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Dahle

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Posts posted by Dahle

  1. I guess I want in... Consider I am not listing 2 additional Hard Drives that are purely for backup.  And as soon as I can possibly get my hands on a RTX 3090 GPU I will be swapping (can't come soon enough).
    IMG_20200901_070303.jpg
    CPU: Intel Core i9-9900K 3.6 GHz 8-Core Processor  
    CPU Cooler: Corsair H100i RGB PLATINUM SE 63 CFM Liquid CPU Cooler
    Motherboard: MSI MPG Z390 GAMING PRO CARBON AC ATX LGA1151 Motherboard 
    Memory: Corsair Vengeance RGB Pro 32 GB (2 x 16 GB) DDR4-3200 CL16 Memory 
    Memory: Corsair Vengeance RGB Pro 32 GB (2 x 16 GB) DDR4-3200 CL16 Memory  
    Storage: Samsung 970 Evo Plus 250 GB M.2-2280 NVME Solid State Drive (OS Installed)
    Storage: Samsung 860 Evo 500 GB 2.5" Solid State Drive (Documents/Pictures/Movies etc here)
    Storage: Samsung 970 EVO Plus 2 TB M.2-2280 NVME Solid State Drive (Games here)
    Video Card: Asus GeForce GTX 1080 Ti 11 GB STRIX GAMING OC Video Card (Replacing - have a Razor X Core Chroma ready to go to mule this thing to a laptop)
    Case: Lian Li LANCOOL II-W ATX Mid Tower Case  ($99.99 @ Adorama) 
    Power Supply: Corsair 1000 W 80+ Platinum Certified Fully Modular ATX Power Supply
    Operating System: Microsoft Windows 10 Home Full - USB 32/64-bit 

    Case Fan: Corsair LL120 63 CFM 120 mm Fans 3-Pack
    Case Fan: Corsair LL120 63 CFM 120 mm Fan
    Case Fan: Corsair LL120 63 CFM 120 mm Fan
    Monitor: Asus ROG Swift PG27VQ 27.0" 2560x1440 165 Hz Monitor 
    Monitor: Acer XFA240 bmjdpr 24.0" 1920x1080 144 Hz Monitor
    Monitor: Acer XFA240 bmjdpr 24.0" 1920x1080 144 Hz Monitor 
    Monitor: Acer XFA240 bmjdpr 24.0" 1920x1080 144 Hz Monitor 
    Monitor: Acer XFA240 bmjdpr 24.0" 1920x1080 144 Hz Monitor 
    Keyboard: Corsair K70 RGB MK.2 SE Wired Gaming Keyboard 
    Mouse: Logitech G502 SE HERO Wired Optical Mouse 
    Headphones: SteelSeries ARCTIS 7 2019 Edition 7.1 Channel  Headset 
    Mount: Mount-It! Stackable Dual Monitor Desk Mount, Height Adjustable VESA 75 and 100 Vertical Monitor Stand for Computer Screens 19, 20, 21, 24, 27, 29, 30, 32 Inches, Full Motion Adjustable Gas Spring Arms
    Mount: Mount-It! Stackable Dual Monitor Desk Mount, Height Adjustable VESA 75 and 100 Vertical Monitor Stand for Computer Screens 19, 20, 21, 24, 27, 29, 30, 32 Inches, Full Motion Adjustable Gas Spring Arms
    Mic: Blue Yeti USB Microphone (Cool Gray) Bundle with Knox Gear Boom Arm, Pop Filter and Shock Mount
    Desk: UPLIFT L-Shaped Standing Desk V2 80" W x 78" W x 30" D x 27" D w/ Modesty Panels, Desk Extension and CPU Holder

    Headset Stand: ST100 RGB Premium Headset Stand with 7.1 Surround Sound

  2. I am a HUGE fan of Elec/Anything.  I have an Elec/Storm, Elec/Poison and a few Elec/Time toons.  Why I have so many Elec/Time toons is beyond me (I made another yesterday).

    On 8/5/2020 at 1:11 PM, Doc Ranger said:

    I will post my build here but I want to tell you to be ready for the most insane area control you have yet to experience...with the least amount of damage you have yet to experience.

     

    It's such a great/terrible combo that you will love/hate it. I took it to a farm map a few times just for grins...It's crazy how many mobs you can control by yourself....to absolutely zero effect whatsoever.

     

    So the moral of the story is to team with groups that need control...because you need someone to do the actual damage.

     

    Really fun...but not by yourself.

    This is 100% true.  I actually look for smaller teams that want to do missions when playing Elec/Poison and Elec/Time.  A group of 4 players running at +4/x6-8 is pretty much perfect for me after I hit the mid twenties. 

