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Sovera

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Posts posted by Sovera

  1. Reached level 38 after a marathon of TFs. My thoughts so far:

     

    The good:

     

    - Really good at locking down packs for my team. It may not be a Controller but for all effects and purposes it does a Controller's job just fine via Freezing Rain + Ice Storm all the way since Posi 1. What is not flopping is -slowly- trying to run away because of the fear effect of the rains. And then Tornado comes into play. It is easy pickings.

    - Noticeable meltage effect from Freezing Rain. Sure, it only shaves a few seconds, but that -30% res couples well with the power also acting as CC.

    - Snappy and pretty decent ST damage with the procced out attacks. I'm taking chunks out of the enemies even if it's not Blaster damage. A leftover Tornado and Lightning Storm that was dropped at the start also helps with the ST once its down to the harder targets.

    - The endurance is well in place with all three uniques in Health and the two slots in Stamina. By the time Victory Rush is nearly recharged I am usually in need of it again depending on how many Lightning Storms I threw. I have Power Sink for those last moments before Victory Rush is back up. I have still two toggles to get that will add to the drain of my endurance but so far things are self contained. I may have popped one single Recovery Serum so far.

     

     

    The not so good:

     

    - The vaunted AoE damage of Stormies is eh. Aim + Gaussian, Freezing Rain, Ice Storm and Tornado does not even kill grey mobs. They will just slowly run off the kill zone and then scatter without even half their HP off. I found it faster to kill grey mobs with ST attacks while doing the hunts for Citadel and Manticore. Seriously though, being unable to kill grey mobs is a bit eh...

    - Tornado is a bit of a disappointment. It's just a dot ticking for 8 damage (at my current level) which is gently tickling a mob's HP instead of helping to kill it. Mids says it has a 20y radius but it is difficult to say with all the numbers on the screen. City of Data to the rescue. The fear effect is indeed 20y wide, but the 'attack' is 7y radius which seems like the behavior I have seen.

    - Lightning Storm is another so. The cooldown of a nuke but the gentle caress shaving 1/10th of a even level minion HP every 4 seconds. Does this hit in AoE or purely ST? Delved into City of Data again. It has a tiny 5y radius that can hit five mobs. It does CC with the KD and the fear but things die too fast to warrant using it. Perhaps once at max level and running at +4. But by the time Freezing Rain + Ice Storm + Tornado is down I might as well continue hitting with my ST attacks that hit triple as hard as a single Lightning Storm bolt. It truly is a power for long fights as such I find I rarely bother putting it down during leveling. The purple proc may be a waste there since I use BiB far more often. It's upside is a stupendous 100y range for its attack, so it can be put down somewhere and it will keep on ticking as long as there is LoS.

     

     

    Veredict: Still enjoying the build. It is definitely not a solo character because even being able to survive with maxed resists and ranged defense it's AoE capacity is very very low. That said it feels safe. The Defender ATO heal proc happens often, the mobs scattering gives us time to pick them off and we can reapply while standing in the kill zone so mobs running back to hit us return to reapplied rains and a waiting Lightning Storm. The final slotting (BU proc in Tornado, purple damage proc in Lightning Storm) may further help. Of course I haven't used Blizzard yet since I just reached 38 but having it only every 50 seconds (less with FF procs) means I can't really 'rely' on it.

     

    But overall between a Controller and this I find this more entertaining with a blend of helping the team but still able to blast enemies with the super fast attack animations (a big annoyance with the Gravity Controllers/Doms was how the damage did feel ok/good with Impact, but dem slow animations meant things died before my hits would land).

  2. 1 minute ago, srmalloy said:

    I started about a week after CoH went live, and I don't know if it was craziness with the RNG or not enough random missions in the list (it always seemed to me -- and more so after AE was released -- that it should be possible to create a virtually endless series of 'cabbage patch' radio missions to eliminate it), but after the ninth or tenth time you've recovered the Liquid Computer, it wears on you. It's like taking relics to Azuria to be filed under 'will call' for the Banished Pantheon or the Circle of Thorns.

     

    I can't argue with you there 😄 Even back when I was substantially younger and thrived on grinding it eventually felt heavy to rinse and repeat the same bland radio missions.

  3. 1 minute ago, srmalloy said:

    The thing of it is, street sweeping was a way of life back on live, because running around at 1x XP, you would inevitably find yourself, at some point in your career, find that you'd run out all of your current contacts, and the ones they forwarded to you just tell you "come back when you're level X", so you needed to join a team to run someone else's missions or grind task forces. The police radio missions helped some, but there were some points where it just wasn't enough. As more content was added, the problem eased, but it never went away completely, but Homecoming put all of that in the past, so that you may only see people street sweeping if they want to get the last fraction of a bar to ding, so they can train right away, instead of dinging 10% of the way into a mission.

     

    I started in Issue 7 and I don't recall street sweeping being anything but done for funsies. I don't even understand what you mean by 'radio missions helped but weren't enough'. Why weren't they enough? Back then they were the bread of leveling. I seldom touched TFs (no merits rewards) and leveled pretty much on radio missions. They gave XP from killing mobs and then another chunk from completion, and we could team up which greatly sped leveling since without IOs even tough characters like Brutes and Tankers needed the buffs and heals and there were no armored Blaster as there are now.

     

    I'm not saying people did not do it though.

  4. Problem with street sweeping is the same as running arcs outside of Ouro: we outlevel things.

     

    Running arcs without Ouro has me sent against enemies +4 or grey mobs. Street sweeping I did a few times to get a level or two but sadly we start, even level mobs, defeat, defeat, level up, defeat, level up, grey or green mobs. Keep  looking... grey mobs, grey mobs... Move to another zone. Purple mobs.

     

    😛

  5. Alright, another iteration of the build. I took some ideas and (stubbornly) stuck to others. It is not that the advice was bad (it is not, when needing advice contact a pro, but once having the advice make an informed decision) but the build is tailored to my playstyle.

     

    As such I placed both procs on my first attacks (thanks, @Onlyasandwich!) so that they will be spammed even as low as Posi 1 (unlike another poster remarked I did not feel late blooming in the slightest. Making Controllers envious with how spawns can be locked with Freezing Rain + Ice Storm, spot healing baby tanks with O2, not having a third attack so using Gale as a filler which in turn makes everything recharge faster. And this without fancy IO slotting yet. So I intend to exemplar for fun and even use the character to duo with a friend for lowbie arcs).

    Freeze Ray takes recharge since it is available much earlier and needs it baked in for early exemplaring, while letting BiB go the proc route since it comes after Tornado anyway and then rely on that one constantly thumping FF procs to help bridge the gap this introduces.

     

    Hasten worsened a bit to 130 seconds but the FF proccing will bridge this, softcapped defense remains, capped resistances remains, early Leadership is still on.

     

    I'm liking it so much that after a Grav/Sonic and Grav/Psi attempt I have settled as Storm/Ice being the RP powerset 'main' of the character. Little Glow is a go!

