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Wimbochismo

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Everything posted by Wimbochismo

  1. If your goal is to make a very tanky Sentinel, then I believe you've achieved that. One thing to make note of is that as a resist set, Fire has no defense debuff resistance. Just something to be aware of if you do content with that. I'll break down some quick suggestions that I highly suggest first: Replace Char with Stalagmite. With full Seismic stacks Stalagmite becomes the strongest or nearly the strongest single target ranged attack in the game. You can then use your Seismic stacks for single target Stalagmite, quick aoe Rock Shards, or reduce all your Seismic attack cooldowns with Seismic Force. Your single target rotation is slightly slow. Without Agility you have Entomb 5s rech, Gravestone 4.75s, Cremate 3.5s. The cast time's however are 2s, 1.67s, 1.5s respectively. Stalagmite should alleviate this somewhat. Meteor needs a kb-kd or enemies will go flying. Healing Flames could ideally use some heal boosting. Definitely find a slot for Hasten to give it 2 50+5 recharges. You need more knockback protection, you only have mag 1. The next suggestions are more controversial and are mainly focused around concept. While very tanky, it seems a shame not to lean into recharge a bit more and perma Hasten on a Sentinel. One of the Sentinel selling points is that they have the fastest recharging T9 nukes. With max Seismic stacks, hitting Seismic Force drastically reduces recharge on Meteor, making it the fastest recharging nuke in the game. For regular content that's not Fire Farms, maybe you could try: Drop Fire/Cold def by ~10%. Keep the focus on melee defense that you have as Seismic is best played on the ground. You should still be fairly tanky across the board in Fire Farms and a purple inspiration should softcap you. Switch Aegis set in Healing Flames to a heal set or frankenslot for heal/recharge. Redeploy a few slots that you gain from reducing fire/cold def to recharge. Your end management is slightly off. I took your build and sat with it a minute to make my proposed changes. I also just repicked where you have some powers for exemping if you wanted. With this, you can still run with Agility to help everything out and you have 4.3s off perma Hasten. You've got 42.3 melee def, 35.4 Fire/Cold, and decent everywhere else. A purple inspiration can softcap Fire. Resistances are roughly the same as where they were before. Healing Flames slotted for heals and Meteor 25s recharge. This also makes your single target chain more reliable. TL;DR This build gives you moar and faster dmg at the cost of some Fire/Cold defense. Sentinel (Seismic Blast - Fiery Aura).mbd
  2. You've got a build that should work in general but is missing some fundamentals. It needs more focus and direction. I would definitely take inspiration from @icehero's build. They just have more of a focus on their chosen content, you could modify it away from that. Probably by pulling back from full Winter sets. Take note of all the "unique's" they go after like Kismet +accuracy and Steadfast Protection 3% def. I'll try to tailor my advice towards someone fresh to building. The main issue you're up against is that Kin wants to be in melee where the action is. Your build right now has practically no defenses. You've got a couple options: 45 s/l defense (with baseline resists) - S/l damage is the most common and you can grab an Epic shield for it. This lets you be safer in melee. I've personally gotten away from pure s/l because I find it streaky, where it either works great or suddenly not at all. This is usually paired with Rune of Protection for cc protection. 