     

    But I really came here to point out.  When I run /Time or /Dark, I usually aim for more like 40% Def, especially when playing Elec/.  This is because I can easily get that last 5% with a Defense Amplifier from the P2W vendor, plus in a team there is usually a Maneuvers or two running to help.  And if all that fails, grab a Purp inspiration.  You'll mostly be at 45% at all times with those conditions.  

     

    So yeah, 40% Def, this lets you focus on Perma-Haste and grabbing Resistance.  I also push some fun slotting into Jolting Chain and Electric Fences because of this, usually putting a large number of Procs in them.  

    • Like 1
  3. I don't have Mids handy so I am jsut going to put in my 2 cents here and argue for which of these are better for hitting your goals. My favorite build for Ill/ is /Time though.

     

    I would suggest I'll Dark as it hits your interest in not being too squishy with Fade.  You also gain an amazing End recovery option, Soul Absorption. So really it would be my choice.  But you're going to have to build hard for Recharge on it to get Perma Fade and PA, which will most likely mean Perma-Haste.  As you are not requiring capped Def or Res (All capped Res on a Troller is seriously a funny concept to me, jsut sacrificing too much to get it), you can probably go for Flight, Fighting, Leadership and Super Speed.  

    Now on the other side, /Rad.  I find this to have End problems, Accelerated Metab doesn't do enough to fix those problems.  And really you get no Defense bonus in Rad, other then a nice -ToHit from Rad Infection.  If you want to hit your list, /Rad doesn't make sense to me.  I'll break this down a little though.  Unlike Soul Absorb, Accelerated Metab is only going to net you 1end/sec when you get enough recovery in it.  It does offer some recharge to help with Perma PA though.  You lack the astounding Def options of Fade and Shadow fall though (together with no enhancements they provide 10-13% to all Defenses I think).  

     

    So in conclusion, 100% for /Dark.  You are going to need Hella lotsa +Rech to get everything Perma with Haste included, but it can be done.  Fade will shore up your Defense numbers easily.  Hover/Fly on a macro to toggle back and forth is a given, cause you'll want the Def bonus from Hover in combat.  You want the Leadership and Fighting pools also to bring in the Def numbers, with a little Res from the Fighting Pool.  Don't shy away from tactics as with a 6 slot of Gaussians you get the Build Up Proc and some decent Def bonuses also.  

     

    PS. Dark gets Fluffy...

     

    -------------------------------------------------------------------------------------

    I loaded Mids onto this machine because I thought this would be good to share, I don't know why I hadn't before....  But, I want to give credit as this is not my build, it was posted by @Dismiss on the Discord.  You will need to change Leaping for Flight and the Patron Pool though.  I will post the build below.

     

    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!

    Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Darkness Affinity
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Spectral Wounds -- Apc-Dam%:50(A), Apc-Dmg:50(9), Apc-Dmg/Rchg:50(11), Apc-Acc/Dmg/Rchg:50(11), Apc-Acc/Rchg:50(15), GldJvl-Dam%:50(34)
    Level 1: Twilight Grasp -- Pnc-Heal:50(A), Acc-I:50(7), Pnc-Heal/EndRedux/Rchg:50(9), Pnc-Heal/EndRedux:50(36), Pnc-EndRdx/Rchg:50(37), Pnc-Heal/Rchg:50(37)
    Level 2: Blind -- UnbCns-Dam%:50(A), UnbCns-Hold/Rchg:50(3), UnbCns-Acc/Hold/Rchg:50(3), UnbCns-Acc/Rchg:50(5), UnbCns-EndRdx/Hold:50(5), GldJvl-Dam%:50(7)
    Level 4: Tar Patch -- RechRdx-I:50(A)
    Level 6: Combat Jumping -- LucoftheG-Def/Rchg+:50(A)
    Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(43)
    Level 10: Howling Twilight -- RechRdx-I:50(A)
    Level 12: Deceive -- CrcPrs-Conf%:50(A), CrcPrs-Conf:50(13), CrcPrs-Conf/Rchg:50(13), CrcPrs-Acc/Conf/Rchg:50(15), CrcPrs-Acc/Rchg:50(37), CrcPrs-Conf/EndRdx:50(50)
    Level 14: Darkest Night -- DarWtcDsp-ToHitDeb/EndRdx:50(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx:50(19), DarWtcDsp-ToHitDeb:50(40), DarWtcDsp-Rchg/EndRdx:50(40)
    Level 16: Shadow Fall -- LucoftheG-Def/Rchg+:50(A), ShlWal-Def/EndRdx:50(17), ShlWal-Def:50(17), ShlWal-ResDam/Re TP:50(31)
    Level 18: Phantom Army -- ExpRnf-EndRdx/Dmg/Rchg:50(A), ExpRnf-Acc/Dmg/Rchg:50(19), ExpRnf-Acc/Rchg:50(29), ExpRnf-Acc/Dmg:50(29), SlbAll-Build%:50(31), SlbAll-Acc/Dmg/Rchg:50(34)
    Level 20: Fade -- Rct-ResDam%:50(A), Rct-Def/EndRdx/Rchg:50(21), Rct-Def:50(21), Rct-Def/EndRdx:50(23), Rct-EndRdx/Rchg:50(23), Rct-Def/Rchg:50(27)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(25), GldArm-ResDam:50(25), GldArm-End/Res:50(27)
    Level 26: Spectral Terror -- SprWiloft-Rchg/Dmg%:50(A), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(36), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(36), SprWiloft-EndRdx/Rchg:50(43), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(46)
    Level 28: Soul Absorption -- EffAdp-EndMod/Rchg:50(A), PrfShf-EndMod/Rchg:50(34)
    Level 30: Maneuvers -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(31)
    Level 32: Phantasm -- ExpRnf-Acc/Dmg/Rchg:50(A), ExpRnf-EndRdx/Dmg/Rchg:50(33), ExpRnf-Acc/Rchg:50(33), ExpRnf-Acc/Dmg:50(33), ExpStr-Dam%:20(40), OvrFrc-Dam/KB:50(43)
    Level 35: Assault -- EndRdx-I:50(A)
    Level 38: Dark Servant -- GldNet-Dam%:50(A), GhsWdwEmb-Dam%:50(39), NrnSht-Dam%:30(39), TraoftheH-Dam%:50(39), CldSns-%Dam:30(46)
    Level 41: Poisonous Ray -- Dcm-Acc/Dmg/Rchg:40(A), Dcm-Acc/Dmg:40(42), Dcm-Acc/EndRdx/Rchg:40(42), Dcm-Dmg/Rchg:40(42), Dcm-Build%:40(45), AchHee-ResDeb%:20(46)
    Level 44: Scorpion Shield -- LucoftheG-Def/Rchg+:50(A), Rct-Def:50(45), Rct-Def/EndRdx:50(45)
    Level 47: Summon Tarantula -- ExpRnf-EndRdx/Dmg/Rchg:50(A), ExpRnf-Acc/Dmg/Rchg:50(48), ExpRnf-Acc/Dmg:50(48), ExpRnf-Dmg/EndRdx:50(48), SlbAll-Acc/Rchg:50(50)
    Level 49: Weave -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(50)
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Pnc-Heal/+End:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment 
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Clr-Stlth:50(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 0: Portal Jockey 
    Level 0: Task Force Commander 
    Level 0: The Atlas Medallion 
    Level 0: Freedom Phalanx Reserve 
    Level 50: Agility Core Paragon 
    ------------

     

  4.  

    On 8/7/2020 at 8:23 PM, oedipus_tex said:

    Electric/Storm is fun. Electric wasn't my favorite pairing for Storm, but it wasn't terrible either. I just don't like that DoT powers like Freezing Rain or Sleet ruin the pulsing Sleep in Static Field. 

    I have an Elec/Storm I am leveling right now.  I have already been bit by this.  I have pretty much regulated Freezing Rain to groups and Static Field to solo.  You just cannot use them together.  It sucks to lose Rain's debuffs when soloing but at the same time I am using sleep->hurricane (to group)-> and then going to town with jolting chain and Electric Fences proced up and I seem to be clearing solo fine.  But in groups I usually don't get to move for containment, so i just Drop Rain and spam Jolting Chain and Gust with a KB-KD proc in it.  I am skipping Thunder Clap at the moment, but have considered droping Freezing Rain to add it for more Solo capability.  Just haven't decided on that yet.

     

    Later on, I am going to be laughing with the solo setup, just drop 6 pets on the group and watch chaos ensue (2 Gremlins, Tornado, Lightning Storm, and Leviathan for Water Spout and Coralax-not every spawn for these Patron pets).

    But this is also an interesting pairing in that I was actually not interested in getting Perma Haste (I didn't even take Haste or SS).  Lightning Storm and Tornado at on a 30 and 20 sec cooldown respectively w/o Haste and the FF +Rech procs will probably drop that further.  The whole build feels extremely safe, even when the enemies are not sapped completely because they are confused or asleep.  The sleep just allows for some amazing setup with Hurricane, if you spend the time to push in stragglers.  And Once they are bunched you can confuse and then just go to town while practically standing ont hem to get the Conductive Aura on them.  It isn't fast, but it looks like it does damage. 

