Jump to content

Ankhammon

Members
  • Posts

    351
  • Joined

  • Last visited

Everything posted by Ankhammon

  1. What's your rotation for Arachnos? Banes are always a pain. 🙂 It's been a while so I don't remember, do they fall with OSA? You could try putting a lockdown hold proc into ice arrow and see if that's enough for em. Another thought would be new Glue Arrow and ice arrow... should do decent work on their recharge. Looking at your power choices I think you are maybe focusing too much on the whole on/off switch that is defense. You might be better off if you go a different route. With resistances you can be looking at going well over your cap when you include the -Dam numbers compared to a tank (but sans the HP). I went ahead and put together a potential build that I would try for an example of a different way of looking at the combo. I say, embrace the occasional faceplant, but not the trip to the hospital. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Trick Arrow Secondary Power Set: Dual Pistols Power Pool: Speed Power Pool: Medicine Power Pool: Leaping Ancillary Pool: Flame Mastery Hero Profile: Level 1: Flash Arrow -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(3), DarWtcDsp-ToHitDeb/EndRdx(3), DarWtcDsp-ToHitdeb/Rchg/EndRdx(5) Level 1: Pistols -- Acc-I(A) Level 2: Entangling Arrow -- Acc-I(A) Level 4: Glue Arrow -- ImpSwf-Rng/Slow(A), ImpSwf-EndRdx/Rchg/Slow(7) Level 6: Ice Arrow -- UnbCns-Dam%(A), GhsWdwEmb-Acc/EndRdx(9), GhsWdwEmb-Dam%(11), GldNet-Dam%(11), GldNet-Acc/EndRdx/Rchg/Hold(19), NrnSht-Dam%(19) Level 8: Poison Gas Arrow -- FrtHyp-Plct%(A), FrtHyp-Sleep/EndRdx(9), FrtHyp-Sleep(43), FrtHyp-Sleep/Rchg(43) Level 10: Swap Ammo Level 12: Acid Arrow -- ShlBrk-Acc/DefDeb(A), ShlBrk-%Dam(13), PstBls-Dam%(13), JvlVll-Dam%(15), PstBls-Acc/Dmg/EndRdx(15), Bmbdmt-+FireDmg(17) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 16: Bullet Rain -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(23), PstBls-Acc/Dmg/EndRdx(34), PstBls-Dmg/Rng(36), PstBls-Dam%(36) Level 18: Disruption Arrow -- EndRdx-I(A) Level 20: Suppressive Fire -- Apc-Dam%(A), GldJvl-Dam%(21), GhsWdwEmb-Dam%(21), GhsWdwEmb-Acc/EndRdx(23), GldNet-Dam%(42), RopADop-Acc/Stun(42) Level 22: Aid Other -- RgnTss-Regen+(A) Level 24: Aid Self -- Prv-Heal(A), Prv-Heal/EndRdx(25), Prv-Absorb%(25) Level 26: Oil Slick Arrow -- TchofLadG-%Dam(A), PstBls-Dmg/Rchg(27), PstBls-Dam%(27), PstBls-Dmg/EndRdx(31), Bmbdmt-+FireDmg(34), PstBls-Acc/Dmg/EndRdx(34) Level 28: Executioner's Shot -- TchofLadG-%Dam(A), Apc-Dmg(29), GldJvl-Acc/Dmg(29), ShlBrk-%Dam(31), ImpSwf-Dam%(42), FrcFdb-Rechg%(43) Level 30: Combat Jumping -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(31) Level 32: EMP Arrow -- BslGaz-Acc/Rchg(A), BslGaz-Acc/EndRdx/Rchg/Hold(33), BslGaz-Rchg/Hold(33), BslGaz-EndRdx/Rchg/Hold(33) Level 35: Piercing Rounds -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(36), PstBls-Acc/Dmg/EndRdx(37), PstBls-Dam%(37), Bmbdmt-+FireDmg(37), ImpSwf-Dam%(40) Level 38: Hail of Bullets -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(39), SprVglAss-Rchg/+Absorb(39), SprVglAss-Acc/Dmg/EndRdx/Rchg(39), Erd-%Dam(40), Obl-%Dam(40) Level 41: Consume -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/EndRdx/Rchg(46), Erd-Dmg/Rchg(46), Erd-Acc/Dmg/Rchg(50) Level 44: Fire Shield -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(45), GldArm-ResDam(45), GldArm-End/Res(45), UnbGrd-Max HP%(46) Level 47: Rise of the Phoenix -- Arm-Dam%(A), Erd-%Dam(48), Arm-Dmg(48), Arm-Dmg/Rchg(48), Obl-%Dam(50), ScrDrv-Dam%(50) Level 49: Field Medic -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form 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 -- Clr-Stlth(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(5) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(7) Level 10: Chemical Ammunition Level 10: Cryo Ammunition Level 10: Incendiary Ammunition Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