45 ranged defense (with baseline resists) - I've had great success with ranged defense and Hover. You can Hover just above the heads of enemies/allies in melee and still be at ranged, while being well within the radius for FS etc. Ranged defense also prevents some forms of cc. No/Low defense - Boost resistances instead, take Rune of Protection for cc protection, boost your other forms of cc protection like slow resist. This makes you far more vulnerable and you have to be strategic. High ranged/s/l defense (with baseline resists) - Kin doesn't necessarily need perma Hasten to get buffs perma, so you can focus more on defense. Again, notice how @icehero's build layer's their defense. Go all in with it and take Rune of Protection to become tanky. Baseline resists in this regard would be to run either Tough by itself, Charged Armor or another Epic resist shield by itself, or Tough + Charged Armor together. This along with Reactive Defenses +resist unique and Shield Wall +res unique in a defense power. As a Corruptor ideally you're focusing on dmg while trying to maintain your most important debuffs. Probably the only thing you really need recharge for is Thunderous Blast, it's still a good reason to work in some reasonable recharge. Next bit of advice is focused around that: I consider the accurate healing sets to be almost like traps. Yes they boost the accuracy and healing that the power needs but the set itself isn't great unless you need e/n resistance. I almost always prefer 5 slot Panacea for the recharge bonus with 1 50+5 accuracy. Unless you have enough global acc to not need to slot acc at all. You could probably drop Acrobatics. Just slot a Blessing of Zephyr kb prot in your travel power and/or Steadfast kb prot. Voltaic Sentinel is nice passive dps. While you're hitting heals buffs etc., it's just plinking away. Try to fit it in if possible. Hasten just needs 2 50+5 recharges. Press + on numpad to boost them to +5. Siphon Speed is great for your own recharge, it just needs 1 or 2 slots. You can reasonably expect to maintain about 1-2 stacks without Hasten. So long as you're diligent about using it. You can toggle this on and adjust the slider in mids. Once you get Fulcrum Shift you're basically putting your team at dmg cap. At that point Siphon Power and Assault become superfluous. Drop Assault completely and remove all slots from Siphon Power except an accuracy. Siphon Power is still useful at lower levels when FS isn't available. Also it does -20 damage which against hard targets basically means +20 resist. I take all of my planned Primary, Secondary, and Epic powers as soon as they're available unless it's a 1-off mule. They're typically the most impactful keystone powers. If you like a Travel power early, fit it in earlier. Otherwise at most I'll try to fit in one of my choice of Combat Jumping/Hover/Stealth and Hasten slightly earlier.
  3. It looks pretty good, I've got a few suggestions you could make. Reliance on Agility Core could actually be hurting you here. It is smoothing out your recharge for everything but it works as if your slotting recharge in a power. This will reduce your proc chances in Blind and Ice Blast by a good amount. Consider perhaps the Superior Will of the Controller full set in Spectral Terror and the Decimation 5 set in Ice Blast and Absolute Amazement 5 set in Howling Twilight. HT could use a bit of extra recharge anyway. You'll lose proc damage but gain the recharge you need. The Controller ATO procs also reduce recharge time, putting 2 of them in Blind is hurting it's proc damage as well. Your s/l resist is very low. Although your defense is bulky, s/l damage is common and any that gets through your defense is going to hurt. If you switched Leadership for Fighting and Kick/Tough/Weave you could run with Tough to help that out. You shouldn't really need Tactic's. You could shuffle some slots to add a hair more recharge to Fade and Soul Absorption. If you make those changes it should nix your need for Agility, at the cost of some procs. Then you could do something like Musculature Radial for more dmg and to enhance your debuffs.
  4. All good - I do enjoy a tanky Defender. Storm does feel smoother on a Blaster/Sent. I've got one on Sent. Even with the incoming changes, the setup of Cat5 and/or SC and fishing for procs takes extra time. If you wanted to do something like debuff first, by the time you're landing attacks and ramping aoe dmg, everything is dead. Although for ITF's there are plenty of predictable and almost never-ending enemies where you can do some pre-setup, or new enemies flow in.