     

    Also note, I like the Defensive buff from P2W vendor, so with it plus the defenses I built into the build I am sitting at 41.96 Def.  Purples are my friend when engaging solo.  In teams I am soft capped by other people's Maneuvers.

    • Thanks 1
  5. I liked my Elec/Poison when I played it.  With Poison I was able to actual build in some -Recovery.  So when they got bottomed out on end, they just didn't get it back,  Plus Poison is fun to just Proc up and go with. Just my opinion though.

    • Like 2
  6. 1 hour ago, roleki said:

    All proper respect to Seeds of Confusion, but in my opinion, Bonfire slotted a certain way makes it the best AoE control in the game.  Give it Bombardment Dam/Rech and Acc/Dam/Rech, along with Annihilation of the same, a FF+Rech and a KB:KD; slotted that way you get a 25' wide AoE that lingers for 45s and can be fired every 20s (or less, depending on your global recharge) from over 70' away without the requirement of LoS.  

     

    Once you drop a Bonfire patch, you get a burst of +100% recharge right there; even with all the enhanced +Rech, it still procs on cast the overwhelming majority of the time.   The patch loiters for 45s, affecting anyone already in the AoE AND anyone who wanders into it.  Beyond the chance for KD, the patch also does DoT, slows the mob, and causes them to flee the immediate area.  Only after that initial 'flight' response do they take time to try and fire back; if the mob is still around at this point, you're already halfway to dropping another Bonfire on them, which basically puts an end to any incoming fire.  

     

    Again, not taking anything away from Seeds, it's ridiculously effective and probably the 'safest' control in the City; you can basically strip naked and run around solo simply off the strength of Seeds alone, and do so within an hour of stepping foot in Atlas.  That's amazing.  I just happen to have a great appreciation for the additional options the +Range, -LoS, and loiter time that Bonfire brings to the table now that it has KB:KD going for it.

    I love that if you do build Perma-Haste, you get the 20 sec recharge and don't need anything but 1 slot to make it this good.  And if you have 1 additional slot you can just slot the FF +Rech in it for the extra boost.  Really amazing that I get so much mileage from 2 slots, it is the backbone of my Fire/Dark and Fire/Rad.  Just amazing.

  7. All the talk of Heat Loss has me now mulling over making a build that intentionally being as End Heavy as I can make it.  Like 9-10 toggles with -Zero- end redux in them.  And an end heavy rotation.  Just to make it so that investing in Stamina and Health will also be needed.... 

    🙂 Thanks!

  8. 6 slotted Preemptive Optimization in it.  My Recovery more than doubles and I barely dent my bar.  I do not have it Perma, but it is up every 2 minutes which has worked fine for me.  I did not want to work for Perma-Hasten on my build so I never expected Perma, but it does the job it is intended.

     

    Edit: Just to point out, I'd say that Heat Loss is almost tied for MVP power in Cold, Sleet is amazing IMO.  

    • Like 1
  9. 1 minute ago, Doomguide2005 said:

    And to be even more thorough almost everyone is trying to make an impact.  Stuff just dies fast and actually knowing who did what is nearly impossible.  And doubly so knowing if your debuff or support power is what made the difference in whether another teammate does their thing successful ... flash, boom, bang all dead, next!!

    Yeah, pretty much can't even get a FS off because you don't get there quick enough.... 

  10. 18 minutes ago, Troo said:

    You were not misinformed and are doing just fine.

    I think you'll find that most builds folks put out are for level 50 plus where they might be shooting for bonuses that require tighter builds and to be honest, many players think of buffing teammate secondarily to what they wanna do.

    This is true.  And for us Controllers, at level 50 you are really just trying to make the tiniest impact.  

  11.   

    24 minutes ago, oedipus_tex said:

    I'd slot it as a mule. Gladiator Armor +3% or Steadfast Protection +3%.

     

    Because many people build for the softcaps on Def and Res themselves and almost everyone runs Maneuvers if they can, ID isn't as useful.  I completely agree with oedipus, it is a great slot mule and teams will still appreciate you putting it on the team.  But really I'd consider it more a utility knife is situations that you know Holds, Immobs and Disorients will be happening from the enemies and you should be casting it to free your teammates instead of pre-applying it on everyone.  I wouldn't sweat if you forget about it though.  

    Speed Boost is a lot more common a buff that people are going to want from you, and with Null the Gull able to make the changes to it individually for each player, it is their own fault if they aren't happy with Speed Boost. I want to note that in Speed Boost I only slot a single EndMod IO at +5.