     

    Spoiler

    This Hero build was built using Mids Reborn 3.0.4.7
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 50 Natural Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Ice Blast
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: O2 Boost -- Prv-Heal(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(3), Prv-Heal/Rchg(5), Prv-Heal/Rchg/EndRdx(5), Prv-Absorb%(23)
    Level 1: Ice Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Acc/Dmg/EndRdx(7), GldJvl-Dam%(9), SprDfnBst-Rchg/Heal%(9), ImpSwf-Dam%(15)
    Level 2: Gale -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(17)
    Level 4: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(13), ShlWal-ResDam/Re TP(15)
    Level 6: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37)
    Level 8: Freezing Rain -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(17), SprDfnBst-Dmg/EndRdx/Rchg(19), SprDfnBst-Acc/Dmg/EndRdx(19), SprDfnBst-Acc/Dmg/EndRdx/Rchg(21)
    Level 10: Aim -- RechRdx-I(A), RechRdx-I(23), GssSynFr--Build%(48)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 14: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(25), AdjTrg-ToHit/EndRdx/Rchg(27), AdjTrg-EndRdx/Rchg(27), AdjTrg-ToHit/EndRdx(29)
    Level 16: Freeze Ray -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg(31), SprVglAss-Dmg/Rchg(31), GhsWdwEmb-Dam%(31), GldJvl-Dam%(33), UnbCns-Dam%(33)
    Level 18: Victory Rush -- EndMod-I(A)
    Level 20: Ice Storm -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(34), Artl-Acc/Dam/Rech(34), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(36)
    Level 22: Fly -- BlsoftheZ-ResKB(A)
    Level 24: Steamy Mist -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), GldArm-3defTpProc(37)
    Level 26: Tornado -- SprVglAss-Dmg/EndRdx/Rchg(A), SprVglAss-Acc/Dmg/EndRdx(37), SprVglAss-Acc/Dmg/EndRdx/Rchg(39), SlbAll-Build%(39), SuddAcc--KB/+KD(39), FrcFdb-Rechg%(40)
    Level 28: Bitter Ice Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(40), Thn-Acc/Dmg/EndRdx(40), GldJvl-Dam%(42), CldSns-%Dam(42), ImpSwf-Dam%(42)
    Level 30: Afterburner -- LucoftheG-Def/Rchg+(A)
    Level 32: Lightning Storm -- Apc-Acc/Rchg(A), Apc-Acc/Dmg/Rchg(43), Apc-Dmg/Rchg(43), Apc-Dmg/EndRdx(43), Apc-Dam%(45), SuddAcc--KB/+KD(45)
    Level 35: Power Sink -- EffAdp-EndMod/Rchg(A), PrfShf-EndMod/Rchg(50)
    Level 38: Blizzard -- Artl-End/Rech/Rng(A), Artl-Acc/Dam(45), Artl-Dam/End(46), Artl-Dam/Rech(46), Artl-Acc/Dam/Rech(46), Artl-Acc/Rech/Rng(48)
    Level 41: Boxing -- Empty(A)
    Level 44: Charged Armor -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(47), TtnCtn-ResDam(47), TtnCtn-ResDam/EndRdx/Rchg(48)
    Level 47: Tough -- StdPrt-ResDam/Def+(A)
    Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(49), LucoftheG-Def(49)
    Level 1: Vigilance
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(11)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
    Level 50: Musculature Core Paragon
    Level 50: Freedom Phalanx Reserve
    Level 50: Portal Jockey
    Level 50: Task Force Commander
    Level 50: The Atlas Medallion
    ------------

     

    • Like 1
  6. 5 hours ago, Onlyasandwich said:

     

    That's a really good question! Honestly, the answer here is less about what you can get within the context of the current build, and more about where you could invest elsewhere if you examined some power choices, though I will highlight some pertinent elements that may inform your current build in some way.

     

    I did put together a build based on a few of my past storm builds. 

     

    I preserved ranged softcap, and kept overall resistance numbers essentially the same, although I have appreciably more Fire/cold resist. S/L resist is just a hair lower (73.6). I'm sure this could be fixed with further tweaking if desired.

     

    There are a few overall philosophical differences here that are worth pointing out:

    • I like Hurricane and you don't. You could easily sub it for any number of powers (Power Sink and Tactics stand out here). If you ever think to revisit it, remember that the debuff is fairly sticky! You don't have to hug and keep pushing things back. A kiss will do, and a good stormy can round it up without disrupting melee.
    • I am not as invested in leadership. Tactics is less useful overall for storm, as FR is readily available even at low levels, and pretty much solved your team's ability to hit.
    • I'm okay with some extra end management. You have gone for some proactive tools like Victory Rush. I personally prefer Conserve power over power sink, even though power sink is more of a total end solution. The reason here is that CP doesn't require you to hop in the middle of the mob with a long animation timer, and is easier to fit into your normal rotation when needed.

    Some slotting that may be worth examining and importing even if you don't like the build itself in its total form:

    • The Soulbound allegiance buildup proc is really strong in Tornado.
    • I have done something a bit different with BiB. Rather than just proccing it for damage, I have invested all of the Defender ATO procs here. In practice, this turns BiB into not only a strong DPA power (though a little lower damage than your slotting), but a very powerful heal and defensive power that you are constantly using. Both Defender ATO procs go off pretty much every single time you use it (Every ~4 seconds!)
    • Hybrid slotting in Steamy mist to take advantage of additional exotic resists.

    I added in Ice blast as a later power in order to give you a busier attack chain. This is focused on pure procability, while Ice bolt is relegated to a bit of a mule, but a very usably slotted mule. Kismet is thrown in to help a bit with lower level accuracy blues, although it isn't super needed with Freezing Rain.

     

    I'm sure there is further iteration to do here! You'll have great fun with your Storm Defender either way.

     

    Here is the build:

      Hide contents

    Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Storm Ice: Level 50 Mutation Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Ice Blast
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Gale -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(43)
    Level 1: Ice Bolt -- SprVglAss-Dmg/EndRdx/Rchg(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(3), SprVglAss-Dmg/Rchg(3)
    Level 2: O2 Boost -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(13), Prv-Heal(15), Prv-Heal/EndRdx(42), Prv-EndRdx/Rchg(46), Prv-Heal/Rchg(46)
    Level 4: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel(5), BlsoftheZ-Travel/EndRdx(5), Rct-ResDam%(13), Ksm-ToHit+(48)
    Level 6: Steamy Mist -- LucoftheG-Def/Rchg+(A), Rct-Def(7), Rct-Def/EndRdx(7), RctArm-ResDam/EndRdx(9), RctArm-ResDam(11), RctArm-ResDam/EndRdx/Rchg(11)
    Level 8: Freezing Rain -- RechRdx-I(A), RechRdx-I(9)
    Level 10: Aim -- GssSynFr--Build%(A), RechRdx-I(50)
    Level 12: Hurricane -- HO:Enzym(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Freeze Ray -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(17), Thn-Acc/Dmg/EndRdx(17), UnbCns-Dam%(19), GhsWdwEmb-Dam%(19), GldJvl-Dam%(42)
    Level 18: Kick -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(45), ExpStr-Dam%(45)
    Level 20: Ice Storm -- Artl-Acc/Dam(A), Artl-Dam/End(21), Artl-Dam/Rech(21), Artl-Acc/Dam/Rech(23), Artl-Acc/Rech/Rng(25), Artl-End/Rech/Rng(40)
    Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23)
    Level 24: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(25)
    Level 26: Tornado -- SlbAll-Dmg/Rchg(A), SlbAll-Dmg/EndRdx(27), SlbAll-Build%(27), FrcFdb-Rechg%(37), OvrFrc-Dam/KB(37), AchHee-ResDeb%(40)
    Level 28: Bitter Ice Blast -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg(29), SprVglAss-Acc/Dmg/EndRdx(29), SprDfnBst-Rchg/Heal%(34), Apc-Dmg(36), GldJvl-Dam%(37)
    Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), ShlWal-Def/EndRdx(31), ShlWal-Def(31)
    Level 32: Lightning Storm -- Thn-Dmg/EndRdx(A), Thn-Dmg/Rchg(33), Thn-Dmg/EndRdx/Rchg(33), Apc-Dmg/Rchg(33), Apc-Dam%(34), GldJvl-Dam%(34)
    Level 35: Charged Armor -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(36), RctArm-ResDam(36)
    Level 38: Blizzard -- Artl-Acc/Dam(A), Artl-Dam/End(39), Artl-Dam/Rech(39), Artl-Acc/Dam/Rech(39), Artl-Acc/Rech/Rng(40), Artl-End/Rech/Rng(46)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Afterburner -- LucoftheG-Def/Rchg+(A)
    Level 47: Ice Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(48), Dcm-Build%(48), GldJvl-Dam%(50), ImpSwf-Dam%(50)
    Level 49: Maneuvers -- LucoftheG-Def/Rchg+(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 10: Shadow Recall -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(43), Mrc-Rcvry+(43)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45)
    Level 50: Musculature Core Paragon 
    ------------

     

     

    Time to delve in and get more ideas! Just a few pointers though. No point in +3 damage procs, and it's probably by accident but +3 Preventive Medecine and LotG means their bonuses aren't available if exemplaring.

