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Hjarki
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If you only have 122% Global Recharge, then you don't 'really' have perma-dom. The problem is that your pool empties whenever Domination wears off. So you need a buffer between when Domination is recharged and when it wears off to activate it again. Then when your Domination actually wears off, you'll hopefully have enough time to rebuild before the next activation.
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Ice Melee's basic attacks are low damage and its Assassinate is unusually slow to counterbalance Freezing Touch. So it's not quite as strong as you might initially think.
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It lives and dies with Spin/Follow Up on a Scrapper. But Spin is effectively worthless if you're not the center of the battle - which your taunt-less Stalker won't be. It's radius is far too small. Likewise, Follow Up is superfluous given a Stalker's constant Build Up. On the other hand, being the periphery-of-the-battle-guy with your major non-Assassinate attack also being a ranged attack is a huge advantage. Shockwave is a fast-activating AE that can blanket an entire spawn that's yet to be compressed and proc Force Feedback while doing it. Stalkers also get a single target version of Eviscerate that works well with the Hide-and-crit dynamic of the AT. Essentially, Claws allows you to be a Blaster when it's better to be a Blaster and be a Stalker when it's better to be a Stalker.
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You don't really have to think much about stances on other ATs either since most everyone just stays in Body. The major drawback to Staff on a Stalker is that it's not Staff on a Tanker - those increased radius/arcs dramatically change the spec's AE. However, in general, Stalkers tend to thrive on sets that are strong AE/weak single target since they tend to retain the strong AE will bringing great ST from Assassinate/Sniper attacks. Claws is a good example of this. For a Scrapper, Spin and Follow-Up are the key components of the set. A Stalker loses these. But they get Assassinate, Focus remains the best single target attack and Shockwave is an awesome AE for a Stalker-style of play (which involves more fighting on the periphery and less being able to cluster enemies around yourself).
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Taunt/debuffs without damage don't hold threat all that well, particularly against other melee (who are often operating taunt auras of their own).
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Below is the Archery/Cold Corruptor I play. I like Archery because I can repair the ST chain Hole with an Epic/Patron Hold, leaving me with a strong ST attack chain and some of the strongest AE of any set - including a KB AE that powers up the long recharge powers in secondary. I think Ice Blast is a solid set - less solid now than before the Sniper changes - but still strong. However, it's a set that really demands the ability to remove fly from enemies. Snow Storm can accomplish this, but its not one of the better powers for doing so. Probably the best -fly power around would be Tactical Arrow's Glue Arrow (Trick Arrow's doesn't have -fly), but that's an entirely different AT. I do wonder how well you hit enemies at +3 difficulty with neither Tactics nor Kismet. I'm also curious why you took Consume rather than Char. It's difficult to use on an all-ranged build and somewhat superfluous given that Heat Loss solves all your endurance problems. In contrast, being able to double-stack the Holds can be quite useful and Hold sets have a vast array of good options.
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Titan Weapons is the best single target sustained damage against a static target. However, unless your goal is to solo a lot, this isn't a very useful form of damage on a Tanker because any time you need sustained single target damage, it will be on an AV/GM where your entire team/league is there doing a lot better than you can do. Most of the time, single target burst damage is more useful for picking up strays from packs, etc. For such purposes, sets with strong ranged attacks (Claws) or highly imbalanced rotations (Ice) will provide more useful dps. For AE damage, it's even tougher to say due to the difficulty of getting a good model for available targets. In theory, the conjunction of Soul Drain + Shadow Maul + whatever else from pools should be amongst the best AE around. However, even with +50% arc/radius, it's nearly impossible to hit the target cap. From my experience, high damage 90 degree Cones are highly effective while the value add for PBAoE isn't all that great in terms of targets. This is especially true if you can Hover-tank. KB AE are also far more effective than they look on the surface due to Force Feedback. In terms of primaries, the damage/-resist of Bio tends to give it an edge in ST but this is subject to a bit of complexity regarding +recharge bonuses and how they interact with your secondary and the rest of the build. For AE, the damage auras add a significant of dps - Fire has a great one, Electric/Dark/Ice have averages ones, Stone has a weaker one and Bio has an even weaker one. Click powers generally do not add meaningful dps because their basic dpat isn't appreciably different than standard attacks in secondary - all you're doing is replacing a perfectly acceptable secondary attack with a buff/heal of comparable dpat in primary. For supplemental additions, Shield adds the most +damage, Radiation adds the most +recharge.
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It's often more an issue of the massive recharge from Tornado/Lightning Storm + Force Feedback. For Controllers, I think Storm tends to be better since it's a higher damage/more active set and you've got the ability to contain the spawns. For Corruptors, I think Cold tends to work better since it doesn't interfere with your attacks.