  12. I absolutely love Bonfire with the KB-KD too.  I have a Fire/Storm Popcorn build that is extremely fun with it.  And a Fire/Rad that opens with it and can place 3 of them under harder spawns, which is excessive but entertaining also.  Only issue... cast time.  But really if you aren't building around it, maybe it isn't for you. 

    • Like 2
  13. The majority of the time I sap the enemies Endurance almost immediately in every fight.  So they don't get much chance to do anything while standing around, so simply immobilizing the enemies with Chain Fences is enough for me.  There aren't many ways in my build to get -Recovery though.  Time's Juncture offers the Deflated Ego: Changce for Recovery Debuff proc and the incarnates, Ion Radial FInal Judgement and Gravitic Radial Flawless add additional -Recovery options.  

    The build also has some decent -Recharge, - Regen, and Slow/-Speed.  Though I seldom apply Time Crawl on anything but harder bosses, EBs and AVs. But if using Time Crawl I try to do it right after a Power Boost cast to get the buffed effect.

     

    Prep/Toggles/Every Fight Powers:

    Spoiler

    I run the following toggles non-stop: Time's Juncture, Conductive Aura, Super Speed, Maneuvers, Combat Jumping, Tactics and Temp Invulnerability.
    As I come up on a fight I will open up by starting Hover.  I then cast HastePower BoostFarsight, and Chronoshift, in that order.  I re-apply HasteFarsight, and Chronoshift as they expire and always cast Power Boost prior to Farsight.

    If, and only if, my Endurance hits around the bottom 3rd of my bar I activate Conserve Power, this is rare.

     

    Single Target Rotation:

    Spoiler

    Against a Single Target the majority of the time (if the target can be held) it is easiest to just immediately stack Tesla Cage and Time Stop on them.  When I get to the end of a group and have 1 enemy left, this is all I do, lock them down and let Gremlins do work.  Throwing Jolting Chain at them will speed this up as you don't need to completely spam Time Stop once they are locked down of course.

     

    Against a group of Enemies:

    Spoiler

    Open with Synaptic Overload.  Wait for a moment, usually this causes some grouping if they are really spread out.  No need to cast it a second time, just open with it.
    Follow up with Static Field and then Distortion Field. You will re-apply these two occasionally when their effect is gone.
    Rotate between Chain Fences and Jolting Chain, if there is an enemy that is resisting everything else you can make it your primary target and also apply the Singe Target Rotation to it. 

    I usually go for an even rotation on Chain Fences and Jolting Chain because they are both on a 2 second or less cooldown.  This has netted me 5 Overpowering Presence Procs at 1 time, and having 5 orbs ticking is kind of cool.  With all the procs in these two powers I actually find it hard to keep up with what actually is going off at what time but I do see a lot of healing coming out of the Power Transfer: Chance to Heal procs, but I have 3 of those slotted.

     

    Auto-cast:

    Spoiler

    I don't really use an auto-cast outside of the times that I am in a group.  But I will put Temporal Mending on Auto in groups occasionally.  The Heal over time and the bonus Resistances for the group never hurt.  I find I have to mash Conserve Power a lot more when I do this though.

     

  14. Love some input on my build.  I'm quite happy with how it plays at the moment, but it can always get better.  I don't have all my incarnates at the moment, but they will just make life easier down the road.

     

    I'll give some input below on my rotations and stuff below.  I haven't pushed this and don't know what kind of content it can actually do but I'm not sure higher then +2/x8 is advisable without completed incarnates (I do +2/x5 atm when solo).

     

    Hero Plan Import info:

    Spoiler

     

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


    | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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    |-------------------------------------------------------------------|

     

    Hero Profile:

    Spoiler

    Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
    Level 50 Magic Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Flight
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    ------------
    Level 1:    Tesla Cage    
     (A) Apocalypse - Damage: Level 50+5
     (3) Apocalypse - Damage/Recharge: Level 50+5
     (3) Apocalypse - Accuracy/Damage/Recharge: Level 50+5
     (5) Apocalypse - Accuracy/Recharge: Level 50+5
     (5) Apocalypse - Damage/Endurance: Level 50+5


    Level 1:    Time Crawl    
     (A) Pacing of the Turtle - Chance of -Recharge: Level 50


    Level 2:    Chain Fences    
     (A) Annihilation - Chance for Res Debuff: Level 50
     (7) Power Transfer - Chance to Heal Self: Level 50
     (7) Ragnarok - Chance for Knockdown: Level 50
     (9) Gravitational Anchor - Chance for Hold: Level 50
     (9) Superior Will of the Controller - Recharge/Chance for Psionic Damage: Level 50
     (11) Superior Overpowering Presence - RechargeTime/Energy Font: Level 50