  5. Lemme break it down. I'll try to reign in my bullet points 😅. You've got a strong base going with very clear design choices, it's a very well put together build. You're falling for something I've seen people doing lately which is toggling on situational powers you don't use all the time in mids. Don't toggle on Darkest Night. It is very useful but can be somewhat cumbersome. Groups are moving too quickly, your toggle target dies, you find yourself using too much end. I usually just 1 slot end red and use Fearsome Stare as my quicker application of -tohit. Oppressive Gloom is only strong enough to disorient like minions? unless you can stack it with something else. Here you only have Howling Twilight, which is strong enough by itself and not up often enough to synergize. You could lose it for Dark Consumption for more end. You're missing Chain Lightning which is the only truly reliable source of aoe in Storm outside of Jet. The dpa on it is also strong enough to outshine Hailstones as a single target attack. Definitely take it. Tough can seem like a viable strat to get the last bit you need to softcap s/l res. However, the difference between 50 and 75 s/l res isn't so great that you're missing out on much. Especially with layered defenses and heals. Tough also requires a bit more slotting to be viable. I typically 1 slot set mule it and look away. You can make some changes to still achieve 45 ranged def and get perma Hasten on top. The second 3 set ATO. Cat5 and Storm Cell need some recharge reduction, Posi's Blast isn't the best for this. Given all of the above, I took your existing build and made the changes I recommended. Oppressive for Dark Consumption, Assault for Chain Lightning. Perma Hasten, 45 ranged def, dropped your s/l res. Take a note of the toggles I have on, you should have more than enough end for what you need. I would probably reorganize the level at which some powers are selected. Goth Thrax - Defender (Dark Miasma - Storm Blast) 2.mbd
  6. Some of this has been mentioned, but I'll try to break some aspects down further. A greater majority of builds don't bother softcapping resistances, but they usually have some kind of baseline. Even without building for it, people typically have at least 10-45% across the board. In mids I checked a Thermal shield with the same slotting for a build between Defender and Corruptor, it was a difference of 7.5% resistance. It's up to the player if that's a worthy consideration, though. Going either AT will be fully functional. I'll chime in and say that of the two, I would go Thermal on Defender and Pain on Corruptor. I'll break down my reasoning for each. Thermal for Defender: The shields are stronger. The slotting investment is slightly more intense - though both Pain and Thermal are comparable. You'll want ~3 slots per each shield. About ~3+ slots for heals. Melt Armor wants slots. This means that you may have less slots available for attacks. Outside of the debuffs and pbaoe heal, nothing really effects you or boosts you for dmg. Pain for Corruptor: World of Pain trades some resistance for +dmg +tohit and takes a Gaussian proc. It also hits you. Share Pain locks you out of being healed for 15s but provides another dmg buff. Soothing Aura pulsing steadily helps you passively stay up. The pbaoe Soothe is a reliable self heal. Has a -res debuff as well to help dmg.
  7. I would definitely do different things before ~20, feel free to play around. Use the P2W dmg procs in attacks or load up 1 aoe - like Stalagmites. You can even take Stone Prison if you're strapped for dmg. Take Envenom but you could probably ignore Weaken for a bit. I'll attach the old Earth/Poison build I was using. It's the s/l defense, perma Hasten version. Should give you some idea's. Controller (Earth Control - Poison).mbd