     

  7. Hmm, changing the ATO to Ice Bolt makes it lose about 35 damage. It's maybe not as bad as all that since it was only a 29% chance for each proc of going off and Stormies have no self heal. Storm side of things ought to compensate for damage. I think it might be a good change. Good catch again, @Onlyasandwich.

     

    Spoiler

    This Hero build was built using Mids Reborn 3.0.4.7
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 50 Natural Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Ice Blast
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: O2 Boost -- Prv-Heal(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(3), Prv-Heal/Rchg(5), Prv-Heal/Rchg/EndRdx(5), Prv-Absorb%(23)
    Level 1: Ice Bolt -- SprDfnBst-Rchg/Heal%(A), SprDfnBst-Acc/Dmg/EndRdx/Rchg(7), SprDfnBst-Acc/Dmg/EndRdx(7), SprDfnBst-Dmg/EndRdx/Rchg(9), SprDfnBst-Acc/Dmg(9), SprDfnBst-Dmg/Rchg(15)
    Level 2: Gale -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(17)
    Level 4: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(13), ShlWal-ResDam/Re TP(15)
    Level 6: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37)
    Level 8: Freezing Rain -- Artl-Acc/Dam(A), Artl-Dam/End(17), Artl-Dam/Rech(19), Artl-Acc/Dam/Rech(19), Artl-Acc/Rech/Rng(21), Artl-End/Rech/Rng(21)
    Level 10: Aim -- RechRdx-I(A), RechRdx-I(23), GssSynFr--Build%(48)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 14: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(25), AdjTrg-ToHit/EndRdx/Rchg(27), AdjTrg-EndRdx/Rchg(27), AdjTrg-ToHit/EndRdx(29)
    Level 16: Freeze Ray -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(31), Thn-Dmg/EndRdx(31), UnbCns-Dam%(31), GldJvl-Dam%(33), GhsWdwEmb-Dam%(33)
    Level 18: Victory Rush -- EndMod-I(A)
    Level 20: Ice Storm -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(34), Artl-Acc/Dam/Rech(34), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(36)
    Level 22: Fly -- BlsoftheZ-ResKB(A)
    Level 24: Steamy Mist -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), GldArm-3defTpProc(37)
    Level 26: Tornado -- SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Acc/Dmg/EndRdx(37), SprVglAss-Dmg/Rchg(39), TchofLadG-%Dam(39), SuddAcc--KB/+KD(39), FrcFdb-Rechg%(40)
    Level 28: Bitter Ice Blast -- Apc-Dam%(A), Apc-Dmg/Rchg(40), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), CldSns-%Dam(42)
    Level 30: Afterburner -- LucoftheG-Def/Rchg+(A)
    Level 32: Lightning Storm -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/EndRdx/Rchg(43), SprVglAss-Rchg/+Absorb(43), KntCrs-Rechg/EndRdx(43), ExpStr-Dam%(45), OvrFrc-Dam/KB(45)
    Level 35: Power Sink -- EffAdp-EndMod/Rchg(A), PrfShf-EndMod/Rchg(50)
    Level 38: Blizzard -- Artl-End/Rech/Rng(A), Artl-Acc/Dam(45), Artl-Dam/End(46), Artl-Dam/Rech(46), Artl-Acc/Dam/Rech(46), Artl-Acc/Rech/Rng(48)
    Level 41: Boxing -- Empty(A)
    Level 44: Charged Armor -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(47), TtnCtn-ResDam(47), TtnCtn-ResDam/EndRdx/Rchg(48)
    Level 47: Tough -- StdPrt-ResDam/Def+(A)
    Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(49)
    Level 1: Vigilance
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(11)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
    Level 50: Musculature Core Paragon
    Level 50: Freedom Phalanx Reserve
    Level 50: Portal Jockey
    Level 50: Task Force Commander
    Level 50: The Atlas Medallion
    ------------

     

    • Like 1
  8. 1 hour ago, Psylenz0511 said:

    "no use for snowstorm"

     

    First, I agree it takes a lot of commitment to try to use all the storm powers, but I usually do.

     

    Snowstorm does more than slows movement. It is -recharge. Between freezing rain and snowstorm you can reduce incoming damage significantly just with the slow aspect. It grounds fliers. It interrupts kamikaze vahz and CoT, interrupts skyraider engineers, interrupts Rikti communication officers, and other mobs not coming to mind.

     

    So it isn't as usable as tornado is 100% of the time, but it does do something.

     

    You can put a FF -recharge in gale. It's an aoe. You almost always get the -recharge proc from knocking a spawn group off their feet.

     

    To me, knockback functions the same as a short term hold and so many storm kb abilities are AoE. Your foes cannot attack you while they pick themselves back up.

     

    Yes, I agree. Plus Gale is also good pre-level 26 when we lack another attack and don't have much recharge. Ice Bolt, Freeze Ray, Ice Bolt... gap... GALE TIME!

     

    I've been taking this character through both Posis and I'm loving it. The team is safe. Abusing Gale helps with recharge so even in the low levels I can do Freezing Rain + Ice Storm for every spawn. Mobs don't even fight back as they flop and the team descends on them 😄

     

    42 minutes ago, Onlyasandwich said:

    Hi there Sovera! I've played about a bajillion iterations of Storm, and a few /Ice, so hopefully my insight here is useful.


     

    Spoiler

     

    From a power choice perspective:

    • I know it's not always choice #1 for today's team, but it is a real shame to miss out on hurricane. If anything, it is a super powerful tool to have as a fallback in chaotic situations. Worth noting that target caps don't really matter for Hurricane, as you can kiss every mob in the room.
    • I don't typically take Snow Storm myself - I agree with your choice here! Your ice blasts slow plenty anyhow. The only utility I would nod to would be grounding fliers, which can be nice.
    • I'm actually totally onboard with Gale. I really love gale, especially at lower levels. It is especially useful when you are actively "herdicaning" as well, although for that use, you would want it to knockback instead of KD. Typically I use it as a super hard shove into the corner so I can pile everything in one place. This is a bit more useful on Defenders than controllers, as we lack an aoe immob.
    • I think your blast power choices look good overall. Personally, I would pick up Ice blast and proc it as well. This gives you a tighter attack chain. I would sacrifice victory rush, which is just a bit fiddly to use and not really needed, especially with Power Sink as a refill.