  2. Turn on your chem rounds, pop a bf and laugh at the damage them Arachnos fools are doing... Seriously, the alpha will be debuffed by 75% on the -Dam and max out at 87.5% -Dam for a few seconds before settling in at a comfy 62.5% while you off (I mean arrest) the group. On top of any resistances that you got and you should do fine.
  3. Gonna be so many TA chars out there... I'm gonna lose my feeling of being all unique. 😄
  4. I was just thinking about making one of those. Sounds like a h00t both solo or in teams. I'll prolly save it for TA changes going live.
  5. I was a little surprised too but i only had those two abilities and the boss nerfer (Weaken?) from poison at that time so it became obvious as to what was going on. Unfortunately, as far as resistance is concerned, that's the life of a Defender. When you get against harder targets our special skills (de-buffs and such) get the big nerf bat. I know, not everything does but when it happens it's nasty. That's why some of my favorite solo memories in this game were of beating like EBs or certain AVs on Defenders pre IO proc heaven. Nothing like a good 90+ minute fight.
  6. Btw, my main on live for years was my Dark/Dark defender. solo strategy is to have SS + Shadow fall on, run past the group and hit em with fearsome stare while Fluffy engages. Then tar patch and cone blast em into oblivion. You won't take hardly any damage. Just make sure you have high acc cuz those are hit dependent.
  7. Certainly. My practical experience comes mostly from my Poison/Psy. I was on a Posi TF with this char and not another defender in sight. It didn't take long before I noticed that if I led the charge and hit the baddies with Neurotoxic Breath and Psy Scream the team would finish the battle with no more than 20-25% health decrease. If I didn't lead then we were losing over half health and the brute was even worse off. Totaling those two powers alone did a whopping 143.75% -rech (according to mids) which basically meant the baddies never used a power more than once. The "problem" for you is you are already working a fantastic fearsome stare power that overlaps somewhat what you are doing with Psy Scream and Psy Tornado. You will get a nice 100% -rech with those blasts. Fearsome stare will neuter some attacks coming your way since it does fear lock, but this isn't a just stop attacking power. When they take damage, they fire back. Now add on a very nice -rech and you are keeping everything locked down and taking damage while keeping you and the whole team safe as bleep in just 3 powers. My guess is you won't even have to fire off Twilight Grasp except to top off the team. Did I mention that you get that beefy -tohit for 20 seconds to layer on to this combo. Sounds tasty to me. I'd be looking at something like this. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 49 Magic Defender Primary Power Set: Dark Miasma Secondary Power Set: Psychic Blast Hero Profile: Level 1: Tar Patch -- ImpSwf-Dam%(A), ImpSwf-EndRdx/Rchg/Slow(3) Level 1: Mental Blast -- Empty(A) Level 2: [Empty] Level 4: [Empty] Level 6: [Empty] Level 8: [Empty] Level 10: Psychic Scream -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(11), PstBls-Dmg/Rng(11), PstBls-Acc/Dmg/EndRdx(17), PstBls-Dam%(19), Ann-ResDeb%(19) Level 12: Fearsome Stare -- GlmoftheA-Acc/EndRdx(A), GlmoftheA-Fear/Rng(13), GlmoftheA-Dam%(13), CldSns-Acc/ToHitDeb(15), CldSns-ToHitDeb(15), CldSns-%Dam(17) Level 14: [Empty] Level 16: [Empty] Level 18: [Empty] Level 20: [Empty] Level 22: [Empty] Level 24: [Empty] Level 26: [Empty] Level 28: Psionic Tornado -- PstBls-Dam%(A), FrcFdb-Rechg%(29), PstBls-Acc/Dmg(29), PstBls-Dmg/EndRdx(31), PstBls-Dmg/Rng(31), PstBls-Acc/Dmg/EndRdx(31) Level 30: [Empty] Level 32: [Empty] Level 35: [Empty] Level 38: [Empty] Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] Level 1: Brawl -- Empty(A) Level 1: Quick Form 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 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) ------------