    Level 4:    Time's Juncture    
     (A) Deflated Ego - Chance for Recovery Debuff: Level 20
     (17) Pacing of the Turtle - Chance of -Recharge: Level 50
     (17) Dark Watcher's Despair - Chance for Recharge Slow: Level 50
     (19) Dark Watcher's Despair - To Hit Debuff: Level 50
     (19) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
     (21) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50


    Level 6:    Jolting Chain    
     (A) Gladiator's Javelin - Damage/Endurance/Recharge: Level 50
     (21) Power Transfer - Chance to Heal Self: Level 50
     (23) Force Feedback - Chance for +Recharge: Level 50
     (23) Sudden Acceleration - Knockback to Knockdown: Level 50
     (25) Apocalypse - Chance of Damage(Negative): Level 50
     (25) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge: Level 50


    Level 8:    Conductive Aura    
     (A) Power Transfer - Chance to Heal Self: Level 50
     (27) Performance Shifter - Chance for +End: Level 50
     (27) Performance Shifter - EndMod: Level 50
     (29) Performance Shifter - EndMod/Recharge: Level 50
     (29) Performance Shifter - EndMod/Accuracy: Level 50


    Level 10:    Super Speed    
     (A) Celerity - +Stealth: Level 50
     (31) Celerity - RunSpeed: Level 50


    Level 12:    Static Field    
     (A) Fortunata Hypnosis - Chance for Placate: Level 50
     (31) Fortunata Hypnosis - Sleep/Recharge: Level 50+5
     (31) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50+5
     (33) Fortunata Hypnosis - Accuracy/Recharge: Level 50+5
     (33) Fortunata Hypnosis - Sleep/Endurance: Level 50+5


    Level 14:    Maneuvers    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
     (33) Luck of the Gambler - Defense: Level 50


    Level 16:    Distortion Field    
     (A) Superior Will of the Controller - Accuracy/Control Duration: Level 50
     (34) Superior Will of the Controller - Control Duration/Recharge: Level 50
     (34) Superior Will of the Controller - Endurance/Recharge: Level 50
     (34) Superior Will of the Controller - Accuracy/Control Duration/Endurance: Level 50
     (36) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge: Level 50


    Level 18:    Combat Jumping    
     (A) Kismet - Accuracy +6%: Level 30
     (36) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50
     (36) Reactive Defenses - Scaling Resist Damage: Level 50
     (37) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50


    Level 20:    Tactics    
     (A) Adjusted Targeting - To Hit Buff: Level 50
     (37) Adjusted Targeting - To Hit Buff/Recharge: Level 50
     (37) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
     (39) Adjusted Targeting - Endurance/Recharge: Level 50
     (39) Adjusted Targeting - To Hit Buff/Endurance: Level 50


    Level 22:    Hover    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
     (39) Luck of the Gambler - Defense: Level 50


    Level 24:    Temporal Mending    
     (A) Preventive Medicine - Chance for +Absorb: Level 50


    Level 26:    Synaptic Overload    
     (A) Coercive Persuasion  - Contagious Confusion: Level 50
     (40) Coercive Persuasion  - Confused/Recharge: Level 50+5
     (40) Coercive Persuasion  - Accuracy/Confused/Recharge: Level 50+5
     (40) Coercive Persuasion  - Accuracy/Recharge: Level 50+5
     (42) Coercive Persuasion  - Confused/Endurance: Level 50+5


    Level 28:    Farsight    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
     (42) Luck of the Gambler - Defense/Recharge: Level 50
     (42) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
     (43) Luck of the Gambler - Defense: Level 50


    Level 30:    Time Stop    
     (A) Unbreakable Constraint - Chance for Smashing Damage: Level 50
     (43) Unbreakable Constraint - Hold/Recharge: Level 50+5
     (43) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50+5
     (45) Unbreakable Constraint - Accuracy/Recharge: Level 50+5
     (45) Unbreakable Constraint - Endurance/Hold: Level 50+5


    Level 32:    Gremlins    
     (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50
     (45) Soulbound Allegiance - Chance for Build Up: Level 50


    Level 35:    Hasten    
     (A) Recharge Reduction IO: Level 50+5
     (46) Recharge Reduction IO: Level 50+5


    Level 38:    Chrono Shift    
     (A) Synapse's Shock - EndMod/Increased Run Speed: Level 50
     (46) Synapse's Shock - EndMod: Level 50
     (46) Synapse's Shock - Damage/Rechage: Level 50
     (48) Synapse's Shock - EndMod/Recharge: Level 50
     (48) Synapse's Shock - Damage/Recharge/Accuracy: Level 50