  8. One of my first builds I needed help with here on the forums was an Earth/Poison. I revisited and rebuilt it recently with a more experienced mindset. Some things you may want to take into account: Getting at or near perma Hasten. Controller's have a lot of longer cooldowns. If you want to do dmg, you'll have to proc and pick up powers outside of Earth/Poison. May have to make some sacrifices to get there. Your choice of no defense, ranged defense, and/or s/l defense. This combo has lots of tools and if you're careful, you don't need much defense. If you go s/l defense I would heavily consider something like Rune of Protection for cc. In Earth you can skip Stone Prison, Quicksand, and Salt Crystals. Quicksand could provide some utility bc the -def is autohit. General slotting advice: Fossilize - One Accuracy/Damage and 5 procs. This then becomes your main dmg dealer. Pick up a good dpa single target attack like Arcane Bolt, maybe Toxic Dart etc. Another from an Epic pool if you want a full attack chain. Stone Cages - Set mule it with whatever. Usually a dmg set. Stalagmites - Can set mule it or proc it for aoe dmg. Just beware if you proc it, it needs lots of accuracy. Earthquake - 1 or 2 slot KB-KD maybe an FF proc. Can slot for -tohit for fun. Volcanic Gasses - Even with the long cooldown, super great persistent aoe hold. Set mule it. Animate Stone - He's a real nice tank and can take fun enhancements like Expedient. In Poison you can skip Neurotoxic Breath, Elixir of Life (rez has a crash), Antidote, Paralytic Poison - especially if solo. Advice: Alkaloid - 1 slot with Prev Med absorb proc. Envenom - Everything else you do has -def in it, so boosting -def is overkill. 1 Accuracy slot. Weaken - 4 or 6 slot Cloud Senses. Poison Trap - What every Controller wants their long cooldown aoe hold to be. It's up very often and has a 1s cast time. I like 2 Accuracy/dmg/rech and 4 procs. Venomous Gas - Can frankenslot to enhance the -def and -tohit and reduce the endurance cost. My general strategy is to build lots of recharge and build ranged defense. I really like Stealth with this combo. At higher levels what I like to do is Stealth into a pack of mobs (Venomous will alert mobs, may have to turn it off, I don't all the time), then I drop Poison Trap on a mob to set up containment. Hit Stalagmites, Epic aoe, Stone Cages. Then do single target dmg rotation. If cc starts dropping you can rotate in EQ or Volcanic. In teams I like to strafe the edges of large mobs for Venomous and play keep away with enemies. Single target hard targets is usually the only time I use Envenom/Weaken. I will say that unless you have the funds to proc as early as possible, dmg will be a serious struggle.
  9. I do have to agree. Something in the mechanics in practice makes it off of 15s. It's still a nice little gimmick of "fast recharging nuke." It sometimes comes in useful for certain fights just because Meteor is 10 targets over Rock Shards at 6. I make a snap decision in a fight and decide if I can swing the extra time for a Meteor or quick dmg of RS. Usually in team fights where waves just don't stop coming I'll prioritize Meteor.
  10. I did an in-depth theorycraft of Gravity/Radiation when I was looking for my "next Dom." It's coming up soon once I finish some other projects. Rad has some interesting nuances that need some consideration. There's lots of nice heavy hitting single target attacks but the aoe is arguably lower. The big talking point is the Contaminated mechanic. I liken the new Storm Blast set to a ranged version of Radiation, where there is more setup and conditional aoe dmg. Every attack in Radiation has a variable % chance to inflict Contaminated. Devastating Blow has a 100% chance and an increased crit chance, so it could be good to use as an opener. Fusion will also give you a 100% chance, so you could Fusion + Atom Smasher to apply it via aoe. Then, when you use only the single target attacks on Contaminated foes, it creates an 8ft radius 5 target max aoe attack - excluding the main target. Therefore, you really want some way to clump mobs to take advantage of this. I'm also not sure yet if there is some sort of internal cooldown on it. I don't love Electron Haze with a narrow cone and the additional kb tax, but you could take advantage of FF procs etc with it, it's at least faster than Atom Smasher. The only way to get wider ranging aoe is to proc your primary or go with Epics. In the end I'd advocate for Fold Space. Get em nice and clumpy before targeting a boss to go to town on. Maybe even Presence for aoe taunt?
  11. @FupDup beat me to the Seismic mechanic explanation. On Sent's, the nukes already have their lowest recharging speed. On my super heavy recharge Seismic/Super Reflexes build, I've got Meteor down to 23.69s. This isn't including FF procs. You can basically press Meteor, use Seismic attacks to reach max stacks, and hit Seismic Force to shave off 15s. Discounting FF procs, that will get you to around a ~5s recharge on Meteor.