  8. I say the -rech is actually very helpful. but the damage overall is not fantastic. make the concept and try it out. If you have fun, then... win!
  9. I know you were talking about extra secondary effects that defenders might get on the blasts, but I think you might have missed out on a couple things. Dual Pistols with -chem rounds. Significant -Dam added on those rounds. That's the king maker in my mind. Other bits: Psy Blast gets Psy Scream which adds a ton of -rech that is actually helpful for teams or solo (I can keep a regular team fairly happy with just that and Psi Tornado and Neuro Breath on my Poison/Psy) Ice gets better -tohit on BiB Beam Rifle gets better -res in Piercing Beam (they should fix Disintegrate as blaster version reads the same... might be mids) I'm sure I've missed some I might also argue that the controls in those sets benefit a Defender more than say a Blaster due to all the debuffs thrown out by us combining in such a way as to make something extraordinary. Overall, I think the weakness in the Nrg Blast set is the way the game has an off switch for kb. Then again the procs you can add to that set make it perfectly viable in my book... even if I end up hating my end bar forever. 🙂
  10. Take it at 49. you will only use it a couple times by fiddy and then you will spend lots of time with all the end game stuff and then who cares about debt? It's win/win really. 🙂 Just put this in your macro for when you fire off the power: "If you strike me down, I shall become more powerful than you could possibly imagine."
  11. Looks like a lot of fun. I applaud you working time bomb into the mix. Replace souldrain with soul transfer and get a stun bomb in there too. 😄
  12. Defenders have traditionally had a tougher time leveling up because they exist as a "the whole is greater than the sum of the parts" kind of class. Linea is absolutely right about the claim to add blaster level damage with defenders at 40+ to a team. Just look at all the -res or +dam or other buffs/debuffs you add to everyone on the team and then realize their extra damage (or damage the AV isn't regening or other stuff) is what you are providing... Repeat Offenders existed for a reason. What I mean is either solo or in groups it's the combination of powers that causes the greatness of the set. This applies to everyone but particularly for Defenders. Add to it that you can build for solo or for group and it affects power choices, levels at which you select those powers, enh choices and the whole lot. Defender choices are "support" first which is not ideal for solo life. Generally, Blasters live (or die) by the amount of damage they get primarily so they really only need to do the one thing well. They also were "fixed" and allowed to have a high regen/absorb/other direct heal sources which allows them to survive in a lot of situations they would not have been able to before. You've also selected two sets which show this large difference. Emp/Psi will be good at surviving but not particularly great at damage which gives a feeling of it being more difficult to level due to lack of personal damage (unless you can proc the bleep outta your offense). This is traditionally a team kind of combo and needs specific care before it becomes a bit of a monster. Dark/Martial has a 2 heals, an absorb, a few kdowns, 2 holds, -tohit debuffs, immob and even some aoe and single target stuns thrown in which adds considerably to the survivability of the combo making it easier to level. This combo is actually very skilled at solo life and fits together nicely.
