
Papaschtroumpf
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Now at level 43. Pretty fun to play, Bio makes everything so survivable,especially with the added CC from Water I find the damage a little lacking though, this is my first Sentinel, I'm guessing it's a sentinel issue rather than a Water issue? I soloed the Tina McIntire at x8+1 and it was slowish. I had EBs, not AVS, I don;t think I could damage AVs enough.
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good to know.
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Thanks for the long but well considered answer. I think you sold me on Steam Spray. Why do you care is the Kb->kd procs when it's not slotted in a power with KB? I tried to rework the slotting from scratch to get maxed S/L defense and perma hasten but was not happy with the holes it left in that attempt.
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I finally got back to my baby water/bio, so looking for a build to tweak. As far as survivability your build takes the "middle road". you are one small purple off the defense cap on everything but Psi. I wouldn't want hover for concept reasons, so I'd likely take combat jump and free the 3rd slot. where would you put it? I'll add a stealth IO in one of the sprints so that when combined with Superspeed I'm invisible but you can choose not to be Does the overwhelming force in Steam Spray proc most of the time? Or should I consider putting a non proc KB->KD IO even if it loses a tiny bit of damage (because of ED, it's not much difference) can you explain why you didn't take Whirpool?
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What a great concept!
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If assault is 15% I will likely add it in at lvl50 and find a good use for the extra slots. The attacks are a place to hold sets so I will likely not worry a out having "one too many" if I get 10% recharge out of it, but I'll keep an eye on possibilities. I was reading a thread on Dark Melee and many people don't like Shadow Maul because it roots for a long time and is a short cone (it's basically the same as the temp power Sands of Mu). I may replace it with CrossPunch from the fighting pool, which I have never used before. It's a cone too, so should take the Armaggedon set, but it synergizes with boxing and/or kick to a boost in damage and accuracy and recharge. Just an excuse to try something new, but I'll need to run the numbers when I get home and decide I'm also toying with the Dark epic, mostly for Darkest Night, but it think I like the idea of more AoE damage. I haven't put much thoughts into Incarnates, they should be mostly gravy anyway, and I should get a sense for what I need more of, or holes to plug, after I run the build for a while. I started shopping for the build last night. I'm going for attuned enhancements so I can start slotting them as I go, plus I like to example a lot, and I have levelled so fast on this character I hardly did any TFs. I also have alternate sets for the purples and HOs on my way to 50. Sets that more or less provide the same bonuses but smaller (e.g. positron blast or crushing impact) Ok, lunch break over ...
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OK, so here is a first draft. Ignore the order of the slots, and probably the order of the powers too, this was mostly to try and work out set bonuses - I highly prioritized Recharge: Hasten is perma, Energy Absorption up every 19 seconds, Soul Drain 2.5s off perma and Dark Consumption under a minute. the striker is only down 27 seconds. - S/L/E/NE are all softcapped defense, which is probably still overkill since every hit reduces foes toHit and Energy Absorption stacks more defense, so I can probably dial those defense down a bit without much trouble. S/L resist is not bad, at least as the second layer of defense, but I wouldn't mind raising it. - Fire/Cold are only 22.5% defense before EA, but they are my higher resists - Psi is a hole, especially since EA does not increase its defense, hopefully perma-hoarfrost and the heals/regen cover that hole, I went all out on Siphon Life! I could get a little more recharge by slotting the purple immobilize in Electrifying fences, but I'd rather have the damage since the epic boosts the AoE capabilities a lot. I could/might take Assault instead of My striker if I need slots somewhere else, that's an easy 10.5% damage buff and doesn't need additional slots Similarly I don;t really know if I need all the slots in health and stamina given the the +end and heals from the powersets, but I'm being conservative, and they may be useful when fighting a single AV for