     

    Slotting:

    • Lightning storm has two KB to KD procs in it. Only one is needed. I really recommend putting the purple damage proc here - it works incredibly well in LS. 
      • It is also a bit of a waste to put the ATO +absorb proc in LS. I would rather see the ATO's stay in threes, but split between two blast powers, with procs on top. This ATO procs a whole bunch, and will add a lot to your (and team's) survivability if you have it in your attack chain. It will only proc on summon for LS.
      • If you are flying, I would really recommend using LS a bit as is before slotting a KB-KD. As long as you cast it high, you don't really need to convert it to KD, and can enhance the power further (ranged damage procs are great) or use a slot elsewhere.
    • Speaking of purple ranged IOs, I know you are intentionally focused on baseline enhancement of BiB, but you could really crank the totals and buff your chain further with something like this instead:
      • S. Winter's Bite Acc/Dam and Acc/Dam/End
      • Decimation build-up proc
      • Imp Swift smash proc
      • Glad javelin tox proc
      • Cloud senses Neg proc
    • I would consider switching the lady gray for an Achilles proc in Tornado. With nados tick rate, it applies very consistently even to single targets.
    • It's really weird to slot out Freezing rain with the full defender ATO set. Personally I would find a way to take Frost breath and put it there instead, but that may not be practical in this build. I'm not sure what I would do instead here, but I don't like it. The enhancement values are almost completely wasted (except recharge), and you are not getting any good use out of the very powerful ATO heal proc.

     

    My own personal style on a stormy is not to worry about hitting defense softcaps in any direction. I just get a modest amount of defense where I can, and let hurricane make up the difference (if its even needed, depending on the team). I would encourage you to try to fly without the softcap seatbelt and give it a shot! Your build will be much more free to proc out and grab other powers if so. Hurricane is just such a super-powerful debuff that it seems sad to let it die on the vine. I totally get that it's not everyone's speed.

     

    I know these aren't exactly solutions or a total build, but perhaps this will give you some interesting ideas that may inform further iteration! If I feel inspired, I may put together a build of my own later and post it.

     

     

     

    There are a lot of good points here. Good catch on the double KD! I meant to put a damage proc there and missed my mark.

     

    Unfortunately we will have to agree to disagree on Hurricane. It absolutely is an amazing power, but I neither like it nor like having it used when I'm tanking. More power to those who manage it but even as it is things are locked flopping and being dead without the occupational hazards of maybe licking them a bit too much and push them out of the rains kill zone.

     

    Victory Rush I'm (personally) not having a problem with despite being my first time picking it. Check endurance. If it's half way down check if VR is up, look for a boss, use. I even use if I see others who have endurance bars at half. Perhaps I'll change my mind later as ennui and jadedness settles in but for now I'm feeling it makes a difference. A bit less so taking Leadership. Even with defender boosted numbers a mere 5% defense isn't going to sway things much, though I suppose it will stack with Steamy Mist's 7% to make a more noticeable number.

     

    I have stopped using -res procs in my builds after some testing with my Tankers and seeing how little influence they have in actual gameplay against +3. Though they still shave something like 5-7% (who is then multiplied by every team member) when facing AVs the whole thing about normal mobs dying too fast and the -res procs not stacking on top of being popular has made me abandon their use. Personal opinion though, I don't advocate others to do the same.

     

    I completely agree on Freezing Rain. Ice Bolt does so little damage I could six slot the ATO there to make use of the heal (plus it's my most spammed attack) and then on Freezing Rain replace it with another Artillary who will give me defense. I would have to scrounge a slot from somewhere but with the extra defense that should not be a problem.

     

    I'm not sure about proccing BiB too much. You are correct that Storm is a busy set, but at most there will be 10 seconds between Storm powers and that's two whole rotations in-between. Furthermore I don't see the point of churning more than one Tornado and one Lightning Storm per spawn. Once both rains are down, one Tornado, one Lightning Storm, then it's time to kill the hard targets before moving to the next spawn. Maybe in a solo situation, but in a team I think that things move at a fast enough clip and once all Storm powers are down it's ST time. It's only at AVs (but that's 1% of our game time) that I see churning Tornadoes and Storms non stop.

     

    And finally you are also correct about the defense. But, welp, what am I to get next? All attacks border ED, Hasten is down to 126 which I -could- push a bit more but seems gratuitous, attacks are procced out, recovery is maxed out. I might as well grab defense and resists because otherwise then what?

     

    Besides, softcapping defense and hardcapping resistance while having good numbers for the rest of the build was a nice tour de force, eh? Eh? 😄

     

     

    You make good points all around so don't take me doing devil's advocate as rejecting your much higher experience with Defenders and Storm in particular

    • Like 1
  9. Version two between the advice and the posted builds.

     

    Highlights:

     

    - Procced with the exception of Bitter Ice Blast. This is because BiB is the linchpin and I would like minimal gaps. I'm already trusting FF in Tornado to shore up the gap Freeze Ray has when doing BiB, Ice Bolt, Freeze Ray, Ice Bolt (about 1.3 gap which is more than I consider tolerable, but I TRUST in the FF proc in Tornado (don't let me down, boy!)).

    - 75% resistances to S/L/E

    - (Near) 45% defense to range.

    - 126 second Hasten so easily perma at the first Tornado out.

    - I feel like it will have enough endurance between Victory Rush and Power Sink (with a sprinkling of Recovery Serum where needed) that frees Alpha and Destiny. I have no particular intention to use Clarion since it is a team build and I'm not wasting an Incarnate on what inspirations I can /ah and buy between missions can accomplish. Perhaps if intending to solo.

     

     

    This is not a leveling build but I can whip one up if someone has a need for it.

     

    Spoiler

    This Hero build was built using Mids Reborn 3.0.4.7
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 50 Natural Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Ice Blast
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: O2 Boost -- Prv-Heal(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(3), Prv-Heal/Rchg(5), Prv-Heal/Rchg/EndRdx(5), Prv-Absorb%(23)
    Level 1: Ice Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Acc/Dmg/EndRdx(7), GldJvl-Dam%(9), ImpSwf-Dam%(15)
    Level 2: Gale -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(17)
    Level 4: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(13), ShlWal-ResDam/Re TP(15)
    Level 6: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37)
    Level 8: Freezing Rain -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(17), SprDfnBst-Dmg/EndRdx/Rchg(19), SprDfnBst-Acc/Dmg/EndRdx(19), SprDfnBst-Acc/Dmg/EndRdx/Rchg(21), SprDfnBst-Rchg/Heal%(21)
    Level 10: Aim -- RechRdx-I(A), RechRdx-I(23), GssSynFr--Build%(48)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 14: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(25), AdjTrg-ToHit/EndRdx/Rchg(27), AdjTrg-EndRdx/Rchg(27), AdjTrg-ToHit/EndRdx(29)
    Level 16: Freeze Ray -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(31), Thn-Dmg/EndRdx(31), UnbCns-Dam%(31), GldJvl-Dam%(33), GhsWdwEmb-Dam%(33)
    Level 18: Victory Rush -- EndMod-I(A)
    Level 20: Ice Storm -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(34), Artl-Acc/Dam/Rech(34), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(36)
    Level 22: Fly -- BlsoftheZ-ResKB(A)
    Level 24: Steamy Mist -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), GldArm-3defTpProc(37)
    Level 26: Tornado -- SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Acc/Dmg/EndRdx(37), SprVglAss-Dmg/Rchg(39), TchofLadG-%Dam(39), SuddAcc--KB/+KD(39), FrcFdb-Rechg%(40)
    Level 28: Bitter Ice Blast -- Apc-Dam%(A), Apc-Dmg/Rchg(40), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), CldSns-%Dam(42)
    Level 30: Afterburner -- LucoftheG-Def/Rchg+(A)
    Level 32: Lightning Storm -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/EndRdx/Rchg(43), SprVglAss-Rchg/+Absorb(43), KntCrs-Rechg/EndRdx(43), SuddAcc--KB/+KD(45), OvrFrc-Dam/KB(45)
    Level 35: Power Sink -- EffAdp-EndMod/Rchg(A), PrfShf-EndMod/Rchg(50)
    Level 38: Blizzard -- Artl-End/Rech/Rng(A), Artl-Acc/Dam(45), Artl-Dam/End(46), Artl-Dam/Rech(46), Artl-Acc/Dam/Rech(46), Artl-Acc/Rech/Rng(48)
    Level 41: Boxing -- Empty(A)
    Level 44: Charged Armor -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(47), TtnCtn-ResDam(47), TtnCtn-ResDam/EndRdx/Rchg(48)
    Level 47: Tough -- StdPrt-ResDam/Def+(A)
    Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(49), LucoftheG-Def(49)
    Level 1: Vigilance
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(11)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
    Level 50: Musculature Core Paragon
    Level 50: Freedom Phalanx Reserve
    Level 50: Portal Jockey
    Level 50: Task Force Commander
    Level 50: The Atlas Medallion
    ------------