  13. Oh lord, I remember "tanking" for a full team on a TF with ice back in the day... gonna be super good at it now. Hey, when that goes live I will finally be able to beat Nosferatu with my TA/Sonic. 😄
  14. Don't make any final decisions yet. It's gonna be tougher to choose based on what I saw of the changes coming to TA. Entangle and EMP arrow are both getting very interesting changes along with several of the others. It's gonna be hell picking and choosing if it hits live like that. Both sets have loads of takeable powers. That being said, I have one running around in his 30s and he's a blast to play.
  15. Darkir, we definitely differ on our opinion of control powers value here and perhaps what is expected from a set in general. holds, knockabouts, stuns, slows with -rech and the debuffs from weaken I think would be more than effective in providing this combo with the survive-ability needed and much of that happens while attempting to do the needed damage and accuracy (btw, I have extra added in places like envenom and weaken) outlay. Granted, I'm not looking at pvp at all but then again I never do. I'm happier with a general build than a specific D setup for this set. On a different combo I would agree with your Defense approach much more. For instance, a Naff/Beam Rifle would be better served with Higher Defensive numbers in general due a lesser control capacity.
  16. More than one way to skin an angry level 53 mob my friend. While I'm giving up some ranged D, the melee D (including debuff values for +3) is only 1 pt off yours. What I get back is an extra source of stun, a rez/stun bomb, the most severe -rech power in the game, a single target hold to make sure the boss goes night night, and a heck of a lot of endurance/recovery. Pretty sure mine will play fine as long as I keep being aggressive (and I always do). but as I said earlier, to each their own as long as you enjoy it and can contribute.
  17. Here's a more normal outlook for one. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Poison Secondary Power Set: Beam Rifle Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: Level 1: Envenom -- AnlWkn-Acc/Rchg/EndRdx(A), AnlWkn-Acc/DefDeb(3), AchHee-ResDeb%(5), AnlWkn-%ToHit(15) Level 1: Single Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(15), Thn-Dmg/Rchg(17), Thn-Acc/Dmg/EndRdx(21) Level 2: Weaken -- CldSns-Acc/EndRdx/Rchg(A), CldSns-Acc/ToHitDeb(5), CldSns-ToHitDeb(7), CldSns-ToHitDeb/EndRdx/Rchg(7) Level 4: Cutting Beam -- Rgn-Acc/Rchg(A), Rgn-Acc/Dmg/Rchg(11), Rgn-Dmg/EndRdx(11), Rgn-Dmg(13), Rgn-Knock%(13) Level 6: Neurotoxic Breath -- PcnoftheT-Acc/Slow(A), PcnoftheT-Rng/Slow(9) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9) Level 10: Disintegrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(36), Thn-Dmg/Rchg(36), Thn-Acc/Dmg/EndRdx(36) Level 12: Boxing -- Acc-I(A) Level 14: Super Jump -- Spr-EndRdx/Jump(A) Level 16: Aim -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(17) Level 18: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-ResDam/EndRdx/Rchg(19), UnbGrd-EndRdx/Rchg(21) Level 20: Lancer Shot -- Apc-Acc/Dmg/Rchg(A), Apc-Acc/Rchg(37), Apc-Dmg/EndRdx(37), Apc-Dmg(37), Apc-Dam%(48) Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23), LucoftheG-Def/EndRdx/Rchg(46) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), UnbLea-Stlth(25), ShlWal-ResDam/Re TP(25), Rct-ResDam%(27), Krm-ResKB(42) Level 26: Poison Trap -- UnbCns-Dam%(A), GhsWdwEmb-Dam%(27), Lck-%Hold(29), Arm-Dam%(34), Erd-%Dam(34), FuroftheG-ResDeb%(34) Level 