example (my Warshade can suck wind due to lack of corpses in a similar way) Let me know what you think, as I said this is only a first pass Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! WinterGloom: Level 50 Natural Tanker Primary Power Set: Ice Armor Secondary Power Set: Dark Melee Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Ancillary Pool: Mu Mastery Hero Profile: Level 1: Frozen Armor -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(3), Rct-Def/EndRdx(3), ShlWal-ResDam/Re TP(5) Level 1: Shadow Punch -- CrsImp-Acc/Dmg/EndRdx(A), CrsImp-Acc/Dmg(7), CrsImp-Dmg/EndRdx(21), CrsImp-Acc/Dmg/Rchg(21), CrsImp-Dmg/EndRdx/Rchg(23) Level 2: Chilling Embrace -- EndRdx-I(A) Level 4: Hoarfrost -- Prv-Heal(A), Prv-Heal/Rchg/EndRdx(5), Prv-Heal/EndRdx(7), Prv-Absorb%(9), Prv-Heal/Rchg(9), Prv-EndRdx/Rchg(11) Level 6: Wet Ice -- EndRdx-I(A) Level 8: Shadow Maul -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(13), Arm-Acc/Rchg(13), Arm-Dmg/EndRdx(15), Arm-Dam%(15) Level 10: Smite -- Hct-Dmg/Rchg(A), Hct-Dmg/EndRdx(11), Hct-Acc/Dmg/Rchg(17), Hct-Acc/Rchg(17), Hct-Dam%(37) Level 12: Boxing -- Empty(A) Level 14: Taunt -- PrfZng-Dam%(A) Level 16: Siphon Life -- HO:Nucle(A), HO:Nucle(39), HO:Nucle(39), HO:Golgi(39), HO:Golgi(40), HO:Golgi(43) Level 18: Glacial Armor -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(19), Rct-Def/EndRdx(19) Level 20: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(36), Ags-ResDam/Rchg(36), Ags-ResDam(37) Level 22: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(23), Rct-Def/EndRdx(25) Level 24: Permafrost -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(36) Level 26: Energy Absorption -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(27), RedFrt-Def/EndRdx(29), Rct-Def/EndRdx(29), PrfShf-EndMod/Acc/Rchg(31), EffAdp-EndMod/Acc/Rchg(31) Level 28: Soul Drain -- Obl-Dmg(A), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(42) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(34) Level 32: Icicles -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(33), SprMghoft-Acc/Dmg/Rchg(33), SprMghoft-Dmg/EndRdx/Rchg(33), SprMghoft-Acc/Dmg/EndRdx/Rchg(34), SprMghoft-Rchg/Res%(34) Level 35: Dark Consumption -- EffAdp-EndMod/Acc/Rchg(A), PrfShf-EndMod/Acc/Rchg(42) Level 38: Midnight Grasp -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(42), CrsImp-Dmg/EndRdx/Rchg(43), CrsImp-Acc/Dmg/EndRdx(46), CrsImp-Acc/Dmg/Rchg(46) Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 44: Electrifying Fences -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Acc/Dmg/EndRdx(45), PstBls-Dmg/Rchg(45), PstBls-Dam%(46) Level 47: Ball Lightning -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Knock%(50) Level 49: Summon Striker -- SlbAll-Acc/Dmg/Rchg(A), SlbAll-Dmg/EndRdx(50), SlbAll-Acc/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(25), Mrc-Rcvry+(43) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(27) ------------
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My character hit 34 last night and is running a mix of drops (SOs and DOs) and regular IOs I have lying around (so most of them quite downlevel, like 15s and 20s) and hoarfrost is definitely one of the bigger tools in my arsenal, but it's not unusual that some of the powers you rely on switch as you level up and get better ones. I have been grabbing every power just to learn about them since I have never used either set before (I think I had a DM scrapper back in the old days, pre-IOs, but don't think I played him much). I even grabbed Hibernate: best way to understand why most people don't. The other power I'm not excited about so far is icicles, damage seems pretty low, maybe it needs procs? I think Chilling embrace is the taunt aura for ice, not icicles?I feel like I'm missing something. Since DM is mostly single target, maybe I should look at loading procs in my auras, although proc hit frequency math makes my head hurt, so I never know how best to use them. The other power I don't get is Touch of Fear. Single minion/lt fear with no damage? I think I should rarely have to worry about locking a single minion/lt. Maybe I need to look up the -toHit numbers, maybe that's where the utility is? you can't scare the elite boss, but he can't hit you back? It's high time I come up with a proper build. I'll see how much I lose other places by softcapping defense. I know I didn't softcap my dark controller because he has -toHit also, but he dies in the alpha strike too often fir my taste. Of course tankers are another animal and less likely to die in the alpha, but softcapped defense is the easiest way to take alpha, even those debuffs haven't had a chance to get you yet.