     

  10. Sonic has (had?) a bug where using the alterna animations is slower than what it should be.

     

    I definitely would prefer Charged Armor to Tough, but then I want Weave as well. I will have to juggle things. But first to actually make it and give it a go since I am not feeling the Grav/Psi Dom, or the SoA, oo the Grav/Sonic Controller.

     

    Making alts is easy but sticking to them past 30 is not.

  11. 1 hour ago, DreadShinobi said:

    You made some odd choices, like skipping charged armor. Ice Storm is kinda eh for defenders without scourge. Just skip Gale, one of the best things about stormie on defenders is that you aren't locked into it. Similar to my thoughts on Sonic:Shockwave, the 2+ sec cast time isnt really worth the knock down as the only effect of the cast time, it is also underslotted for accuracy vs +4 foes (you don't need to use it vs even-con). When exemping for yin/synapse just grab the +recovery sg base buff and recovery serum temp, especially for synapse a luck insp here or there mitigates most of the end drain. Aside from doing yin/synapse once for the badge it isn't something i'd run on repeat as a lateblooming defender anyways and not worth heavy build sacrifices to put them into consideration for a once through.

     

    Also for going with Ice Blasting you are missing out on a huge (a very large gap) amount of proc-slotting potential. If you're set on ice blasting for your concept thats all gucci, but the gap between what you can do with ice blasting vs sonic blasting is going to weigh heavily in sonic favor when you're barely putting in more procs than sonic can equip. Sonic damage multiplier is immense with storm summoning because you have your own in-set damage to multiply, unlike other sets that you can combine sonic with, and the damage from tornado and lightning storm is passive and long duration and doesn't get in the way of your -res stacking.

     

    You're welcome to take a look at my storm/sonic build and take any ideas away that are helpful and ignore whatever doesn't jive with your goals (including taking sonic). Sonic attacks are slotted for my playstyle (AV shredding on speed run team content), but there are some variations you can make, such as taking Howl instead of Scream and/or putting the apoc proc in Screech. The build makes HEAVY use of Burnout to double cast freezing rain/tornado/lightning storm/dreadful wail. 2x freezing rain = aoe -70% res. 2x Dreadful wail = aoe -60% res with fury of the gladiator. Starting at -130% before stacking up your blasts and having double nados and lightning storms out before they recharge melts hard targets like no other.

     

    edit: build is also 45% range def softcapped with 36% melee def and 33% aoe def. and has 71% S/L res, 53% F/C res, 75% Energy res

    edit ex duo: you will also notice i didnt put a kb-kd io in lightning storm, and as im sure you will know about me I hate all things knockback, but I don't find the knockback there to be all that disruptive, at least for the way I use it. (AVs won't be knockbacked)

    edit 3: if you are interested in maximizing a proc loaded Ice blasting support, take a hard look at Ice/Kin corr. You can turbo load your procs with every single proc available and ignore slotting your attacks for things like damage and endredux because you are sexy kinetics. I can also post that build if you like.

    edit 4: also it shows ageless, I just put that on mids to monitor how a 70% recharge buff would affect my powers, I only use incan 100% of the time. Also put the Hecatomb in brawl somewhere else, like in Tough.

    Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    meow: Level 50 Magic Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Sonic Attack
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: O2 Boost -- Prv-Heal(A), Prv-Absorb%(15), Prv-EndRdx/Rchg(15), Prv-Heal/EndRdx(23), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(36)
    Level 1: Shriek -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(3), SprVglAss-Acc/Dmg/EndRdx/Rchg(3)
    Level 2: Scream -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(7), SprDfnBst-Dmg/EndRdx/Rchg(7), SprDfnBst-Acc/Dmg/EndRdx(9), SprDfnBst-Acc/Dmg/EndRdx/Rchg(9), SprDfnBst-Rchg/Heal%(11)
    Level 4: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(46)
    Level 6: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), GldArm-3defTpProc(21), GldArm-ResDam(21), GldArm-End/Res(23)
    Level 8: Freezing Rain -- Rgn-Dmg/Rchg(A), Rgn-Acc/Rchg(31), Rgn-Acc/Dmg/Rchg(36), Rgn-Dmg/EndRdx(37), Rgn-Dmg(37)
    Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(13), Rct-ResDam%(36), LucoftheG-Def(45)
    Level 12: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13)
    Level 14: Hasten -- RechRdx-I(A)
    Level 16: Boxing -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(17), Stp-Acc/EndRdx(17), Stp-Stun/Rng(25), Stp-KB%(31), Stp-Acc/Stun/Rchg(34)
    Level 18: Tough -- StdPrt-ResDam/Def+(A)
    Level 20: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37)
    Level 22: Assault -- EndRdx-I(A)
    Level 24: Tactics -- GssSynFr--Build%(A)
    Level 26: Tornado -- FrcFdb-Rechg%(A), ExpStr-Dam%(27), TchofLadG-%Dam(27), AchHee-ResDeb%(29), SlbAll-Dmg(29), OvrFrc-Dam/KB(31)
    Level 28: Hurricane -- HO:Enzym(A)
    Level 30: Burnout -- RechRdx-I(A), RechRdx-I(40)
    Level 32: Lightning Storm -- Apc-Dam%(A), Apc-Dmg/Rchg(33), Apc-Dmg/EndRdx(33), GldJvl-Dam%(33), ExpStr-Dam%(34), FrcFdb-Rechg%(34)
    Level 35: Screech -- AbsAmz-Stun/Rchg(A), AbsAmz-Stun(43), AbsAmz-EndRdx/Stun(43), AbsAmz-Acc/Stun/Rchg(43), AbsAmz-Acc/Rchg(45)
    Level 38: Dreadful Wail -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(39), SprVglAss-Rchg/+Absorb(39), Arm-Dam%(39), Arm-Dmg(40), FuroftheG-ResDeb%(40)
    Level 41: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42)
    Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
    Level 47: Summon Adept -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50)
    Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 1: Brawl -- Hct-Dmg(A), Hct-Dmg/Rchg(19)
    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 -- HO:Micro(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), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(5), RgnTss-Regen+(45), NmnCnv-Heal(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(11), PrfShf-End%(46)
    Level 0: Freedom Phalanx Reserve 
    Level 0: The Atlas Medallion 
    Level 0: Task Force Commander 
    Level 0: Portal Jockey 
    Level 50: Agility Core Paragon 
    Level 50: Ageless Core Epiphany 
    Level 10: Shadow Recall -- Empty(A)
    ------------

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    I only want Defender for a single reason: early access to Storm. It's why I didn't pick MM or Corruptor (Tornado at 26 instead of 35 plsboss). I also looked hard at skipping Gale but could not. It was Gale or Snow Storm, or Ice Blast. I have no desire or use for Snow Storm and I don't have the slots for Ice Blast so Gale it is, woo. There is no plan in using it other than in very early leveling where Tactics lets it hit reliably. I'd rather not have either but it is what it is. Ice Storm is my sole AoE until 26 (hard no on Frost Breath), so despite being meh it is, once again, what it is. I can either skip it and not have any AoE or take it and at least have -something-.