28: Paralytic Poison -- GhsWdwEmb-Dam%(A), NrnSht-Dam%(33) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31), LucoftheG-Def/EndRdx/Rchg(31) Level 32: Venomous Gas -- HO:Enzym(A), HO:Enzym(33), HO:Enzym(33) Level 35: Piercing Beam -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(40), OvrFrc-Acc/Dmg/End(43), OvrFrc-Dmg/End/Rech(43), OvrFrc-Acc/Dmg/End/Rech(43), OvrFrc-Dam/KB(48) Level 38: Overcharge -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(39), SprDfnBst-Dmg/EndRdx/Rchg(39), SprDfnBst-Acc/Dmg/EndRdx(39), SprDfnBst-Acc/Dmg/EndRdx/Rchg(40), SprDfnBst-Rchg/Heal%(40) Level 41: Power Sink -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(42), EffAdp-EndMod/EndRdx(42) Level 44: Charged Armor -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45), UnbGrd-Max HP%(45), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(46), UnbGrd-ResDam/EndRdx/Rchg(46) Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48) Level 49: Spring Attack -- Erd-Acc/Rchg(A), Erd-Dmg/Rchg(50), Erd-Acc/Dmg/Rchg(50), Erd-Acc/Dmg/EndRdx/Rchg(50) Level 1: Brawl -- Empty(A) 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 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Prv-Absorb%(29) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon Level 50: Void Radial Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Clarion Core Epiphany Level 50: Melee Core Embodiment Level 1: Quick Form ------------
  18. I've got one sitting at level 40ish (put on hold for other chars). I've gotten a lot of usage out of this setup with Presence line actually. Have a look and see it it's something you might be able to have fun with. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Poison Secondary Power Set: Beam Rifle Power Pool: Presence Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Envenom -- HO:Lyso(A), HO:Lyso(3), TchofLadG-Rchg/EndRdx(5), TchofLadG-DefDeb/Rchg/EndRdx(5) Level 1: Single Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(9), Thn-Dmg/Rchg(19), Thn-Dmg/EndRdx/Rchg(25), FrcFdb-Rechg%(37) Level 2: Weaken -- HO:Lyso(A), HO:Lyso(27), DarWtcDsp-ToHitDeb(29), DarWtcDsp-Rchg/EndRdx(34) Level 4: Charged Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(7), Thn-Dmg/EndRdx/Rchg(9), Dvs-Hold%(37), FrcFdb-Rechg%(40) Level 6: Neurotoxic Breath -- TmpRdn-Acc/Slow(A), TmpRdn-Rng/Slow(45) Level 8: Pacify -- Acc-I(A) Level 10: Disintegrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(11), Thn-Dmg/Rchg(11), Thn-Dmg/EndRdx/Rchg(13), Dvs-Hold%(34) Level 12: Super Speed -- Clr-Stlth(A), Clr-EndRdx(13) Level 14: Intimidate -- Ngh-Acc/Rchg(A), Ngh-Acc/Fear/Rchg(15), Ngh-Fear/Rng(15) Level 16: Invoke Panic -- Ngh-Acc/Rchg(A), Ngh-Acc/Fear/Rchg(17), Ngh-EndRdx/Fear(17) Level 18: Paralytic Poison -- UnbCns-Acc/Hold/Rchg(A), UnbCns-Acc/Rchg(19) Level 20: Lancer Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(21), Thn-Dmg/Rchg(21), Thn-Dmg/EndRdx/Rchg(23) Level 22: Aim -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(23) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Poison Trap -- UnbCns-Hold(A), UnbCns-Dam%(27), FuroftheG-ResDeb%(45), Arm-Dam%(46), SprEnt-Rchg/AbsorbProc(46), Erd-%Dam(46) Level 28: Unrelenting -- RechRdx-I(A), RechRdx-I(29) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), Rct-ResDam%(31), Krm-ResKB(31) Level 32: Venomous Gas -- AchHee-ResDeb%(A), DarWtcDsp-ToHitDeb/EndRdx(33), DarWtcDsp-ToHitDeb(33), DarWtcDsp-ToHitdeb/Rchg/EndRdx(33), DarWtcDsp-Rchg/EndRdx(34) Level 