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Dark Melee has a lot -ToHit, so I don't know that it makes sens to softcap defense from Ice, especially with EA provide additional on-demand defense for larger groups Both Ice and DM provide a +End mechanism so, I think I can get toggle heavy without trouble. I think an ice/DM build would benefit from a ton of recharge: perma-hoarfrost would be a huge boon to survivability and perma soul drain would be a constant 25% damage buff and toHit buff. Energy absorbtion would also be perma for additional def (I assume it stacks with itself?) I'm not excited about any of the epic pools but Mu might be a way to acquire better AoE damage, so that's where I'm leaning. So I think I want recharge, max resit for at least S/L Fire and Cold because it should be easy to do with Ice, and then work in some defense and regen? Energy absorption base recharge is not as big as I thought, even fully slotted for defense it's only about 2.2% per foe hit
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I've been getting powers as they come available since I have never played either set (we;;, I think I had an ice armor tank back in Live, I had so many toons...) Both sets seem to have a lot of utility and I made it to 33 with only regular IOs and mod drops. time to get serious about a real build. any advice, or anyone wants to hand me their build? feeling lazy tonight 🙂
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The chance for recharge in Project Will also triggers when you use the power, do you actually use it much? I find the 2s cast makes me not use it much.
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so I created one tonight, now level 23 I think. I had never played earth, its control is sick, although at lower levels it can get me more aggro than I bargained for 🙂 I've swapped the purple sets for their "equivalent" that provides recharge, for example Apocalypse gets replaced by Decimation until I hit 50. According to Mid's that does leave Domination perma (recharge around 75s before purples), so i would even be a decent build without, although you lose a lot of accuracy. can you explain the slotting of fossilize and Stone Cages? it seems expensive for control only and without much set bonus benefit. I would have slotted cages for damage with procs for example?
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actually now that I think about it, Combat Jump is likely better, you can leave it on and it provides better performance for Mighty leap (assuming it works lie for superjump) stealthing is cool though.
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I would actually replace Hover with Stealth. Put an stealth IO in one of your sprints and you can now ghost missions (great with Assemble the Team). It will take the LoTG I've been looking or a Dom, and my Mind/Psi is not doing it for me, maybe I'll try this one.
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the other easily skippable power is Increase Density. helps the squishies on the team and helpful when someone gets mezzed, and I needed somewhere to put that Gladiator's Armor.