  12. I have an old Defender version of the build that I theorycrafted but never made. It has 43.5 ranged def and 5s off perma Hasten. It's mainly optimized for a Defender but you should be able to directly port it over to Corruptor. It may end up giving around ~40 ranged def on Corruptor. You can also just use it as a reference. The powers are slotted optimally for Thermal, so you should try for something similar in your own build. I would definitely pick up Aim on Corruptor though, I dropped it on Defender. Thermrad.mbd
  13. I'm using an older version so can't upload your build without an attachment. A quick glance thru, I think it seems like you have most things covered. As to the procs, I'm not totally sure. I've seen most people say that procs aren't great, with 1 or 2 here and there saying it's worth it. I'm not sure if anyone has done some hard testing but I've just been using a straight set that enhances the flat dmg and recharge. My Sent isn't 50 yet to see how things start interacting. The pseudopet that is created shouldn't be capable of proccing often. The "procs" that occur from firing off Storm attacks in your storms I'm not sure about, though. I believe one of them works as a chain, which may indicate only the first target has a better chance of proccing on then the rest. YMMV.
  14. This combo will 100% work. For some general tips check out the Fire/Dark feedback thread further down. Slotting out Storm attacks will work similarly to slotting Fire from that thread. That being said, I vastly prefer Storm on a Blaster or a Sentinel. The issue is the ramp up time. On a Corruptor or Defender you want to throw out buffs and debuffs first. Here you have Dark, so that would probably be Tar Patch and Fearsome Stare. Then in Storm you have to throw down Storm Cell and/or Cat5 which don't do much immediately. You might follow up with Intensify and then you start laying down Chain Lightning's and single target attacks. That means you spend 3-5 powers on setup time alone. For a Sent, they might be able to jump ahead of the team and lay down SC/Cat5 while soaking the alpha and then start going to town. A Blaster will do something similar but be squishy.
  15. I'd argue that it depends on how this game values certain buffs and debuffs. Something like FF and Cold are going to blow past defense softcaps and "cap out" at a certain point, so going Corruptor might be more desirable. But then you look at Thermal with +resists and people rarely ever perfectly cap resistance. Pushing the edge of those resistance buffs on a Defender might be more worthwhile. Same goes for something like +dmg, it'll eventually cap out for people, but that doesn't always occur outside of Kinetics. Debuffs also don't necessarily reach a cap. I wouldn't sweat it too much. Some min/maxers may say why go Corruptor at all for dmg, go Blaster. With Poison there's no clear answer outside of more dps or more debuff power.
  16. No problem! I'm not an expert on Stealth by any means. I'm pretty sure that only the first attack you get hit with from stealth takes into account that higher defense value. It may be worth considering, but I only worry about defensive numbers when in combat and not stealthed.
  17. The increase in buffs that a Defender gets also translates slightly into building. If you build a Defender and Corruptor in Mids with the exact same builds (the ATO's are very similar), the Defender will have higher defensive stats. If you're aiming for say 45 ranged defense, a Defender will hit that number more efficiently. This will effectively let you nix a ranged damage set in favor of proccing that power. To that end, a Defender build may allow you to proc more. This is really a complex cost-benefit analysis that takes into account what you value more as a player. I've made a few Defender builds like ForceField/Water, where I was effectively making my teams immortal. I reached about level 30 before I realized that going Corruptor would still make my teams immortal, but now I'd be contributing more to dps. From a playstyle point, what do you focus on more? On a Defender I start a fight with debuffs, check that my team is buffed, hit heals when needed, and micro manage a few things before dpsing. On a Corruptor I start a fight with debuffs and then do dmg. I'd only heal if people are struggling and not worry about micro managing buff/debuff uptime as much - while that is still important. The numbers are close enough that its down to stronger dps or stronger buffs/debuffs. The biggest difference to me comes down to the support set. If it is a very busy support set like Electric where you need to fire off those powers constantly, I go Defender. Here you have Poison which is very fire-and-forget, which I like on a Corruptor (I have a Beam/Poison). But again, its what you value more and how you are building it.
