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Wimbochismo

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Everything posted by Wimbochismo

  1. Wimbochismo

    FF/Rad

    It's worth noting that the DDR can be enhanced with slotted defense. It's about 21.63 base, 33.86 with 2 50+5 defense enhancements.
  2. Adrenal Booster is a big highlight. I found out some interesting things when reviewing a Time Corruptor build... AB is a Power Boost ability, it also increases recharge for 60s and helps facilitate high recharge builds. Easy personal sources of Power Boost include AB at 27.68, Power Build Up and Power Boost at 78.67, and Clarion at 60 for 22.5s. However, AB is the earliest source of Power Boost you can get at level 20. Paired with early Force Field shields, it can be very potent. Next part involves managing cooldowns: On my already perma Chrono Shift build + AB's recharge boost I can get AB down to 140s recharge with a 60s duration. Farsight has a 56s recharge and 120s duration. Theoretically you should be able to chain together AB + FS, FS, AB + FS for a perma 27.68 boost. Boosted Force Field shields should also work in a similar manner. I'll attach the build. The boost is small, but all of this together could potentially open up builds to do things like: Pursue other Epics instead of PBU/PB. Grab a different Destiny instead of Clarion. Or stack three of them together for a 166.35 Power Boost effect. Time AB Theorycraft.mbd
  3. Since you already did a lot of legwork and I hit you with a wall of text - I'll attach a build with my proposed changes. It's fairly tight and I couldn't see fitting in extras like the Prev Med absorb proc. There's a heavy focus on squeezing out recovery with set bonuses and endred in toggles. You get another aoe in Psynado. Whirling Hands needs a surprising amount of endred, that thing costs a ton. Didn't realize Link Minds doesn't take a regular recharge, so I +5 the Adjusted Targeting. Dom Illusion-Nrg.mbd Edit: The Kismet accuracy in CJ is overkill, so there's a free slot for Prev Med in Health.
  4. You've got a really good base for everything you need. I can't speak for early perma Dom bc I've never tried it. I think some of what you're coming up against is advanced slotting tactic's and tightening up some extraneous slots/powers. @Meknomancer gives some good advice for that. I'm not a fan of changing the mids settings to blanket all your enhancements at +5 - you may not want to do this if you're running attuned. Instead, when selecting an enhancement, press + on numpad to selectively increase it to +5. To get the most endurance return out of Health and Stamina slots - place Panacea, Miracle, and Numina's in Health. Stamina only needs the Perf Shift +end and 1 Perf Shift endmod. You could fit one more endmod in Stamina, but the returns aren't great and even putting that slot in a toggle for endurance reduction will benefit you more. Reduce Power Up to 2 slots like Mekno suggested. If you +5 the recharges in Hasten, you're actually over perma Hasten by about 116/120s. To that end, you can reduce recharge slightly and eliminate a recharge set to instead focus slots to something else. Perma Phantom Army isn't as detrimental for Dom's bc they don't taunt like the Controller version. One issue I see with people building Dom's is that there's a ton of toy's to play with, but you need to focus on quality and not quantity. What I mean is that first and foremost, you need a solid attack chain and some kind of aoe. After that you need selective powers/utility/control from the primary for survivability etc. Then you need toggles and defenses if you go that way. It's easy to accidentally focus too heavily on control, dmg, or toggles and forget something. The following suggestions are focused on tightening things up and managing endurance better. If you followed the above suggestions, you should have an additional 3 slots to play with. Right now you're running a ton of toggles but they're barely slotted for endurance reduction. Dedicate some slots to toggles. One 50+5 recharge in Link Minds is better than Adjusted Targeting's recharge. In Power Blast, the heal proc for Entropic seems nice, but the Decimation set enhances dmg/rech etc better and squeezes more juice out of the power. I would drop Flash entirely. You have strong cc for setting up survivability with on-demand Gleam and Spectral Terror. Flash just isn't as good with a long cooldown. In Blind, remove 2 slots. The Gladiator's Javelin proc will almost never go off with the power slotted for recharge. The single target Hold is usually only used to lockdown bosses and not as dmg. You're running way too many toggles. Illusion has Invis for additional defense which is nice, but adds a toggle. Personally, I would drop Kick/Tough/Weave. Tough doesn't actually give a lot of return on s/l res. The