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New Static Team Forming on Torchbearer
Papaschtroumpf replied to CrimsonOne's topic in General Discussion
What's a static team? You always play with that team and only that team? How do you coordinate playing time? Do you start at lvl1? -
Yes, Those builds are probably just fine, here is mine for good measure. Capped Ranged and Aoe Def and just about capped S/L Defense, add capped S/L resit to that and it's a very survivable character (now you now know where I get my standards for my Dark/Storm 🙂 ). I love repel! it hits often enough that it helps complete the Melee defense, and I have it on just about 100% of the time. I took Conserve Power because I as worried I would need hit for Repel but I just about never use it, even before incarnates. So use anything you like there, Inertial reduction, or superspeed are good choices. Stealth is mostly to hold LoTG, but combined with an IO in a sprint, it grants full invisibility which is nice to stealth missions. My playstyle is very much play on top of the tank most if the time. I have to stand back by the ranged squishies when I apply Fulcrum shift or they don't get it unless they are close enough to the pack. In fact, I have tanked +4x8 with this character with ease. I do OK tanking AVs but it's hard keeping aggro. Soloing is very safe but slow, I did make myself solo Tina's arc to really get a feel of how combine powers. I had AVs set sto EBs though, I don;t think I can take the AVs solo, or fast enough for my taste at least. This is really built as a team DPS Amplifer (which is the toon's name), increase team speed, and damage, and reduce enemy resistance, speed and regen (I spam my heal on AVs for its -regen) With one Siphon Speed Hasten is perma, which makes Dreadfull Wail available every other group unless you're slow (about every 45s). Amply + fulcrum Shift + Dreadfull Wail will clear everything but the Bosses at +4. so I do contribute to damage by clearing the riffraff and letting the real damage dealers take out the real tough ones. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! DPS Amplifier: Level 50 Natural Defender Primary Power Set: Kinetics Secondary Power Set: Sonic Attack Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Mu Mastery Hero Profile: Level 1: Transfusion -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(3), NmnCnv-Heal/Rchg(3), NmnCnv-Heal/EndRdx/Rchg(5), NmnCnv-Heal(5), NmnCnv-Regen/Rcvry+(7) Level 1: Shriek -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx/Rchg(7), Thn-Dmg/EndRdx(9), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(13), Thn-Acc/Dmg/EndRdx(15) Level 2: Siphon Power -- RechRdx-I(A) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 6: Howl -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(43), Rgn-Acc/Rchg(43), Rgn-Dmg/EndRdx(45), Rgn-Knock%(45), Ann-ResDeb%(48) Level 8: Siphon Speed -- RechRdx-I(A) Level 10: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(11), RedFrt-EndRdx/Rchg(11), RedFrt-Def/EndRdx/Rchg(13), RedFrt-Def(15), RedFrt-EndRdx(21) Level 12: Speed Boost -- BlsoftheZ-ResKB(A) Level 14: Increase Density -- GldArm-3defTpProc(A) Level 16: Shout -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(17), SprDfnBst-Dmg/EndRdx/Rchg(17), SprDfnBst-Acc/Dmg/EndRdx(19), SprDfnBst-Acc/Dmg/EndRdx/Rchg(19), SprDfnBst-Rchg/Heal%(21) Level 18: Boxing -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/Rchg(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46), SprBlsCol-Rchg/HoldProc(46) Level 20: Amplify -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(27), GssSynFr--Rchg/EndRdx(31), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(33) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-EndRdx/Rchg(23), UnbGrd-ResDam/EndRdx/Rchg(25), StdPrt-ResDam/Def+(37) Level 24: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(33), LucoftheG-Def(34), LucoftheG-Def/Rchg+(34), Ksm-ToHit+(34), ShlWal-ResDam/Re TP(42) Level 26: Transference -- EndMod-I(A) Level 28: Stealth -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(29), RedFrt-Def/EndRdx/Rchg(29), RedFrt-Def(31), RedFrt-EndRdx/Rchg(33), RedFrt-EndRdx(37) Level 30: Tactics -- HO:Cyto(A), HO:Cyto(43) Level 32: Fulcrum Shift -- RechRdx-I(A) Level 