  18. With the changes that were made to Stealth, in regards to powers you personally have toggled on, only the strongest stealth/defense/-threat will take effect. This gives you: Stealth - 55ft stealth, 2.125 defense, -100 threat Superior Invis - 200ft stealth, 2.125 defense, -100 threat In general, Superior Invis is slightly ahead of Stealth if you want to use it for stealth as well, but costs a bit more end. In terms of slotting and preparing builds, it can be invaluable for certain build goals. For a Dominator trying to softcap a defense, an easy LotG mule, as a way to avoid a pool power pick (Combat Jumping, Hover, Stealth) in favor of another. If you did take Superior Invis, I would probably avoid the Concealment pool altogether due to the stacking etc. unless you need more LotG mules.
  19. Glad to help! Plenty of things have changed and building is finicky. It was somewhat recently changed so that now all stealth powers will stack. However, on you only the power with the highest stealth radius, defense, threat level will take effect. I think I missed that in the build, so ranged defense is actually 39.4. In a team when you're sharing the buff, the defense etc. will still stack up.
  20. I think that build should work well. It may have a bit of issue with debuff resistances and status protection. Ranged defense would usually help you avoid some of this. Incarnates should also help out. One thing you miss out on as a Corruptor is perma Soul Drain from Dark Mastery if you go with a s/l defense shield. It's a fairly significant dmg boost. I was bored, so to show you other options I threw together a build. It's similar to yours but instead has 42.7 ranged defense. The extra dmg/rech in Blazing Bolt is just to make it fit into the attack chain seamlessly. Corruptor (Fire Blast - Dark Miasma).mbd
  21. I think I see part of the issue. In Mids you're turning on toggles that you may not necessarily be using. I've conditioned myself to do things like turning off Sprint/Fly/etc when engaging in combat to help manage my end. Same thing for Darkest Night, it's not actually something you use all of the time. Teams tend to move fast. When it comes to applying -tohit, DN is something I only apply if I have time, endurance, or the team has stopped moving for an extended period. Otherwise, your most quick and reliable application of -tohit is actually Fearsome Stare. I made some changes for you for these reasons: Dark Servant needs accuracy to hit. He also only has 1 sporadic hold power, which means hold procs have a low chance to go off. However, everything he does has -tohit, so tohit procs have a high chance of going off. My personal preference is to boost his -tohit and healing for his Twilight Grasp. Twilight Grasp needs accuracy. It's a bit better with full slotting rather than frankenslotting. Don't forget to +5 your recharges by pressing + on numpad. You only need 2 recharges for Hasten. I've given you the accuracy and resistance uniques in Weave which help a ton. Knockback reduction, like in Fly, is often overlooked. Make a note of which toggles I have running in my version. With this, your net endurance recovery is around 2.15... which is all that you need even considering Incarnates. This is the main reason you do want it in Aim. If it is in Tactic's it will unreliably go off who knows when. Aim has a long enough recharge that Gaussian's is almost guaranteed to proc when you click it. This also means you're double stacking the boosts for a heavier hitting single target chain or Inferno/Fireball aoe combo. Corruptor 5 (Fire Blast - Dark Miasma).mbd
  22. Heya, welcome back! If anything attachments are desirable depending on what version of Mids people are running. I'll try to give a breakdown of the highlights and things to shoot for in Fire/Dark. When it comes to defense, there are build options for: low defense, softcapped S/L, softcapped ranged or some combo thereof. Since it looks like you're going s/l defense, you're doing pretty good. If you pick a s/l defense Epic shield, I highly suggest taking Tough to cover the most common s/l resists as well. Some of the resist sets are also great sources of s/l defense. I'm also going to highly suggest Hasten for this build, if not perma Hasten. The highlights of /Dark revolve around putting out multiple Tar Patch's and Howling Twilight uptime as a debuff. In Fire/ you want to be able to cycle your heaviest hitting attacks and have the recharge to do that. Inferno and other aoe's cooldowns are important. Corruptor's also have a slight recharge advantage by splitting the Scourging Blast ATO across 2 powers and getting the recharge twice. After a quick eyeball at your build, I think you need to just pair down what you have and redistribute some focus. With enough recharge you should be able to drop Flares since it's the lowest dpa attack. Fire Breath is usually a skip with the long cast time. Drop Petrifying Gaze. Drop Leadership and Leaping for Kick/Tough/Weave and Hasten. Put 2 regular recharges in Hasten. Pull out all but 2 slots from Stamina and all those slots from Brawl and put them in powers you're using. Split Scourging Blast set in 2. Focus on sets that increase recharge. Gaussian's build up proc goes in Aim. If you need more random one-off type powers, pick something like Hover for your last LotG mule. Or slot it more and use it as well. That should at least get you moving in the right direction.