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Time tends to provide the same key features, only better. It provides defense rather than resists, it provides more recharge, and so forth.
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Unfortunately, it's the wrong kind of 'well-rounded'. Radiation has a Cold hole. Dark has an Energy hole - which is crippling since a large chunk of high-level ends are Energy damage.
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S/L Defense is normally the biggest stumbling block. You can get +15% between the split ATO and Blistering Cold. Beyond that, it gets tough to cobble together because S/L Defense and recharge bonuses don't normally come in the same sets. Kinetic Combat is a popular one, but it tends to underpower the melee attack it's slotted into.
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No, Sleet is just flat-out better than Soul Drain. It's dramatically better against a single target. It's merely a lot better against large spawns. I think you're getting confused because you're thinking +120% damage actually means +120% damage. It doesn't. As I pointed out, it means more like +40% damage if you meet the stringent use conditions - and not including any damage that doesn't derive from the base damage of your abilities. Everything else - pets, procs, teammates - isn't buffed. But all of that is buffed by Sleet. The reason temporary boosts such as this are customarily omitted from discussing defenses is that you can do the same thing with any of your defenses. So it renders any discussion of the value of the underlying defenses moot. However, what it doesn't render moot is what happens when those temporary boosts aren't available. Remember, most players build their characters for a broad range of content, so depending on abilities that might not be available simply to function means you can't be very effective outside of your narrow focus.
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That 45% additional damage is on top of the +100% damage or so you have slotted into your powers. So if you have +45% damage, that means your attack powers are probably running somewhere in the range of 2.45x damage (100% base + 100% enhancements + 45% bonus damage). Checking in-game, the numbers differ from Mid's - it's 34% + 6.8%/target for +102% on 10 targets. So you'd increase your damage by 347/245 = 41.6%. However, this increase is dependent on 10 targets in close melee range and even with +300% recharge, 50% up-time. If you're using it in conjunction with a 42.5% Boost ability (the most common type from Assault sets), then you're only getting a 35.5% increase. Contrast that with a flat 30% boost that you can use from range, doesn't diminish in value with Inspirations, can effectively make 'perma' and benefits your pets/teammates as well. 170 points of damage is less than you'd be doing with your standard Assault set PBAoE on a considerably shorter recharge. Given the very long recharge, the additional damage is somewhat negligible. I tend to prefer positional defenses myself, but I find it hard to believe that your always-on positional defenses are capped. Are you sure you're not talking about temporary bonuses on a build that's effectively defenseless half the time? Moreover, while I might like not like S/L defense, it does provide a LotG mule at the very least. Given the lack of defense powers in primary/secondary for Dominators, this can often be important. Hoarfrost will also increase your hit points by 45% or so slotted, which in turn increases your Regeneration by the same amount for the duration of the effect. If you're concerned about endurance, Hibernate has a lower recharge than Dark Consumption and doesn't require a crowd of enemies to use. In terms of damage, the summon pets from epic pools are usually of minimal use because Dominators have no realistic way to keep them alive and they don't do all that much damage anyway. Cold also has Ice Storm, which does triple the damage of Soul Drain on half the recharge and can be used at range.
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The problem I've had with Dominators is the same one I have with Blasters: I can build a support AT that can approximate their performance solo while bringing enormously more to a team setting. With the exception of Confuse, all of those powers are just as good on Controllers as Dominators. Most of the AE Immobilize have -fly attached. I tend to be very skeptical of Soul Drain on almost any AT. First of all, it's only useful on large spawns and provides no real benefit against hard single targets. Second of all, even the best Soul Drain creates a demand for recharge that's often out-of-line with the rest of build. This in turn tends to create builds that go Spiritual/Agility rather than Musculature/Intuition - which sharply reduces the value of a +damage buff. For Dominators in particular, not only do they only get the 'bad' version of Soul Drain (240 sec recharge) but it means they're not taking Sleet - which is a significantly better ability. A maximum target Soul Drain is +68% damage. On top of the +100% damage or so you slot, this means you're getting +34% damage, half the time, and only against large spawns. Contrast to +30% damage against any type of spawn, useable from range, with a recharge low enough you can use it pretty much every spawn.
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If you're just comparing War Mace across archetypes, you're not going to get a good impression of Tankers/Scrappers because it's not a particularly set to exploit their benefits. In terms of most fights, I find that the bosses are less problematic than you're making them out to be. Either you've got teammates who take care of it - far better than a Brute could do - or you simply drag them to the next spawn.
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I believe the in-game power description lists a duration for it.