Epic resist shields like Mind Over Body provides higher resistances and can take the resistance one-offs. Instead of Weave, take Combat Jumping which costs almost no endurance. This lets you eliminate a toggle. I haven't looked at Energy before, so I wanted to give a breakdown to see what it has. It looks like if you're using some Energy attacks against stunned targets, you have a chance to gain Focus. Setting up Gleam first as a stun becomes much more important. However, the only way to guarantee getting Focus is to use the Total Focus attack. Whirling Hands is your only aoe, I'd try to fit it in. Maybe Flash for WH. Highest single target DPA of attacks is Total Focus>Power Burst>Power Push=Bone Smasher>Sniper>Power Blast>Power Bolt. If you're focusing on range attacks you could go with Power Burst, Power Push, Power Bolt (you're forced to pick it or Spectral Wall/Bone Smasher) and I'd still take Total Focus. I'm not sure how desirable the Snipe fits in but you could end up with 1 extraneous attack or power (Spectral Wall or Power Bolt 1 slotted) that you don't use.
  5. Creepers are definitely worth slotting for procs. They also need some accuracy which you've got and ideally a bit of recharge to get them perma. They follow you and are a big source of dmg so it may be worth it to give up something like the Hold proc to shave the 13s you need for perma. Your defense numbers are off, you're actually around 23.7 defense at the highest. In combat, part of Stealth's defense is suppressed. I'm not sure if it's different in the new mids, but go Options>Configuration>Effects & Maths>Suppression>Check Attacked. This will display your numbers as if you're in combat. Roots is one of the highest dmg aoe immobs. You could switch the Anchor set for Bombardment, you still have perma Hasten but you can pull more dmg out of Roots. With Creepers, Ball Lightning, and Root spam you should have respectable aoe. With lower defensive numbers you may have to be mindful of things like status protection and slow resistance to protect your recharge.
  6. I agree Choking Cloud is much better on a Controller. It is still functional for Defender's. The only difference for the Controller version is that the hold lasts 1.5s longer - further exacerbated by the global cc sets. With a 6s hold duration and 2s activation it will still reliably hold minions/lts and start stacking up on bosses, providing some value.
  7. Just wanted to add a note on Faraday and recharge. Electric isn't really desperate for high recharge, if you go lower recharge it becomes less busy. Faraday Cage is also integral for the Static mechanic. Using powers alone, you will struggle to build up Static and make the chains hit the whole group. Just standing in Faraday will quickly let you hit the Static cap. Faraday is very much a CAST THIS POWER FIRST deal.
  8. This pairing is one of those that can go in wildly different directions depending on what you want, it'll be helpful if you already have a build in mind to do part of the leg work. Some additional parameters to narrow things down. Considerations such as: solo vs group, dmg vs support, slow vs fast, defense softcap vs low def, perma Hasten vs low recharge. You should be able to roughly port a Corruptor build over to Defender, the sets are practically the same. If anything a Defender will hit defense goals much easier with the boost they get. Traps is a very versatile set and you can be choosy with some powers. I mentioned slow vs fast because if you have time or especially in solo situations you can set up kill/safe zones. In a fast moving group it would be better to toe bomb your Trip Mine and Poison Traps. Time Bomb is skippable with a 9s cast. FF Generator will let you softcap a specific defense easily or you can accept what it gives and not pursue additional defense. Seeker Drone's is nice to pull a mob, but is skippable. Depending on build goals and if you want dmg, you're going to be somewhat exchanging perma Hasten/support/def for dmg/procs. DP and Traps are very proccable. Perma Hasten will push the support side of things - aiming for multiple Acid Mortar's for debuffs and Poison Trap recharge. FFG slotted for defense. Triage is subpar for healing but good for a Prev Med +absorb 1 slot. Acid is surprisingly nice procced out. Trip can be procced or used as a set mule, in groups it's usually just a fallback aoe if you run out of something better. You can still be pretty effective without perma Hasten levels of recharge. None of the cooldowns in Traps/DP are extremely prohibitive outside of Hail of Bullets. Giving up some recharge sets will let you proc powers more. I did this on my Symph/Trap Controller, still taking Hasten but eschewing perma in exchange for an overwhelming number of procced aoe's and a sufficient single target rotation. Just remember to hug your Force Field Generator.