    Level 41:    Conserve Power    
     (A) Recharge Reduction IO: Level 50+5
     (48) Recharge Reduction IO: Level 50+5


    Level 44:    Temp Invulnerability    
     (A) Steadfast Protection - Resistance/+Def 3%: Level 30
     (50) Steadfast Protection - Knockback Protection: Level 30
     (50) Gladiator's Armor - TP Protection +3% Def (All): Level 50
     (50) Aegis - Psionic/Status Resistance: Level 50


    Level 47:    Power Boost    
     (A) Recharge Reduction IO: Level 50+5


    Level 49:    Vengeance    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50


    Level 1:    Brawl    
     (A) Empty


    Level 1:    Containment    
    Level 1:    Prestige Power Dash    
     (A) Empty


    Level 1:    Sprint    
     (A) Celerity - Endurance: Level 50


    Level 2:    Rest    
     (A) Empty


    Level 4:    Ninja Run    
    Level 2:    Swift    
     (A) Run Speed IO: Level 50+5


    Level 2:    Health    
     (A) Panacea - +Hit Points/Endurance: Level 50
     (11) Miracle - +Recovery: Level 40
     (13) Numina's Convalesence - +Regeneration/+Recovery: Level 50


    Level 2:    Hurdle    
     (A) Jumping IO: Level 50+5


    Level 2:    Stamina    
     (A) Performance Shifter - Chance for +End: Level 50
     (13) Performance Shifter - EndMod: Level 50
     (15) Performance Shifter - EndMod/Recharge: Level 50
     (15) Performance Shifter - EndMod/Accuracy: Level 50

     

     Incarnates:

    Spoiler

    Level 50:    Ion Radial Final Judgement    
    Level 50:    Gravitic Radial Flawless Interface    
    Level 50:    Banished Pantheon Core Superior Ally    
    Level 50:    Clarion Radial Epiphany    
    Level 50:    Melee Core Embodiment    
    Level 50:    Agility Core Paragon    

     Set Bonus Totals:

    Spoiler

    14% DamageBuff(Smashing)
    14% DamageBuff(Lethal)
    14% DamageBuff(Fire)
    14% DamageBuff(Cold)
    14% DamageBuff(Energy)
    14% DamageBuff(Negative)
    14% DamageBuff(Toxic)
    14% DamageBuff(Psionic)
    6% Defense(Melee)
    6% Defense(Smashing)
    6% Defense(Lethal)
    6% Defense(Fire)
    6% Defense(Cold)
    6% Defense(Energy)
    6% Defense(Negative)
    6% Defense(Psionic)
    6% Defense(Ranged)
    6% Defense(AoE)
    4% Enhancement(Stunned)
    4% Enhancement(Held)
    4.4% Enhancement(Terrorized)
    8% Enhancement(Confused)
    8% Enhancement(Sleep)
    8% Enhancement(Immobilized)
    63% Enhancement(Accuracy)
    103.8% Enhancement(RechargeTime)
    22.5% SpeedFlying
    GrantPower Preventive Medicine (10% chance, if Scourge)
    95.38 HP (9.38%) HitPoints
    22.5% JumpHeight
    22.5% SpeedJumping
    Knockback (Mag -4)
    Knockup (Mag -4)
    MezResist(Confused) 28.75%
    MezResist(Held) 28.75%
    MezResist(Immobilized) 28.75%
    MezResist(Sleep) 28.75%
    MezResist(Stunned) 28.75%
    MezResist(Terrorized) 28.75%
    MezResist(Teleport) 100% (20% chance)
    21% (0.35 End/sec) Recovery
    54% (2.29 HP/sec) Regeneration
    10% ResEffect(SpeedFlying)
    10% ResEffect(RechargeTime)
    10% ResEffect(SpeedRunning)
    10.25% Resistance(Smashing)
    10.25% Resistance(Lethal)
    20% Resistance(Fire)
    20% Resistance(Cold)
    11% Resistance(Energy)
    11% Resistance(Negative)
    8% Resistance(Toxic)
    13% Resistance(Psionic)
    37.5% SpeedRunning

     Set Bonuses:

    Spoiler

     


    Apocalypse
    (Tesla Cage)
      16% (0.68 HP/sec) Regeneration
      30.52 HP (3%) HitPoints
      4% DamageBuff(All)
      10% Enhancement(RechargeTime)


    Dark Watcher's Despair
    (Time's Juncture)
      15.26 HP (1.5%) HitPoints
      2.5% (0.04 End/sec) Recovery
      5% Enhancement(RechargeTime)


    Performance Shifter
    (Conductive Aura)
      7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
      19.08 HP (1.88%) HitPoints
      2.5% (0.04 End/sec) Recovery