  23. It depends on if you're solo/group or fighting AV's specifically etc. If you're solo or fighting AV's then it becomes more important to have perfectly perma PA and defense may matter less. Even then, with the knockdowns and other tools Storm provides, it's not terrible to be off perma or have less defense. If you're doing harder content and trying to be self sufficient, it's generally a good idea to have some defense. If there is a gap in PA tanking or if you just take some hits in group chaos it's nice to have a buffer. Otherwise you get into the defense vs resist/mes resist debate. Both have their pros and cons. I'd play with it as you go and see what works best for your playstyle as you enter final build tweaking.
  24. You've got all the basics squeezed into your build, I think you just needed some refining and more LotG mules. I took your build and only made a few quick changes. Since you're going the ranged defense, perma Hasten route I emphasized that a bit more and cleaned up your endurance management. This build already has a lot going on with getting perma PA and Storm's high uptime demands. Some reasoning for my cuts/changes: Enflame is kind of just an end drain on top of Storm's prohibitive end and isn't totally amazeballs. Dropped it. Spirit Ward vs O2 Boost vs Gale. I like having the Prev Med absorb proc so I prefer a heal. O2 boost gives mez resistance. I rarely like taking the long cooldown aoe Hold, it's barely ever up, but can if you want it. You really needed your toggles slotted for resistance/defense/endurance. Don't forget to add two +5 recharges to Hasten to max its recharge. Getting those 5 LotG's helps a ton. Freezing Rain/rains don't proc very well. You mainly want it for double stacking the -res effect. With this you have 2.6s off of perma Hasten and 5.5s off perma PA. One shot of FF proc should be enough to perma you in combat. Ranged defense at 42% now. What I'd like to see, or area's for further optimization: Steamy Mist also slotted for resistances. Spectral Terror for -tohit. A slight bit more accuracy, Blind is the lowest at 86% accuracy against +3's. Otherwise it's just solid enough. From here you should have a more solid base to make whatever additional changes you need. Controller (Illusion Control - Storm Summoning).mbd
  25. I have an Ice/Thorn/Psi at the mid-levels, with her endgame build pretty much fleshed out. I put her in the metallic mini-skirt and changed the thorns to look like ice crystals and omg it just werks. For Dom's I usually make mine near perma Hasten with ranged defense. I don't always proc out the Control set like I might a Controller. What I'm finding is that it really helps to pair up Arctic Air with either Cold Snap or Ice Slick on mob engage. Arctic Air has a chance to make mobs avoid/run, so stacking the -spd will keep them around longer. In addition, AA takes time to ramp up and provide defense via control, so the addition of fear or knockdown will help stagger the initial incoming attacks. At lower levels especially the aoe dmg is a bit lacking, unless you take @twozerofoxtrot's advice and proc the control's. All of the control's here have a 2-3s cast time's. I actually don't totally hate Thorn Burst with a lack of aoe options at lower levels. If you consider that aoe confuse is aoe dps, then sprinkling the -def with Fling Thorns and Thorn Burst could help facilitate that. I will say that maybe my slotting is off, but the single target rotation is a bit wonky. Thorn Barrage, Impale, and Skewer are highest dpa. It's a struggle to get Thorn Barrage's recharge to be sub 5s and fit in seamlessly while having to use 1 slot for kb-kd. Right now I'm kind of considering Ripper as a single target filler attack since the dpa isn't so bad. I also really like Muscle Radial for the dmg, endmod, -def boost.
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