  9. You've put a ton of work into this build. What you have looks great, even the first build you posted should be functional. I'll give an analysis of it so that maybe you can hammer out a bit more. I have an Elec/Elec Controller and one thing I'll note about Electric Control is that it can be surprisingly slow. What I mean is that most sets have their soft cc on-demand and up-front. Typically on Dom's I'm setting up cc for survivability before jumping in. I'm looking specifically at the powers like Heart of Darkness, Seeds of Confusion, Stalagmite's etc. For Electric what you get is the pulsing sleep which is somewhat undesirable, Synaptic Overload, and maybe Jolting. The issue is that Synaptic takes time. It's something like 2s for 1st jump, 4s for 2nd, 8s for 3rd and the chain might fail on distance. Jolting Chain is a little bit faster. If you tend to go fast, you might want to lay down 2/3 cc's for extra survivability. Like confuse+sleep, or I like to confuse one end of a mob and then Jolting the other end before jumping in. For your build, it looks like you have everything you need. Your resists are pretty good for lower defense. Perma dom. Accuracy should be great. Offensive powers slotted for dmg. You lose out on some procs but that's a tradeoff on Dom's that need recharge. It's difficult to judge your end, not sure if you're running the 1 slots. Some low hanging fruit: You can put extra jump height in Super Jump. For practical purposes I usually 1 slot a Winters Gift for 20 slow res which will put you at 75. You're overshot on accuracy. To that end, you may be able to redistribute some set bonuses or focus more on recharge. For example, Gladiator's Javelin in Blazing isn't giving much for set bonuses. Maybe Manticore instead for recharge? Paralyzing Blast. I usually skip the long recharge aoe hold on Dom's. It might be prudent to keep it with Electric's slower cc potential. YMMV but if it's unneeded you might be able to slap in a LotG mule and redistribute slots. Conductive Aura usually gets the healing/end one-offs like Panacea. The endmod gives better returns than the regen. It does need some accuracy. However, with a 20ft radius and 8 target max, you're bound to hit something. To that end I do 1 Acc/endmod, fill out the rest with one-offs. Otherwise between Conductive and alternate Dom and Consume, you should be good.
  10. This is going to be largely opinion based and will vary wildly depending on how you build out the combo. I'll point out the "Help with Nature Affinity" thread at the top of the Corruptor forums right now for additional advice. Overgrowth is almost impossible to get perfectly perma unless you get unreasonably high recharge. Wild Growth is pretty easy. If you go with enough recharge for the almost perma Overgrowth option and/or a softcapped defense - you'll do almost no dmg and be a support. If you go with perma Wild Growth at most, maybe drop some defense down for more resists and procs - you'll be able to pull out some dmg and give up some buff uptime. I have a Plant/Nature with 45 ranged def, perma Hasten, and 7s off of perma Overgrowth. The tradeoff is that the only dmg she does is Root spam and perma procced Carrion Creepers. Some of my advice for Nature is in the Corruptor thread, you largely get all the buffs and healing capabilities. Vines kind of sucks as the long cooldown aoe hold, but Entangling Aura is extra sexy for Controller's and can practically replace Vines. With Plant you're aiming for perma procced out Carrion Creeper's. Seed's of Confusion uptime is important. Spirit Tree is underwhelming. Pet is standard. Potential proccing in Strangler and Root's, but you'll have to dip outside of Plant for more dmg.