35: Piercing Beam -- Rgn-Acc/Dmg/Rchg(A), Rgn-Acc/Rchg(36), Rgn-Dmg/EndRdx(36), Rgn-Dmg(36), Rgn-Knock%(37), Ann-ResDeb%(43) Level 38: Overcharge -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(39), SprDfnBst-Dmg/EndRdx/Rchg(39), SprDfnBst-Acc/Dmg/EndRdx(39), SprDfnBst-Acc/Dmg/EndRdx/Rchg(40), SprDfnBst-Rchg/Heal%(40) Level 41: Dark Embrace -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(42), UnbGrd-Max HP%(42), RctArm-ResDam/EndRdx(42), RctArm-ResDam(43), RctArm-ResDam/EndRdx/Rchg(43) Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(45) Level 47: Soul Drain -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(48), Erd-Acc/Dmg/EndRdx/Rchg(48), Erd-Dmg/Rchg(48) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50) Level 1: Brawl -- Empty(A) 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 1: Vigilance Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Intuition Radial Paragon Level 1: Quick Form ------------ EDIT: This was from a thought experiment working toward a controller type.
  19. There are several areas I wouldn't necessarily agree with Nemu on, but the plain fact of the matter is there are lots of ways to build a good char and it all depends on what you want out of it. VV, your high recharge build is very nice in that you can have a very large nuke/hold every fight along with whirlpool and water burst. It supports a very fast play style that is in your face. I could see that char being second in right on the heals of the tank or stealthing in for that big pt trap (still suggest lockdown proc in that one). You have several picks I wouldn't make but everyone has their own way of doing it. Just make sure it flows well for you and you can make a very good char out of what you want. If I was making this char it might be closer to this: Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Poison Secondary Power Set: Water Blast Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Dark Mastery Hero Profile: Level 1: Envenom -- AnlWkn-Acc/DefDeb(A), AnlWkn-Acc/Rchg(43), AnlWkn-Acc/Rchg/EndRdx(46), AnlWkn-%ToHit(50) Level 1: Aqua Bolt -- ShlBrk-Acc/DefDeb(A) Level 2: Weaken -- SphIns-Acc/ToHitDeb(A), SphIns-Acc/Rchg(40), SphIns-Acc/EndRdx/Rchg(46), SphIns-%ToHit(50) Level 4: Water Burst -- FrcFdb-Rechg%(A), Ann-ResDeb%(5), Ann-Acc/Dmg(5), Ann-Acc/Dmg/EndRdx(9), Ann-Acc/Dmg/EndRdx/Rchg(9), Ann-Acc/Dmg/Rchg(11) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Krm-ResKB(7), Rct-ResDam%(7), ShlWal-ResDam/Re TP(36) Level 8: Super Speed -- Clr-Stlth(A), Clr-EndRdx(11) Level 10: Whirlpool -- TchofLadG-%Dam(A), PstBls-Dam%(13), Bmbdmt-+FireDmg(15), SprFrzBls-Acc/Dmg(15), SprFrzBls-Dmg/EndRdx(17), PstBls-Acc/Dmg(17) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 14: Boxing -- PndSlg-Stun%(A) Level 16: Tidal Forces -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(19) Level 18: Paralytic Poison -- Lck-Acc/Hold(A), Lck-%Hold(19) Level 20: Dehydrate -- TchoftheN-Acc/Heal(A), TchoftheN-Acc/EndRdx/Rchg(21), TchoftheN-Heal(21), TchoftheN-Acc/EndRdx/Heal/HP/Regen(23), TchoftheN-%Dam(23), GldJvl-Dam%(25) Level 22: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam(37), Ags-Psi/Status(37) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(37) Level 26: Poison Trap -- UnbCns-Dam%(A), Arm-Dam%(27), Erd-%Dam(27), NrnSht-Dam%(34), GldNet-Dam%(34), Lck-%Hold(34) Level 28: Water Jet -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(29), Thn-Acc/Dmg/EndRdx(29), GldJvl-Dam%(31), ImpSwf-Dam%(31) Level 