     

    Taking Ice is mostly the super fast animations, and Ice Storm coinciding with Freezing Rain which is nice, but being all ranged without PbAoE nukes isn't bad either. It's sparse on AoE but that's what Storm is strong in. I'm not sure what I could really take that would replace Ice. Sonic is super slow in animating and still bugged, I think, in that taking the animations that aren't shouting slows the animating?

     

    I confess I'm not sure about the intrincacies of Defender and Storm, but the advice is usually to pump as much recharge to throw as many Tornadoes and Lightning Storms. Proccing is nice, but heavy on the endurance, kills the smooth attack rotation, and neuters 20.5% off the build. Overall I have no idea which is better but it seems to run counter to Storm? I'm a Storm and Defender newbie though so willing to listen.

     

    I agree on the base buffs, but Victory Rush also helps the team which is why I take all the Leadership powers.

  12. I have rarely done Defenders but I have wanted a Stormie for the longest time, so now is the time.

     

    Does any more veteran Defender Stormie see if I missed anything? Is my Tornado/Lightning Storm slotted correctly?

     

    I considered Sorcery but I keep going back to pick Hover since the inertia of regular flight annoys me. And then the combined Storm endurance problems does not seem like a good fit to add yet more toggles with Sorcery.

     

    Early Leadership up to and including Victory Rush to help myself and others during the Dark Times (tm) (AKA Synapse and Yin with the constant sapping). At 35 I alleviate the Stormie endurance woes with Power Sink.

     

    It leaves my defense at merely 30% ish but good enough to chuck a purple if there is trouble. Regardless I have no intentions to solo with it.

     

    Assuming I have an abundance of free time I should be able to machine gun Bitter Ice Blast, Ice Bolt, Freeze Ray, Ice Bolt. Repeat. As early as Posi 1 being able to drop Freezing Ray and Ice Storm at (nearly?) every spawn should also be of great help to the team.

     

    Spoiler

    This Hero build was built using Mids Reborn 3.0.4.7
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 50 Natural Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Ice Blast
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: O2 Boost -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(3), Pnc-Heal/Rchg(3), Pnc-Heal/EndRedux/Rchg(5), Pnc-Heal(5)
    Level 1: Ice Bolt -- Dcm-Acc/EndRdx/Rchg(A), Dcm-Acc/Dmg(7), Dcm-Dmg/EndRdx(7), Dcm-Dmg/Rchg(9), Dcm-Acc/Dmg/Rchg(9), ImpSwf-Dam%(15)
    Level 2: Gale -- FrcFdb-Rechg%(A)
    Level 4: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(13), ShlWal-ResDam/Re TP(15)
    Level 6: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(17)
    Level 8: Freezing Rain -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(17), SprDfnBst-Dmg/EndRdx/Rchg(19), SprDfnBst-Acc/Dmg/EndRdx(19), SprDfnBst-Acc/Dmg/EndRdx/Rchg(21), SprDfnBst-Rchg/Heal%(21)
    Level 10: Aim -- RechRdx-I(A), RechRdx-I(23), GssSynFr--Build%(23)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 14: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(25), AdjTrg-ToHit/EndRdx/Rchg(27), AdjTrg-EndRdx/Rchg(27), AdjTrg-ToHit/EndRdx(29), AdjTrg-Rchg(29)
    Level 16: Freeze Ray -- Dcm-Acc/Dmg/Rchg(A), Dcm-Acc/Dmg(31), Dcm-Dmg/EndRdx(31), Dcm-Dmg/Rchg(31), Dcm-Acc/EndRdx/Rchg(33), UnbCns-Dam%(33)
    Level 18: Victory Rush -- EndMod-I(A)
    Level 20: Ice Storm -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(33), Bmbdmt-Dam/Rech(34), Bmbdmt-Acc/Dam/Rech(34), Bmbdmt-Acc/Dam/Rech/End(34), Bmbdmt-+FireDmg(36)
    Level 22: Fly -- BlsoftheZ-ResKB(A)
    Level 24: Steamy Mist -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), StdPrt-ResDam/Def+(37), GldArm-3defTpProc(37)
    Level 26: Tornado -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(37), SprVglAss-Rchg/+Absorb(39), SlbAll-Dmg/Rchg(39), SuddAcc--KB/+KD(39), FrcFdb-Rechg%(40)
    Level 28: Bitter Ice Blast -- Apc-Dam%(A), Apc-Dmg/Rchg(40), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), CldSns-%Dam(42)
    Level 30: Afterburner -- LucoftheG-Def/Rchg+(A)
    Level 32: Lightning Storm -- SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(43), SprVglAss-Dmg/Rchg(43), KntCrs-Rechg/EndRdx(43), ExpStr-Dam%(45), OvrFrc-Dam/KB(45)
    Level 35: Power Sink -- EffAdp-EndMod/Rchg(A)
    Level 38: Blizzard -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(45), Bmbdmt-Dam/Rech(46), Bmbdmt-Acc/Dam/Rech(46), Bmbdmt-Acc/Dam/Rech/End(46), Bmbdmt-+FireDmg(48)
    Level 41: Assault -- EndRdx-I(A)
    Level 44: Boxing -- Empty(A)
    Level 47: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam/EndRdx/Rchg(48), UnbGrd-Max HP%(50)
    Level 49: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(50), Rct-Def/EndRdx(50)
    Level 1: Vigilance
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(11)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
    ------------

     

  13. 1 minute ago, Hew said:

    Actually I moved up to 0/8, 1/7, still on generic IOs, depending on the mob type. I tend to avoid things like malta, which on generics at that level as a dom just isnt very fair.  Just needed more powers to close the gap for survival. Also, I eat lots of candy now. Generally I dont touch candy at all, but I have found that hey, its actually very useful.

     

    I actually got fling thorns at 8 which was stupid helpful, and I am finding that flying didnt do what I wanted it to do. Also, my powerpicks I am finding need significant rearranging as to what level I get what, but otherwise its pretty sound.

     

    More importantly, I figured out how to play it in a team! This may sound stupid, but when you amp up on damage, enflame generates a lot of agro. As long as the team is putting out level-appropriate damage, I don't take too many hits, but depending on when I inject myself into the mix determines if I die or live. I cant wait to see how this works on set ios!

     

    Talking to @Bionic_Flea, turns out that there are ways to abuse this with traps-type oriented characters, and a few other things. 😄

     

     

    @Sovera I am highly interested in hearing how your /psi works out. I found that thorntrops is AMAZING in the gitup, and the slows fairly make the grav/thorn pairing pretty tough.