  11. Nature really needs recharge to start to shine. Some will only bother with enough recharge to perma Wild Growth. Even with a perma Hasten build, I've only gotten Wild Bastion and Overgrowth to ~6s away from perma. Once you get Overgrowth rolling, that will alleviate some of your end issues. You're also working with HoT's which can feel lackluster, but Regrowth is a nice sized cone that still hits you. As a Corruptor you'll be focusing a lot of time on dmg, which means you may miss out in some of the early levels +Bloom stacking Regrowth spam, reducing heal potency overall. In a fast moving group, you probably want to avoid toggles, especially for end. Lifegiving Spores is -usually- a skip and Spore Cloud is best used situationally or against hard targets. I'd focus mostly on clicking buffs on cooldown and then doing dmg. Avoid using Regrowth unless the group really needs it, or pre HoT before a fight. Instead of a screenshot, I'll give a general slotting breakdown so you can make more informed building decisions. Ideally you'll be aiming for perma Hasten for buff uptime, which means lots of recharge sets and LotG mules. I don't use Hami's, but I imagine you can fit some in to enhance multiple aspects of powers and reduce slots in heals to slot more attacks. Corrosive - As a Corruptor you could skip it, otherwise it just needs 1 accuracy. Regrowth - 5 or 6 slot a heal set. Usually Preventative Medicine or Panacea for the recharge bonuses. Wild Growth - 3-5 slot a resist set. Focus the slots on heavy resist/some recharge. It's easy to get perma with Hasten. Spore Cloud - 4 slot Dark Watcher's for recharge. Focus -tohit/end. Lifegiving Spores - Hit or miss, I usually skip it. On fast moving groups it's used less. I've heard that slotting it for heal/end can sometimes be worthwhile. Wild Bastion - 5 or 6 slot a heal set. Most of the heal sets have decent recharge enhancing the power itself, you want the absorb to be enhanced with some healing. Prev Med, Panacea, or Doctored Wounds has exceptional recharge. Rebirth - Can be a bit of a sleeper power. Besides a rez, it is a single target 60s HoT and gives +9 endurance every 6s. Easily perma-able on 1 person with a single recharge. Entangling Aura - Hit or miss depending on build goals and where you are on a battlefield. But it's actually very nice. The hold stacks with itself, with a 4 slot Basilisk or a purple hold set, you'll quickly stack up holds on groups. Some hold sets don't reduce end much, you might have to add a slot for end unless you use it situationally. Overgrowth - Either 2 regular 50+5 recharges, or 5 slot Adjusted Targeting which maxes the recharge in it.
  12. I'm using a slightly older version of mids, so can't see your build unless it's an attachment. For Kin, you might need some accuracy in Transfusion. I'd personally cut the extra off like Repel, if only to fill the last LotG. Cat5 is up more often for Corruptor's at the very least. I'm solo leveling a Storm Sent right now. Jet Stream is kind of underwhelming, I've even seen it repel rooted mobs. I strictly only use it after I Storm Cell first. It does seem to proc SC lightning. But, I'm going to bring up that Cat5 has a +500 avoid effect similar to Rain of Fire etc. For my Sent I plan on dropping Jet, and taking and proccing an Epic high dmg aoe immob. As a Corruptor you could probably Web Envelope, or School of Shark's is proccable. Otherwise I'd imagine you may want to be spamming Jet for the kd to keep them put. As to the accuracy of SC, I'm not 100% but CoD shows some kind of accuracy mod on the lightning procs. Not sure if global accuracy will help there, Storm is so finicky to figure out. SC and Cat5 don't seem to be very proccable from what I've read, so I just tossed in full high rech/dmg sets which happen to have acc. For dmg, just some general advice. On engage immediately drop SC/Cat5, hit Intensify, then Jet and/or Chain. Fire as many Storm powers as possible. Be in melee for Fulcrum. Once you get Fulcrum you should be fine. I'm not sure how often you'll be near dmg cap, both Siphon Power and Assault might be overkill? I'd limit using Kin powers in battle as much as is reasonable while still giving the benefits.