30: Neurotoxic Breath -- ImpSwf-Acc/EndRdx(A), ImpSwf-Rng/Slow(50) Level 32: Venomous Gas -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitDeb(33), DarWtcDsp-ToHitdeb/Rchg/EndRdx(33), DarWtcDsp-Rchg/EndRdx(33) Level 35: Oppressive Gloom -- AbsAmz-Acc/Stun/Rchg(A), AbsAmz-Acc/Rchg(36) Level 38: Geyser -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(39), SprDfnBst-Dmg/EndRdx/Rchg(39), SprDfnBst-Acc/Dmg/EndRdx(39), SprDfnBst-Acc/Dmg/EndRdx/Rchg(40), FrcFdb-Rechg%(40) Level 41: Dark Embrace -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(42), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(43), UnbGrd-Max HP%(43) Level 44: Soul Drain -- Erd-Acc/Rchg(A), Erd-Dmg/Rchg(45), Erd-Acc/Dmg/Rchg(45), Erd-Acc/Dmg/EndRdx/Rchg(45), Arm-Acc/Rchg(46) Level 47: Dark Consumption -- PreOptmz-EndMod/Acc/Rech(A), PreOptmz-Acc/Rech(48), PreOptmz-EndMod/Rech(48), PreOptmz-EndMod/End/Rech(48) Level 49: Soul Transfer -- Dsrnt-I(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form 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 1: Vigilance Level 2: Rest -- EndMod-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(3), Mrc-Rcvry+(31) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon Level 50: Clarion Radial Epiphany ------------
  20. You can play any char combo anyway you want in this game and be successful. Couple things up front I see. You want to proc out poison trap if you can. it's damage can be significantly higher than you currently have it. it's hold is enough when you combine with procs,whirlpool (proc'd) and the -res from venom gas to take out everything but the boss. We're talking somewhere like 900 pts of damage here. Throw in the 1 second cast time and it's awesome. I'd throw in Paralytic poison so you can get a second big hitter (proc'd) that will hold a boss potentially. Lockdown procs in both those powers is tasty. You are dbl dipping with stealth proc in run and then stealth power itself. Stealth is pretty awesome with this set but only need one option. You asked about Water Jet and it's better than it looks on paper. with 3 Tidal Power the power becomes instant recharge making it a solid option. I would personally skip Alkaloid for Neurotoxic Breath. The -rech in that power is very significant (-81.25% for 20 seconds) and will stop more incoming damage than you can heal with Alkaloid. I have a Poison/Psy that uses Neurotoxic combined with Psy Scream to cripple recharge. Throw in Psy Tornado and damage is not really a concern after the alpha. Endurance looks to be a problem if you don't have an alternate path to take care of it. Finally, I'd put more Acc into Envenom. when you want that to hit and it misses it's just crippling. I'd run something closer to this. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Vitiatore: Level 50 Magic Defender Primary Power Set: Poison Secondary Power Set: Water Blast Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Envenom -- AnlWkn-DefDeb(A), AnlWkn-Acc/DefDeb(3), AnlWkn-Acc/Rchg(3) Level 1: Aqua Bolt -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(5), Dcm-Acc/EndRdx/Rchg(5), Dcm-Dmg/Rchg(7), Dcm-Dmg/EndRdx(7), Dcm-Acc/Dmg(9) Level 2: Weaken -- SphIns-Acc/ToHitDeb(A), SphIns-ToHitDeb(9), SphIns-%ToHit(11) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 6: Neurotoxic Breath -- ImpSwf-Acc/Slow(A), ImpSwf-Acc/EndRdx(15) Level 8: Elixir of Life -- RechRdx-I(A) Level 10: Combat Jumping -- Rct-ResDam%(A), ShlWal-ResDam/Re