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Where you really get the advantage for Tankers is with Cones. Going from 90/8/5 on a Cone to 135/12/10 on a Cone is a massive upgrade, especially if you're Hover-tanking. You're going from "I hit maybe 2 - 3 targets" to "I hit 6 - 8 targets regularly". Going from 10 to 16 targets on the PBAoE isn't a huge upgrade because you don't spend much of the battle with that many targets anyway. Moreover, those Cones tend to be higher damage/target than PBAoE (or target AE).
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Honestly, I'm in much the same boat. Brutes remain great for afk-farming, but the superior AE of Tankers and the superior single target of Scrappers/Stalkers doesn't leave a whole lot of room for them 'in the wild'.
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Before a few months ago, there weren't particularly good slotting options for it. One preemptive optimization was introduced, a 6-slot that gives +3.75% recharge and ranged def is a strong choice.
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Against +3 enemies, it will be more like -12% from Venomous Gas. Also, Weaken isn't a very reliable source of -hit because it has a tiny radius. While it can certainly perform its task against single targets, most of the single targets you really want to cripple in this fashion will also have AV/GM resistances - which cuts the combination of Venomous Gas + Weaken down to 8% or so against even level targets and 5% or so against +3 targets. I've spent a lot of time playing around with various Poison builds and my suspicion is that you'll find you die horribly and repeatedly. You need to venture into the most dangerous part of the battle to apply Venomous Gas and you're going to get killed when you do. Also, you need to remember that any sort of control effect shuts down Venomous Gas itself, eliminating any defense you might glean from it. Even though the combination of -damage from Poison and Toxic Ammo can sharply reduce the amount of incoming damage, they're both slaved to the ability to remain free of status effects - which won't happen with the kind of defenses you're running. I eventually gave up on my Poison/DP not just because of these defense issues but also due to another issue: Soul Drain. When I build a Defender, one of my goals is to be able to match a Blaster's performance while solo. Not precisely - but close enough that I can do roughly equivalent damage once you factor in all the buffs/debuffs. A Poison/* Defender can do this against a single target. Against large crowds, they really need Soul Drain to bridge the difference. Now, Dual Pistols is a great set. But it's a 'proc monster' set. Without a Sniper attack, it really needs to slot single target attacks for procs to match the performance of sets with sniper attacks. Likewise, you need to slot those AEs for proc-based damage rather than being able to depend on the raw damage of the attacks. However, Poison is not a particularly good pairing for such an approach because it doesn't have either of the two features that really make proc monster builds shine: defense and recharge. There's simply too much you need from set bonuses to make Poison work to have enough left over to make Dual Pistols work. What I'm seeing from your builds are all the same problems that led me to abandon the Poison/DP approach and go with Poison/Fire. While Fire is often problematic because it can't easily accept procs - not have a KB AE means that what is (on paper) exceptional AE is actually quite a bit weaker in practice than other sets that may not seem like awesome AE initially - I can't afford those procs if I want to hit the defense/recharge goals I have in mind.
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There is no general 'math' because you have to do a case-by-case comparison. However, in addition to the issues of build flexibility, you've also got the fact that anything that increases damage will do so more on your Defender. The one Corruptor I play is Archery/Cold - and that's because it's an almost perfect storm of a primary that's better on a Corruptor coupled with a secondary where almost all the key effects are the same between Corruptors and Defenders. But it's still very squishy compared to your average Defender.
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'Repel' is an effect that pushes enemies back. Think of it as having a constant movement vector away from the source of the Repel. Hurricane's Repel isn't very strong, so it mainly affects minions at higher levels.
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I don't particularly care that much about the Wolves' attacks. You can also macro 'Follow' for them to your attacks so they always stay close by. Since they're melee, the fact that they're close by means they can't attack if they don't leave your side.
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Apparently you don't understand how cascading failures work. If I have 59% defense and get hit by a -5% defense attack, I now have 54% defense... which means I'm still capped. If I have 45% defense and 50% DDR, getting hit with the same attack means I'm now at 42.5% defense. Because these debuffs only last 5 - 10 sec, all you care about is a fairly short window of time. For such short windows of time, the advantage of being able to take three attacks before your defense starts lowering is better than the advantage of DDR with defense that shows immediate consequences. An 'Endurance debuff' is also known as 'Endurance drain' in the same way 'Health debuff' would also be known as 'Damage'. What you're talking about would be a 'Max Endurance Debuff' (which doesn't exist as far as I know).
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If your pets are in Bodyguard mode, they shouldn't be taking any non-AE damage since they won't be drawing aggro. Since they're right on top of you, they're easily healed with Transfusion (the largest team heal in the game). Even if you are taking AE, all your pets should be soft-capped vs. AE between the pet uniques and the ATO unique (even without Fortify). With Bodyguard, the damage you take is reduced by your defense/resist but is then distributed across the pets without regard for their defense/resist.