    Celerity
    (Super Speed)
      2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%


    Fortunata Hypnosis
    (Static Field)
      4% (0.07 End/sec) Recovery
      6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
      15% Enhancement(Accuracy)
      10% Enhancement(RechargeTime)


    Luck of the Gambler
    (Maneuvers)
      10% (0.42 HP/sec) Regeneration
      7.5% Enhancement(RechargeTime)


    Superior Will of the Controller
    (Distortion Field)
      4% DamageBuff(All)
      8% Enhancement(Immobilized), 8% Enhancement(Sleep), 4.4% Enhancement(Terrorized), 4% Enhancement(Confused), 4% Enhancement(Held), 4% Enhancement(Stunned)
      15% Enhancement(Accuracy)
      10% Enhancement(RechargeTime)


    Shield Wall
    (Combat Jumping)
      5% Resistance(Lethal), 5% Resistance(Smashing), 5% Resistance(Fire), 5% Resistance(Cold), 5% Resistance(Energy), 5% Resistance(Negative), 5% Resistance(Psionic), 5% Resistance(Toxic)


    Reactive Defenses
    (Combat Jumping)
      3% Resistance(All)


    Luck of the Gambler
    (Combat Jumping)
      7.5% Enhancement(RechargeTime)


    Adjusted Targeting
    (Tactics)
      2% DamageBuff(All)
      3% Resistance(Energy,Negative), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
      9% Enhancement(Accuracy)
      5% Enhancement(RechargeTime)


    Luck of the Gambler
    (Hover)
      10% (0.42 HP/sec) Regeneration
      7.5% Enhancement(RechargeTime)


    Preventive Medicine
    (Temporal Mending)
      GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge)


    Coercive Persuasion 
    (Synaptic Overload)
      4% (0.07 End/sec) Recovery
      4% Enhancement(Confused)
      4% DamageBuff(All)
      10% Enhancement(RechargeTime)


    Luck of the Gambler
    (Farsight)
      10% (0.42 HP/sec) Regeneration
      11.45 HP (1.13%) HitPoints
      9% Enhancement(Accuracy)
      7.5% Enhancement(RechargeTime)


    Unbreakable Constraint
    (Time Stop)
      4% (0.07 End/sec) Recovery
      6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
      15% Enhancement(Accuracy)
      10% Enhancement(RechargeTime)


    Synapse's Shock
    (Chrono Shift)
      7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
      10% ResEffect(SpeedRunning), 10% ResEffect(RechargeTime), 10% ResEffect(SpeedFlying)
      8% (0.34 HP/sec) Regeneration
      6.25% Enhancement(RechargeTime)
      15% SpeedRunning


    Steadfast Protection
    (Temp Invulnerability)
      1.5% (0.03 End/sec) Recovery
      3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
      Knockback (Mag -4), Knockup (Mag -4)


    Gladiator's Armor
    (Temp Invulnerability)
      3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic), MezResist(Teleport) 100% (20% chance)


    Aegis
    (Temp Invulnerability)
      5% Resistance(Psionic)


    Luck of the Gambler
    (Vengeance)
      7.5% Enhancement(RechargeTime)


    Performance Shifter
    (Stamina)
      7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
      19.08 HP (1.88%) HitPoints
      2.5% (0.04 End/sec) Recovery

     

     

    • Like 1
  15. I love Fire/Rad, but I don't take the debuff toggle until my late 20s at earliest because I the need 2 slots of End Redux.  If I take 1 of them earlier it is to do pulls of mobs, and I just turn it on to get the mob and then off again immediately.  My primary power in Rad before that point will be Accelerated  Metabolism.  No matter what when I hit 40 or 50 (maybe both) I respec most controllers to reassign slots more appropriately, and then you can throw those powers in a bit earlier so that you can have them slotted to combat the End cost.

  16. I would think we would be focusing on Immobs to at least have the option of the confuse doing work, I don't plan on taking the STHold because of the confuse.

     

    Are we going to just use ingame chat or a discord?

     

  17. From what I see we have:

    -Canoe (Cont) /ForceField

    -Rhaethe (Cont) /Kin or /Dark
    -Dahle (Cont) /Time
    -roleki (Cont) /Traps or /Rad
    -AboveTheChemist (Dom) /Ice
    -ThrillMill (Dom) /Savage
    -oedipus_tex (Dom) /Thorny

  18. 25 minutes ago, Rhaethe said:

     Excellent 🙂

     

    I went with Ice/Kin .... I figured SB would be appreciated .... unless /Dark is appreciated more.

     

    ~C

    Gosh, having Fade and Farsight on a team together would be great!

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