  13. Thanks for mentioning this. I didn't realize Clarion had that application. In the spirit of info-dumping, I went down a rabbit hole of examining the power and how it might fit for some of my builds. I'm not sure what the (Ranged_Ones) modifier CoD is using for Clarion's PB effect, but I'm guessing it's roughly equivalent to PB. The first 22.5s has a (0.6*ranged_ones) mod, the rest of the time is (0.1*ranged_ones). To get the max benefit, like usual you'd have to Clarion-Farsight immediately. Clarion's 120s rech matches to FS's 120s duration, but may have a dip in defense if you don't hit it immediately. PB provides some overlap. Dark Mastery is pretty solid, the perma Soul Drain is nice. I think that the cast time of a power affects the duration you get out of the Gaussian proc? I remember someone mentioned Combat Teleport, which is another alternative. There is also Power Build Up, but I don't like Power Mastery as much. I did a quick CoD search for the PowerBoostB tag for any other surprises. Adrenal Booster from Experimentation is a PB. Plugging it into a build I could only get it to a 140s recharge, but it will also take a Gaussian's. There's some definite trade-off's depending on which option you pick and what your build goals are. Edit: Checked PB numbers in-game. Adrenal is +27.68. PB and PBU is +78.67. Clarion is +60 the first 22.5s and +10 after. And I wanted to add a note that Adrenal became far more interesting when I realized the PB effect lasts the whole 60s duration. You can get FS sub 60s and Adrenal to 140s which means you can perma +27.68 PB FS with Adrenal alone in a build.
  14. I'll attach a tentative Time template I usually use so you can see some slotting options. You can shift things in it to how you like, pretty drastically even. You just need to add the Corruptor ATO's - split the Scourging Blast set in 2 and fully slot the Malice set in an attack. Then fill in attacks and go after enough recharge for what you want. As alternative slotting for Chrono you can just slot two regular 50+5 recharges. Personally I've gotten away from pushing for perma Chrono. The biggest benefit it is giving you is the +recharge which lasts the whole 90s. The heal and end rec only lasts for 30s which is 1/3 of the time. Once I get a little over perma Hasten it feels like I'm unnecessarily slotting for recharge when I could be adding procs. I do still like the heal and end rec to have impact when they're up which is why I slot it the way I do. Soul Mastery is usually a staple for Time. Once you have Power Boost, you don't have to worry about your defenses anymore. Lots of Corruptor primaries don't have a Build Up type power, Soul Drain can provide that function and be procced out. Corruptor (Time Template).mbd
  15. I know that it's been a month since your post but I only just got around to theorycrafting a Storm Blast. I also wanted to provide some information to the community that I found while pursuing a Storm Blast Sentinel. One reason I went Sent is because it looks like Cat5 and Cell only differ slightly from other AT's. The debuff will only hit 10 targets instead of 16, same for the Cat5 "Eye Wall" dot. The "Lightning Aura 1, 2, 4" chain proc hits the same number of targets. The Cat5 "Cat 5 Lightning" hits 3 targets instead of 5. What ends up being more middle-of-the-road to good aoe on other AT's becomes pretty solid for Sent's. Especially considering you're firing off single target dmg to do aoe. For your build, one thing you may struggle with is slow resistance. Without built in slow res or ranged defense to avoid some debuff's, your recharge could take a hit. Your decent resist's, regen's absorb and strong regen should cover a lot. But part of survival relies on Reconstruction heal being available, which is where recharge debuff's can hurt. This is just something to be aware of. Chain Lightning, Jet Stream, and aoe Immobilizes are a bit more complicated. Here is my thought process. Chain Lightning is actually a single target attack. Highest dpa single target attacks are Lightning Strike > Cloud Burst > Chain Lightning > Gust = Hailstones. Yes it has a higher end cost but you also have additional recovery in Regen. Jet Stream is a cone and will only hit 6 targets, I would even prefer to drop Jet Stream over Chain Lightning if I had to. As another advocate for picking an aoe Immob, I only occasionally see people mention that Cat5 has an avoid effect. The Cat5 "Eye Wall" has a +500 avoid on 10 targets. A 10 target aoe Immob could be invaluable here. For your build, I would actually drop Lightning Field and Paralyzing Jolt. Lightning Field has an 8ft radius which is basically melee. You're fairly squishy and you might not get much mileage from it. Replace Paralyzing with Chain Lightning for better dpa and you use more Storm Blast powers. Chain Fences vs Electrifying Fences - it's down to radius vs dmg. Chain is 30ft radius while Electrifying is 10ft, but does more dmg. I'd prefer to herd mobs a bit before rooting and Cat5ing. Use the free power pick and slots from Lightning Field to pursue some slow res or recharge/LotG mules. If I'm going Sent with an armor Secondary I like to try to hit perma Hasten just to make everything smoother. I'd also go Muscle Radial instead for the additional dmg, -tohit, +immob, and endred.