35: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-Max HP%(36) Level 38: Dreadful Wail -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Rchg/KDProc(40), FuroftheG-ResDeb%(40) Level 41: Conserve Power -- RechRdx-I(A) Level 44: Repel -- EndRdx-I(A), SuddAcc--KB/+KD(45), FrcFdb-Rechg%(46) Level 47: Vengeance -- LucoftheG-Def/Rchg+(A) Level 49: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(48), TchofDth-Dmg/Rchg(48), TchofDth-Acc/Dmg/EndRdx(50), TchofDth-Dmg/EndRdx/Rchg(50), TchofDth-Dam%(50) Level 1: Prestige Power Dash -- UnbLea-Stlth(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Qck-EndRdx/RunSpd(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(40) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(37) Level 50: Agility Core Paragon Level 0: The Atlas Medallion Level 0: Task Force Commander Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve Level 1: Quick Form ------------ (edit, oops I accidentally attached several screenshots, now removed)
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Dark/Storm: looking for ideas and tips, build critique
Papaschtroumpf replied to Papaschtroumpf's topic in Controller
Thanks. some good thoughts. I don;t want to waste 2 slot for a self heal and don't want to spend time chasing other to heal them, between regen and popping a green insp, I think I'm OK without them, although I have used them in the past pre-IOs when it was harder to boost regen. I'd rather rely on insp for health than for defense. The high defense also highly reduces the risk of mezzes and when oen does hit, a break free does the trick. Finally I want to take Mako for the extra pets, it's part of the concept . Not taking it is exactly like saying make a /time controller because it's better than /Storm (for the record my fire/time corruptor is probably my most powerful character) I agree that the first 3 powers of a controller can be thought as damage, although my experience with the procs in the AOE immobilize is that it pales in comparison to later (pet) damage. Mids says your slotting does 61 damage in Living Shadows, including procs and the 53% damage increase from Ragnarok. I assume that's per target hit? I had my original build slotted with procs so I will likely try without them and see if I miss them. Slotting Gravitational Anchors is not because I want to slot it for immob, it's because I get 15% accuracy and 10% recharge from the set (and minor goodies) I thought about getting Clarion Radial because it has a power-boost like effect although only every 2 minutes, and leaves a 30s (?) hole in your mezz protection compared to Core. I did overlook the -toHit component of most dark attacks, though, so maybe I can relax my build from going for the defense softcap, although as you say you don't always control what is hitting you, especially in teams. Some food for thoughts, especially since it's a good argument for not taking the fighting pool Dos the chance for buildup in umbral beat apply just to hit or affect you and/or other pets also? Thanks for the thoughts on Vigor and Destiny to help with Endurance. -
Dark/Storm: looking for ideas and tips, build critique
Papaschtroumpf replied to Papaschtroumpf's topic in Controller
I'm not sure I ever took hibernate ever before so I wanted to give it a try. I can respec into Assault if I don't like it. -
Dark/Storm: looking for ideas and tips, build critique
Papaschtroumpf replied to Papaschtroumpf's topic in Controller
Another option instead of Assault is to take Thunderclap with an Acc/Stun/End IO from Overpowering presence. This is a controller, so more control is good. Thunderclap recharges in 19s, so always readdy when HoD is (27s). Just need to be careful about lower melee defense (I just cannot figure out a way to softcap it too). It requires reordering a few powers since it's not available as early as Hurricane or Assault was. Assault could still be taken at lvl50 where incarnates help with endurance, or even forgo superspeed for it and get back to sprint+IO for stealth. -
Dark/Storm: looking for ideas and tips, build critique
Papaschtroumpf replied to Papaschtroumpf's topic in Controller