     

    ps: permadom is expensive 😐

     

    I got the ping for this message as I was setting up the character 😄 I'm curious to see how it will go as well furthermore as I'm setting it up as a poor man's Blaster instead of a Controller. I didn't even pick the mass immobilize and only have the mass hold more as a mule than with real intentions of using it. I'm not sure how useful I will feel just plinking at things in single target, no AoE. My previous character was a Soldier of Arachnos also full team oriented. Both Leadership pools before 20, etc. It had decent AoE (could almost kill a +1 spawn by itself by popping Build-Up first) but the ST was super light. Still, doing large amounts of AoE damage quickly dropped the numbers of enemies. Plinking at mobs one by one isn't as fun to me (I like my Tankers who reach level 15-ish and are already at 0x8. Lots of enemies around me is the best).

     

    I believe I may have an easier time surviving (and no endurance woes) the way I'm going, but on the other hand with no AoE unlike you have mobs are going to survive longer. But I don't intend to solo with it so it's moot. As the powerpicks show it's very team oriented.

     

    I do have a free power pick, but unfortunately it means dropping Hover... I do have Mystical Flight to stay out of range in the air blasting away but Hover has no inertia and is easier to control where I go and stop where I want. Losing it for Teleport Target would hurt me. I believe I will try to rely on Wormhole instead though it may mess things a big for the tank if I'm grabbing the  pack from under them to dump it somewhere else. But without something to control where Singy goes it's going to be a mess forcing it to move to the mobs instead of staying at the edge of the pack pew pewing and reeling them in.

  14. On 4/27/2021 at 1:43 PM, Hew said:

    I originally built this on mids, but I like to level things up and get a feel for how they work first. 

     

    It works like this: Enflame + ward singy. Run assault. Teleport other singy into a mob of bad guys. Thorntrops the mass of them. Let singy burn them down with enflame and regular attacks, while whittling away with dom powers.

     

    I think I will preferentially slot the mace aoe over something else, but not sure. THat would depend on if I intend to melee it with singy or not.

     

    This works fine without permadom! And  yes this is all generics, so I am curious how badass it would be on sets.

     

    Well, to be honest anything works in the low levels against +0 or +1. I'm predicting you're not even going x8? No reason not to work. Not saying this with a sneer or mocking, but to adjust expectations.

     

    But this is a combo I've been pondering today (which is why I'm over the Dom side of the forums). I tried Controller but got bored. Perhaps more damage will help. But, more importantly, Drain Psyche 😆

     

    I'm thinking of ignoring the psi side of things and rely on Grav's blasting and Impact. By ignoring everything I can pick Spirit Ward, Mystic Flight and Enflame, then Maneuvers, Assault andTactics, all pre level 20. Of course this would be murder on the endurance but, Drain Psyche. At 22 I pick Hover so I can control hoverblasting better without the inertia, at 24 Victory Rush which lets me help my team with endurance at the levels it is needed most (Synapse would fall within Victory Rush's reach at 24 and it is chockful of endurance draining bots, as well as Yin who is also packed with endurance draining).

     

    No AoE other than Enflame until 38 and Psychick Shockwave though, and then Psionic Lance will be taken despite not being needed since I have a full rotation with just the Distortion, Lift and Propel, but it's by far the hardest hitting and will animate pretty fast.

     

    Spoiler

    This Villain build was built using Mids Reborn 3.0.4.7
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 49 Natural Dominator
    Primary Power Set: Gravity Control
    Secondary Power Set: Psionic Assault
    Power Pool: Sorcery
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Flight
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Lift -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(9), Dcm-Acc/Dmg/Rchg(13), GldJvl-Dam%(31)
    Level 1: Psionic Dart -- Empty(A)
    Level 2: Gravity Distortion -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(31), Thn-Acc/Dmg/EndRdx(33), UnbCns-Dam%(33), SprAscoft-Rchg/+Dmg%(33), SprDmnGrs-Rchg/Fiery Orb(34)
    Level 4: Spirit Ward -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(9)
    Level 6: Propel -- Apc-Dam%(A), Apc-Dmg/Rchg(34), Apc-Acc/Dmg/Rchg(34), Apc-Acc/Rchg(36), Apc-Dmg/EndRdx(37), FrcFdb-Rechg%(37)
    Level 8: Mystic Flight -- WntGif-ResSlow(A)
    Level 10: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(11), Rct-Def/EndRdx(11)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Enflame -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(15), Bmbdmt-Dam/Rech(15), Bmbdmt-Acc/Dam/Rech(17), Bmbdmt-Acc/Dam/Rech/End(17), Bmbdmt-+FireDmg(31)
    Level 16: Assault -- EndRdx-I(A)
    Level 18: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(19), AdjTrg-ToHit/EndRdx/Rchg(19), AdjTrg-EndRdx/Rchg(25), AdjTrg-ToHit/EndRdx(27), AdjTrg-Rchg(27)
    Level 20: Drain Psyche -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(21), Pnc-Heal/Rchg(21), Pnc-Heal/EndRedux/Rchg(23), Pnc-Heal(23), EndMod-I(25)
    Level 22: Hover -- LucoftheG-Def/Rchg+(A), Rct-Def(29), Rct-Def/EndRdx(29)
    Level 24: Victory Rush -- EndMod-I(A)
    Level 26: Wormhole -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(40), SprAscoft-EndRdx/Rchg(40), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(42), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(42), SuddAcc--KB/+KD(45)
    Level 28: Rune of Protection -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(49)
    Level 30: Gravity Distortion Field -- UnbCns-Hold(A), UnbCns-Hold/Rchg(37), UnbCns-Acc/Hold/Rchg(39), UnbCns-Acc/Rchg(39), UnbCns-EndRdx/Hold(39)
    Level 32: Singularity -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg(47), ExpRnf-Dmg/EndRdx(47), ExpRnf-Acc/Dmg/Rchg(48), SlbAll-Build%(48), SuddAcc--KB/+KD(48)
    Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36)
    Level 38: Psychic Shockwave -- Arm-Dmg/EndRdx(A), Arm-Dmg/Rchg(40), Arm-Acc/Dmg/Rchg(45), Arm-Acc/Rchg(46), Erd-%Dam(46), Arm-Dam%(46)
    Level 41: Psionic Lance -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(45), Dcm-Dmg/Rchg(42), Dcm-Acc/EndRdx/Rchg(43), Dcm-Acc/Dmg/Rchg(43), GldJvl-Dam%(43)
    Level 44: Personal Force Field -- LucoftheG-Def/Rchg+(A)
    Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 49: [Empty]
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)
    Level 49: Quick Form
    ------------

     

     

     

  15. 7 hours ago, Nightmare Shaman said:

    It appears you guys either willingly or unwillingly confuse survivability with "tanking".  To someone unfamiliar with tanking and/or the game as the OP appears to be, you're woefully misinforming him and possibly overwhelming him with unnecessary delineation about possible builds versus practical builds.  All of which was covered in #5 and somewhat in #4 of my list of advice to the OP.  You essentially did exactly what I said people mistakenly do on these forums - give overblown explanations of theoretical or very specific, expensive builds used in very specific situations.

    Of all things, an actual tank should be able to withstand most damage types, in most situations, surviving alpha strikes continuously from one group to the next with little to no downtime, while both maintaining aggro, and having the ability to grab aggro when it is momentarily lost.  (mostly with taunt)

    Saying an x,y,z build can survive this or that, either from seeing it happen once or twice, or throwing out some wacky, atypical build from some majorly IO'd, expensive powerset combination and concluding that anything and everything is equitable for one role or another is just moronic.  Scrappers can sorta tank.  So can brutes.  But, can they tank as well as a tanker archetype?  No.  Not inherently.  

    So keep your opinions.  I know you will continue to believe your foolishness.  But, please stop telling inexperienced people such inaccurate information.  It makes the game less approachable and muddies the water with endless obfuscation.