  16. Yes.
  17. Health is an always running regen effect. That's why they work there.
  18. You want to put it in something that's constantly running or has a heal over time effect. Pretty sure the Miracle +rec only works in persistent powers, or powers that heal over time. It isn't a proc like Panacea or Perf Shift, it's a persistent effect. Soothing Aura from Pain Domination comes to mind, it is an aoe persistent heal. Slotting it in this power will give the +rec bonus to anyone standing in it. Twilight Grasp requires a to-hit check, so needs accuracy. The Accurate Healing sets may work out better unless you have high global accuracy. It also doesn't do a heal over time so you don't get the benefit here.
  19. I started when the game first released. Back when I made a Kin just to have an early "travel power" and Hover moved slower than a walk. I picked the combo for similar reason's. Pets and also a way to return some end because of the horrible endurance deficit in earlier stages of the game. Sadly I left around 6 months after City of Villains dropped due to a crappy internet connection and other games. When I recently came back I found out how engaging, rewarding, and downright complicated building is in this game. Now I get to do everything I want to do and more!
  20. Best way is just to download Mids. Too many things to track. Otherwise you're just slotting what you can and crossing your fingers when you go into Power's > Combat Attributes from the tray in-game. In Mids turn off toggles that you can learn to turn off in combat or that you're not using. Sprint, Fly, 1 slot Tough etc. I would turn off Darkest Night because it can be situational or can be turned on/off. Leave on defensive toggles like Shadow Fall, also Voltaic. The number of net end/sec you're aiming for varies by a large amount based on lots of factors. It's really personal preference and playing the game while tweaking a Mids build. I go for heavy global recharge builds which drains end faster so I aim for 1.9/s net before Incarnates come into play. We're working with Electric, though. Electric attacks return some endurance. You can probably come in around 1.7/s net and do alright? Out of curiosity I looked up Zapp in City of Data. The end cost is 14.35 but it returns 7.92. Those are some good numbers.
  21. There are several unique or very useful one-off enhancement's that almost everyone slots or tries to slot. The bonuses they give aren't "attached" to their set, so you can slot it as a single. You will still need to slot it as the 6th in a set to get all the set bonuses - so you can only do this once if they're "unique" and you can only have 1. Some are more useful than others or are only used in certain builds. If you're slotting heavy endurance recovery and don't have access to other powers - you can put a few in Health and Stamina. Typically 3 slots in Health, 2 in Stamina. Health Panacea +hp/end proc - This needs to be in an "always on" healing power. Has a chance to proc 7.5% end on yourself. Can only have 1. Numina's +regen/rec - This is just a flat increase to regen and recovery. Only 1. Miracle +rec - Flat recovery increase. Only 1. Stamina Performance Shifter end proc - Chance for 10% end. Can have multiple. Perf Shifter endmod - The endmod just gives some decent return on recovery from Stamina. Slot all of these and endurance reduction in other powers. If you need cash, convert merits into Enhancement Converter/Booster's and sell on AH. Panacea will be the priciest because it is a pvp set. They're useful in almost any build so they're worth shooting for. Other notables Steadfast Protection res/def - Slot in a resist power like Tough. Gives 3% defense across the board. Only 1. Gladiator's Armor def - Same, slot in resist power 3% def. Only 1. Luck of the Gambler def/global rech speed - Unlike some of the other's, can slot multiple. Put in a defense power like Weave. Although you can only have the 7.5% global recharge bonus up to 5 times total across a build. The list goes on.
