Drone. So long as pets don't get 1 shot, Drone is pretty solid to keep them up. The only other consideration I can think of is endurance management in the pets. Before I got Heat Loss I noticed that my pets were just burning through their end. With nothing in Traps, it might be something to think about. The only one that seems especially low is Assault Bot coming in at 33.13% end adjustment.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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
  21. 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.
  22. 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.
  23. 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.
  24. 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.
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