TP(17), LucoftheG-Def/Rchg+(17), Krm-ResKB(19), Rct-Def(19) Level 12: Antidote -- RechRdx-I(A) Level 14: Water Burst -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(21), PstBls-Dmg/Rng(21), PstBls-Acc/Dmg(23), PstBls-Dmg/Rchg(23), PstBls-Dmg/EndRdx(25) Level 16: Whirlpool -- ImpSwf-Dam%(A), TchofLadG-%Dam(25), ShlBrk-%Dam(27), PstBls-Acc/Dmg(27), SprFrzBls-Rchg/ImmobProc(29), PstBls-Dam%(29) Level 18: Paralytic Poison -- GldNet-Dam%(A), NrnSht-Dam%(31), GhsWdwEmb-Dam%(31), Lck-Acc/Hold(50), Lck-%Hold(50) Level 20: Tidal Forces -- RechRdx-I(A), RechRdx-I(31) Level 22: Dehydrate -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(33), Prv-Heal/Rchg(33), Prv-EndRdx/Rchg(33), Prv-Heal/EndRdx(34), Prv-Heal(34) Level 24: Super Speed -- Clr-EndRdx(A), Clr-Stlth(34) Level 26: Poison Trap -- Arm-Dam%(A), Arm-Dmg(36), UnbCns-Dam%(36), NrnSht-Dam%(36), GhsWdwEmb-Dam%(37), Lck-%Hold(37) Level 28: Water Jet -- Apc-Dam%(A), Apc-Dmg/EndRdx(37), Apc-Acc/Rchg(39), Apc-Acc/Dmg/Rchg(39), Dvs-Hold%(39), Apc-Dmg/Rchg(40) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40) Level 32: Venomous Gas -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/EndRdx(40) Level 35: Steam Spray -- SprDfnBst-Rchg/Heal%(A), SprDfnBst-Acc/Dmg/EndRdx/Rchg(42), SprDfnBst-Acc/Dmg/EndRdx(42), SprDfnBst-Dmg/EndRdx/Rchg(42), SprDfnBst-Dmg/Rchg(43), SprDfnBst-Acc/Dmg(43) Level 38: Geyser -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(43), Rgn-Acc/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Dmg/Rchg(45), Rgn-Dmg(46) Level 41: Dark Embrace -- UnbGrd-Max HP%(A), GldArm-3defTpProc(46), StdPrt-ResDam/Def+(46), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam(48) Level 44: Soul Drain -- RechRdx-I(A), RechRdx-I(48) Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(50) Level 49: Assault -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form 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 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(11), RgnTss-Regen+(13) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PwrTrns-+Heal(A), PwrTrns-EndMod(13) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------
  21. Cap, So what do you think is your average full to sapped time? we talking 3 seconds? more? less? and have you played with energy manipulator proc to see if you can stun your way out of some of the alpha?
  22. Ankhammon

    Dark/DP Help

    I remember it as being -30% too but can't verify. good tactic is to SS past the group and let fluffy engage the mobs.
  23. bit of a hidden jem on the set is using Energy Manipulator chance to stun proc. Since Elec blast has a tendency to play up close stunning like 30% or more minions for a few seconds while you drain them is a good mitigator. Combine with OG from Dark line and now you are stunning quite a bit while you drain everything. And don't let anyone let you undervalue the contribution of Voltaic Sentinel particularly in a big fight. Damage per shot is not all that but he should fire off over 10 blasts before he goes away. His damage per activation is very nice. He actually helps make up for some of the troubles peeps keep saying about low damage on the set. I haven't done all the math in a while but he can add something near 1000 pts of damage on a single spawning.
  24. Gah! I have to find something else to do? *Starts to pray the servers are back up and ok...
  25. based on play, it is check to hit but the sleep pulses giving it the appearance of auto hit.
×
×
  • Create New...