  22. To clarify my thoughts a bit more, I think outside of dpa some of the argument boils down to dot vs upfront dmg. If you're solo or fighting AV's then the dot dmg is going to reach its full duration more often. If you team or are a part of the fast moving meta then you may lose dps with the immob. Controller's are already low dps but it seems a lot (but not all) of their dmg revolves around dots/persistent dmg effects. It's another merit for procs to get it more upfront. It kind of sucks in the current state of the game. The more ideal dot/persistent dmg AT's are Brute's and Corruptor's due to the way Fury and Scourge mechanics work.
  23. I usually only pick up the ST immob to help fill out an attack chain on a Controller. The big standout others have mentioned is that the dmg is a dot so can take a bit to ramp up. Standard Controller building for (at least 3) ST attacks usually involves proccing the ST hold for good dmg, taking possibly Arcane Bolt, possibly an Epic attack. If I'm struggling to fit in other pool powers I'd probably take the immob. Having said all of that I reviewed my Controller builds and none of my 50's actually took the immob lol. Having looked at the immob across multiple Controller primaries before, some do less dpa than others. Lets take a look at the different dpa's of the immob's and other attacks you'd usually take. This is quick and dirty with MID's numbers (sans Containment) so may be slightly off and doesn't account for procs. I'm excluding some attacks from primaries with more natural attack chains like Gravity/Mind. Other Pool Attacks Fire Blast 24.47 Ice Blast 18.31 Mental Blast 18.31 Hurl Boulder 20.06 Arcane Bolt 26.17 ST Immobilizes Shadowy Binds 25.49 Stone Prison 24.87 Electric Fence 18.31 Ring of Fire 28.76 Crush 23 Chillblain 26.14 Spectral Wounds 65.17 (healback) Mes 18.31 Entangle 25.49 Melodic 20.39
  24. I think some of their considerations are for harder content. In general content against most even level enemies you're going to floor lts and minions pretty quickly, with some more work on bosses. It's against AV's, +4's, HM's where it especially falls off. The combo has lots of high endurance toggles. Voltaic Sentinel, but Shadow Fall has a hefty end cost and if you run Darkest Night. On end hungry characters I try to slot the Health and Stamina end uniques asap. Pepper end red everywhere and attacks as well. Limit usage of Darkest Night if your group is surviving well. It's a great combo!
  25. My main on live was a Dark/Electric Defender. I recreated them here as a kind of electric Tiefling with ram's horns. This combo pairs very nicely together, even if they aren't wholly synergistic. If you're interested in the end drain debate, there's one popping in the Defender forums right now. For this pairing I view it more as a bonus to do some moderate end drain just to take advantage of the Shocked mechanic. Dark does best with a high recharge build. Electric is a great dps set in general, utilizing some standard high dmg sets. One of the challenges is pushing the end cost of Voltaic Sentinel down. Some of the more valuable sets you want to put in a pet is Call to Arms or Expedient. The issue is that those sets are crap for end so you may have to frankenslot a bit. Dark is also really strong. It's best to up global recharge to get out multiple Tar Patches and Howling Twilight debuff uptime - they just need recharge IO's. Shadow Fall is a sweet additional def/res armor, I usually frankenslot def/res sets. At low levels I use Darkest Night more often. At high levels things are moving fast so I like the quick -tohit application of Fearsome Stare more - with Cloud Senses set. Dark Servant can be slotted many ways, usually enhancing some -tohit. In my build I gave him some Touch of the Nictus and lockdown hold proc to make him an off healer and chance at more cc. One thing the combo could excel at is holds. Dark Servant hold, Tesla Cage, Petrifying Gaze, possibly Electric Shackles in Mu. You'd have to proc them to get some dmg out of using them, though.
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