     

     

    Well, thank God we have you to teach us the correct way of doing things. I, for one, welcome out Nightmare Shaman overlord, may he rein over these forums for a thousand years.

    • Thanks 1
    • Haha 4
  16. 5 hours ago, Nightmare Shaman said:

    So just to be clear - In the tank section of the forums, where a person asked specifically about which end game tank build he should pick, your recommendation is to play an empath defender?

    There are clearly superior tank builds to others.  There are clearly some that require very little investment in influence.  There are clearly some that are easier to play somewhat passively and effectively.  There are clearly some that require more decision making and tactics.  

     

    Woosh.

     

    The answer Linea gave was in context. I said any tank will tank the game and even Scrappers can tank. Linea answered the way we currently are an Empath can do it. Someone asked about the Empath. Linea posted the build.

    • Like 3
  17. Just now, StriderIV said:

    Amen! That reminds me though: MA still the reigning Brunker King with Fire Armor?

     

    Claws and MA still neck to neck. One more offense oriented, the other more all rounder.

    • Like 2
  18. 33 minutes ago, Reningrendir said:

    I haven been trying to get settled in on a build that I can take to the highest tiers of content. My fear is that I will invest a lot of time in to a bad build and then not get into groups because of it. I am requesting help for a top tier build, please help.

     

    This isn't WoW. People won't refuse entry because you're not X. We are at a point where even a Scrapper can tank most things so you'll do fine if you pick something you enjoy.

     

    Personally, yes, dead things don't hurt back so I'm all for Fire Armor.

    • Like 4
    • Thanks 1
  19. 5 minutes ago, Hew said:

    So, it definitely does less damage on a troller, given their lower damage mods. But it is still pretty efficient. I tied it to /dark, and tar pit makes up for the damage numbers solo, along with fluffy.

     

    I think my preference might be the dom,  hard to say. Both work highly efficiently. /dark keeps singy alive at times when the agro is overwhelming though.

     

    I do feel some of the deficiency in the damage might be allayed with /Sonic's -res stacking, including increasing Enflame's damage. Is Singy better damage now it does Impact as well? I don't remember if I had made my Grav before or after this bug fix.

  20. 4 hours ago, Hew said:

    How did you slot enflame, max damage? It ticks a LOT, and fast. It certainly pumps out more aoe damage on singy than anything else i have.

     

    I was just level 21 when I stopped on the MM. I'm so leery on the Controller that I haven't started other than creating it with backstory and costume (most important parts we might agree 😄 ). I'm planning on just slotting Enflame with a full Artillery Bombardment..

     

  21. I've already done a Grav/Kin in the past, and like most things Controller I did one TF at 50 and my struggling interest waned. Grav has no AoE and despite being the most 'blaster-ish' set it's still Controller damage so whittling things down one by one even on triple damage procs and no slotted recharge.

     

     I did a mock-up with an old build and ended with 45% defense to S/L/E, but also 0.15% positive EPS 😄 Way too many toggles...

     

    Not gonna lie though, Grav/Sonic looked really pretty in the whole energy theme critter (ignoring the name of the secondary and just looking at the visual effects), but I dunno if I can stomach whittling mobs again. I did want to try Singy's changes though, and Enflame, Spirit Ward, plus Sonic Disruption, plus shield only once in a while, does leave my hands free.

     

    Grav is the one set that has no need for Arcane Bolt. It already has two 'blasts' and they can take FF procs.

     

     

    There's also Storm. I've never actually played a Stormie. I'm tempted by Defender to get all the good powers early because otherwise whoop, 35 and 38.

     

    I could do a Plant but it's like playing with cheat codes; fun at first but then dull. Whee, lets confuse a whole spawn before it even is agroed, then keep them confused until they die. And it recharges so fast it can be repeated at every spawn. What is 240 seconds recharge?

     

    Also started a Ninja/Elec since Elec seems nice to keep ninjas alive, and they kick butt. MMs always worked well in the whole 'let pets run rampant doing 'passive' damage while we focus on buffs and debuffs', and that seemed like I remember through Posi 1 and 2. Demon/Elec might be smarter.

     

    Tested Enflame and Spirit Ward. A toggle that needs reapplying seems like the worst of both worlds. It's neither a once-every-two-minutes cast/cost nor a -toggle-and-forget-about-it. Enflame is just basically another damage aura on the tank but that's fine.

     


     

  22. I duo with a friend. Sometimes we duo TFs, sometimes we duo arcs, most of the time we just play in teams. While she is a bit more eclectic than I am I've nudged her to try Tankers and we usually go around duoing both with the AT. Fire Armor ensures we don't know what people talk about low Tanker damage.

     

    But since I'm getting a bit bored with it all I look at what other things I could play with the duo. Of course that the simplest thing is playing something that does damage like a Blaster. But it's done to death. Second thing would be boost survival and damage, so anything Kin, but again, done and done.

     

    Which is how I was looking at Grav/Sonic but pondering if there really is a point in trying it instead of just continuing to burn things down as we are.

     

    Namely we have been in a binge of doing Praetorean arcs which can be quite hard with us flashback locked at level 15 and all those debuffs flying around. Once in a while we die from all the -defense being thrown around and us at level 15, though 90% of the time we burn the content.

     

     

    I pondered a Grav/Sonic.

     

    - By level 20 I could spackle over the low resistances she has due to the extreme exemplaring with all three Sonic shields. Defense would be better than resist though, but I'm not appealed by Cold or FF.

    - I could help with damage with two -res sources. The toggle on her would do -22% and Sonic Siphon another -22%. This is a very early combo and more potent -because- low level since even level mobs suffer from the debuffing.

    - Early Sorcery would let me Spirit Ward her, -and- Enflame. I'm not sure how good this would be in practice because the changes are new.

    - Not a click intensive combo other than Sonic Siphon so more time to actually do damage. This is nice.

     

    The downsides is that I wouldn't bring any AoE other than Enflame, and I'm sure Enflame is more of a DoT aura than an actual AoE attack. We are currently duoing at 0x8 since we are chockful of AoEs even at flashback level 15. I don't think I'd really make as much of a contribution compared to Build-up, Frost, Burn.

     

    Thematically (ignoring the name of the set) Sonic visually pairs well with Grav with the energy like shields and effects.

     

     

    Electric Affinity could be interesting as well. Very early speed boost like with Energizing Circuit (although just ofr 5 seconds), a heal with Rejuvenating, and a low level damage buff with Empowering Circuit. Just 30% so a bit less than both -res from /Sonic, but one of those -res would be ST while the damage buff means her AoEs would hit everyone.

     

    Pretty click intensive though, and visually not as good.

  23. 14 minutes ago, Katharos said:

    The two things that concerned me about the incoming walk changes was the suppression of the panacea and performance shifter procs that clutter up chat files I use to record roleplay, and the suppression of movement-affecting set bonuses that make the geysers in the Shadow Shard throw you into oblivion, which Disable All Powers seems to handle fine. That said, it's a shame panacea, performance shifter, and the power transfer proc can't be removed from chat logs separately from having to disable all powers period. It would make my in game combat log a lot more usable, and would probably enable me to find combat-specific bugs better. Besides which, it'd let me use the new walk with toggles on in roleplay, which I had thought was part of the intention of walk changes. I suppose it'd take a lot more work to put procs into its own channel/tab the way pet powers are... I know hardcore players who use a log parser to get around the spam, so I should probably figure out the details about that instead.

     

    Why are these procs cluttering your chat? I thought they were relegated to the Combat tab while chat goes into the chat tab.

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