Here is a version with Heart of Darkness instead of Hurricane, Fearsome Stare ends up with minimal slotting but Energy Font will add a "pet" which is a theme for this build. I am not in love with the set bonuses from Overpowering Presence though, so no attempt to 6-slot it Living Shadows doesn't seem to proc that often so I'm not sure if it's worth the investment in procs, I may move some of those slots to other powers (actually I did get rid of the procs in the process of writing this post, see below) The jury is still out on possess, I don't find it useful in teams, at 31 it still doesn't recharge fast enough to be useful on bosses, I'm not that patient. With Shadow Field only available every 75s, I'm still not liking it as an alternative, I was considering putting thunderclap in instead but I would need to slot 6x Stupefy to keep my defense softcapped, which means it would do knockback and I can't have that. So Possess stays for now. I 6-slotted Haunt for extra damage and recharge (6 seconds off perma) and its 3.13 defense bonus allows me to remove a slot from Possess. If I 5-slot Living Shadows with Gravitational Anchor I get a 15% acc bonus (does it carry to pets?) and another 10% recharge. To do this I decide to single slot Fearsome Stare. with the recharge and acc bonus I don;t think I need more slots, just used it for Energy Font. I can trade some of that recharge for utility: opt our of the flight pool (lose 2 LoTGs) but take combat jump (get an LoTG back) which opens up 2 slots. I could take superjump or superspeed for travel, and have a power slot leftover (but only the default slot for enhancement) or even stick with Ninja Run + Sprint + Combat jump and have 2 free slots. Superspeed+Mist makes you invisible without an IO at the cost of a little more endurance compared to sprint with IO + Mist but is great mobility in mission. I realized in this process that I was counting the inherent defense of hover in my totals but didn't intend to hover all the time, whereas Combat Jump would stay on all the time. So the build below takes CJ and SS (likely always on) and Assault for damage boost. Hopefully I can take the endurance drain. Otherwise I may put hurricane back in as a situational power. I think I have enough accuracy (+30%), otherwise I might steal a slot from Tornado or Waterspout and add another Thunderstrike in Lighhting Storm for the additional 7% accuracy. I need those pets (and myself) to still hit reliably when playing at +4. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Darth Tempest: Level 50 Natural Controller Primary Power Set: Darkness Control Secondary Power Set: Storm Summoning Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Dark Grasp -- Lck-Acc/Hold(A), Lck-Rchg/Hold(5), Lck-Acc/Rchg(7), Lck-%Hold(7), Lck-EndRdx/Rchg/Hold(9), Lck-Acc/EndRdx/Rchg/Hold(13) Level 1: Gale -- Acc-I(A) Level 2: Living Shadows -- GrvAnc-Acc/Immob/Rchg(A), GrvAnc-Immob/EndRdx(3), GrvAnc-Hold%(3), GrvAnc-Immob/Rchg(5), GrvAnc-Acc/Rchg(9) Level 4: Super Speed -- EndRdx-I(A) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 8: Fearsome Stare -- SprOvrPrs-Rchg/Energy Font(A) Level 10: Steamy Mist -- Rct-Def/EndRdx(A), LucoftheG-Def/EndRdx(13), LucoftheG-Def/Rchg+(15), Rct-ResDam%(15), GldArm-3defTpProc(17) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(31) Level 16: Freezing Rain -- JvlVll-Dam%(A), AchHee-DefDeb/Rchg(17), AchHee-DefDeb(21), AchHee-ResDeb%(23), PstBls-Dam%(23), TchofLadG-%Dam(43) Level 18: Haunt -- ExpRnf-Acc/Dmg/Rchg(A), ExpRnf-EndRdx/Dmg/Rchg(19), ExpRnf-Acc/Dmg(19), ExpRnf-Dmg/EndRdx(31), ExpRnf-Acc/Rchg(36), ExpRnf-+Res(Pets)(42) Level 20: Heart of Darkness -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(25), SprWiloft-EndRdx/Rchg(36), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(36), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(39), SprWiloft-Rchg/Dmg%(39) Level 22: Assault -- EndRdx-I(A) Level 24: Boxing -- Empty(A) Level 26: Possess -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(27), CrcPrs-Acc/Conf/Rchg(27), CrcPrs-Acc/Rchg(29), CrcPrs-Conf/EndRdx(29) Level 28: Tough -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(39) Level 30: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(31), LucoftheG-Def(33) Level 32: Umbra Beast -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(33), BldMnd-Acc/EndRdx(33), BldMnd-Acc/Dmg/EndRdx(34), BldMnd-Acc(34), BldMnd-Dmg(34) Level 35: Tornado -- TchofLadG-%Dam(A), AchHee-DefDeb(37), SuddAcc--KB/+KD(37), AchHee-DefDeb/Rchg(37), EndRdx-I(42), AchHee-ResDeb%(42) Level 38: Lightning Storm -- SuddAcc--KB/+KD(A), Thn-Dmg/EndRdx(40), Thn-Acc/Dmg/Rchg(40), Thn-Dmg/EndRdx/Rchg(40) Level 41: Water Spout -- TchofLadG-%Dam(A), AchHee-DefDeb(43), SuddAcc--KB/+KD(43), AchHee-DefDeb/Rchg(46), ExpStr-Dam%(46), RechRdx-I(50) Level 44: Shark Skin -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(45), Ags-EndRdx/Rchg(45), Ags-ResDam/EndRdx/Rchg(45), Ags-ResDam(46) Level 47: Summon Coralax -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(48), BldMnd-Acc/EndRdx(48), BldMnd-Acc/Dmg/EndRdx(48), BldMnd-Acc(50), BldMnd-Dmg(50) Level 49: Hibernate -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11) Level 50: Agility Core Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Ageless Core Epiphany ------------ I just hit 32 tonight (started the night at 21 or 22) so I haven't experienced the Umbral Beast yet. Looking forward to it. -
Dark/Storm: looking for ideas and tips, build critique
Papaschtroumpf replied to Papaschtroumpf's topic in Controller
good to know, maybe I'll just put a recharge in it (still 2 minutes recharge even with all the recharge) -
Dark/Storm: looking for ideas and tips, build critique
Papaschtroumpf replied to Papaschtroumpf's topic in Controller
yup combat jumpis awesome when you can spare the power pool. Mako's shield is resist, so can't slot LoTR in it -
Dark/Storm: looking for ideas and tips, build critique
Papaschtroumpf replied to Papaschtroumpf's topic in Controller
I'm building this prioritizing set bonuses for mac recharge and ranged/AoE defense. I'm doing this in part because I don;t have much experience (or none at all) with some of the powers in the power set. I think some of the comments above reflect some of the different building and playing styles, which is what makes this game awesome. Many "right" ways to play the game and use each power set. Afterburner is a mule for the LoTG +Rchg. I don't need fly, but can't take afterburner without it. The other pool that lets me slot two LoTGs is Concealment but I need it even less. At least fly/hover can be useful and afterburner makes you fly faster and can cap your defense early in the gme if oyu need to escape. Maneuvers is both place for another LoTG +Rchg and part of getting to softcap defense (about 4% of it) I do see dropping hurricane, as I mentioned this is meant to be a ranged fighter since my melee defense is only 25%, hurricane can be a way to repel melee fighters out of range in a pinch, or possibly for pushing foes back into the freezing rain, but it't definitely optional. I could replace it with something that needs few slots, those would have to come out of the procs in my pseudo-pets (tornado, storm. spout) at the expense of less damage Agree that Hibernate is a freebies, no slot to spare and it's at least a way to turtle and recover when the going gets bad. I originally thought I must take it becuase the description of Coralaz says I need two powers in the pool, but then Mid's let me put it in with only one. thanks for the advice everyone, I will try my build more or less as-is for now, but keep in mind the idea of going melee with HoD+T-Clap or just HoD, what exactly does Energy Font do? I could take HoD instead of Hurricane and 6-slot it with Will of the controller. And have stare with 1-3 slots slotted with the triples from Overpowering presence and the Energy Font proc, but I don;t know what that does. -
Dark/Storm: looking for ideas and tips, build critique
Papaschtroumpf replied to Papaschtroumpf's topic in Controller
OK I can look at HoD. Right now it's not up every group but I don't have set IOs yet (only lvl 22). It's PBAoE and Melee is the only defense I was not able to softcap, which is the other reason why I didn't take it. But opening with Stare or Shadow field could mitigate that. What should I get rid of if I want thunderclap? I can see getting rid of the confuse, it's useful solo. I'm not sure how I feel about having a 3-step opener. It would made a huge difference if the stun was ranged like with Fire or the disorient AoE like with plants. Storm is a fun and powerful secondary as long as you are willing to put KB to KD in many powers