
Hjarki
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Build Up If you're running a constant single target rotation at 1.3 ppm, this means you're getting an average of 80% (?) * 1.3 * 5.5 / 60 = 9.5% more damage. Pistols is 36.15, Dual Wield is 47.71, Executioner's Shot is 76.63. If we assume +150% damage from other sources, your rotation will be dealing (36.15 * 2 + 47.71 + 76.63) * 2.5 / (1.188 * 2 + 1.848 + 1.848) = 81.0 dps. Build Up procs will raise this to (36.15 * 2 + 47.71 + 76.63) * (2.5 + 0.095) / (1.188 * 2 + 1.848 + 1.848) = 84.0 dps, for a marginal gain of +3.0 dps. A single conventional damage proc has a 3.5 * (4 + 1) / 60 = 29.2% chance to proc for an average of 0.292 * 71.75 = 20.9 damage. With two attacks per cycle, this would be (20.9 * 2) / (1.188 * 2 + 1.848 + 1.848) = 6.9 dps. Or over double the return on that slot as you got from Build Up. Rotation Your current rotation is Pistols, Dual Wield, Pistols, Executioner's Shot. We'll use that 81.0 dps figure from above. A rotation of Pistols, Piercing Ray, Pistols, Executioner's Shot would require +255% recharge on Piercing Ray (perma-Hasten is +275% and perma-Chrono Shift is +300%). This would yield (36.15 + 83.14 + 37.59 + 76.63) * 2.5 / (1.188 + 1.848 * 2 + 2.64) = 84.5 dps. For comparison, a Pistols, Piercing Ray, Char, Executioner's Shot rotation would yield (36.15 + 83.14 + 39.75 + 76.63) * 2.5 / (1.188 + 2.64 + 1.32 + 1.848) = 84.2 dps. However, this undersells the value of this rotation since it implicitly applies single target Holds and allows you to slot Unbreakable Constraint. A Piercing Ray, Char, Greater Fire Sword, Executioner's Shot rotation would be (83.14 + 39.75 + 76.63 + 91.08) * 2.5 / (2.64 + 1.32 + 2.508 + 1.848) = 87.4 dps while allowing slotting both Unbreakable Constraint and Hecatomb. A Piercing Ray, Char, Cross Punch, Executioner's Shot rotation would be (83.14 + 39.75 + 38.70 + 91.08) * 2.5 / (2.64 + 1.32 + 1.32 + 1.848) = 88.6 dps. This rotation costs a lot of slots in otherwise unused powers, but does provide +30% global recharge. I made a quick 'melee Defender' out of Time/Rad (on the proc thread) that is an example of this sort of approach. However, for general purposes I tend to be leery of the costs involved in entering melee range. Given that you're likely to either be interleaving single target and multi-target or you're fighting a single tough target, Dual Wield seems like a poor investment. Note: In most cases, you have to include Piercing Ray in your rotation anyway due to the resist buff. Swap Ammo This is a tough call. For AE, you want to be in Fire. For Piercing Ray, you have to be in Lethal (presuming you want to -resist debuff the target). Switching between the two involves a dps cost that you probably don't want to pay - so you just reduce the knockback on Bullet Rain and spend all your time in Lethal (making Swap Ammo superfluous). Procs in General I find the greatest payoff usually comes from triple-slotting your attack powers. With 3 slots you can still pick up Ranged def from Thunderstrike/Sting of the Manticore and you can still 3-slot the ATO for recharge (or, potentially, range since you're using Empty Clips). This maximizes dps and you can normally find enough recharge elsewhere. For example, my configuration for Time generally involves 5-slot Doctored Wounds (Chrono Shift), 5-slot Panacea (Temporal Selection) and 6-slot Preventative Medicine (Temporal Mending). Putting heavy set bonuses into those powers doesn't reduce their impact like placing 5- and 6- slot set bonuses in offensive powers does. Consider your basic rotation. If you triple proc each power, you'd get: Pistols = 3 * (4 + 1) * 3.5 / 60 * 71.75 = 62.8 Dual Wield = 3 * (8 + 1.67) * 3.5 / 60 * 71.75 = 121.4 Executioner's Shot = 2 * (10 + 1.67) * 3.5 / 60 * 71.75 + (10 + 1.67) * 4.5 / 60 * 107.1 = 191.4 Total = (62.8 + 121.4 + 191.4) / (1.188 * 2 + 1.848 + 1.848) = 61.9 dps This would constitute a 76% increase in single target dps. For comparison, consider the Char rotation I described above. The additional powers we need to check (taking Pistols/Executioner's from above): Piercing Ray = 2 * (15 + 2.5) * 3.5 / 60 * 71.75 = 146.5 Char = 2 * (16 + 1.07) * 3.5 / 60 * 71.75 + (16 + 1.07) * 4.5 / 60 * 107.1 = 280.0 Total = (62.8 + 146.5 + 280.0 + 191.4) / (1.188 + 2.64 + 1.32 + 1.848) = 97.3 dps In total, that means the fully proc'd Char rotation deals +128% more damage than the rotation you're running (without procs). Procs in Time This can take 5 different procs (4 if you ignore the unique Unbreakable Constraint). Because these proc at the expected PPM, those 4 procs would yield 4 * (71.75 * 3.5) * 45 / 60 = 753.4 damage per target per cast. While it's unlikely that you'd get more than a fraction of this (due to the length of the effect vs. the length of your average fight), it's still a hefty chunk . Also, Distortion Field doesn't need slotting at all - it functions out of the box just fine. Your global recharge brings it up fast enough, it has no accuracy requirements and its slow is already capped. Slowed Response can only take two non-Achilles' procs. Since its proc chance is capped at any level of recharge you could possibly slot into it, this means you can get another 0.9 * 71.75 * 2 = 129.2 damage per cast by slotting Lady Gray and Shield Breaker. While this doesn't transform it into a major damage effect, it does add some damage to an effect you're using anyway. Time's Juncture can take Impeded Swiftness, but this will only add 4.19 dps. For comparison, a Spines/Fire Brute sitting at +400% damage would get 15.7 dps out of Quills (slightly less than the quad-proc'd Distortion Field above does).
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Ice isn't really strong in this sort of AE. Ice is dependent on long cooldown times between fights, rather than a constant fight. Fire is ordinarily considered a strong AE set, but it lacks the ability to slot procs effectively. Most importantly, it can't use Force Feedback in an AE knockdown power. With such powers, you can get near-constant +100% recharge. The sets that can do this are Archery, Assault Rifle, Dark, Dual Pistols, Energy, Psychic and Water. Archery, Energy and Psychic have very limited slotting opportunities beyond the Force Feedback proc in a single attack. So I'd argue the best 'farming sets' would be Assault Rifle, Dark, Dual Pistols and Water. In terms of primary sets, the first consideration is survival. The two sets mentioned previously - Time and Storm - both provide considerable defensive benefits (a massive +defense boost and a +defense/+fire resist toggle). Most other sets can be compared to Time and Storm - and come up short. Traps is a possibility, but it's not a set I've looked at very carefully.
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Stone Prison does 30.59 damage with a 2.112 activation. If we slot a purple and two regular procs, assuming +150% damage and Containment, we'll end up with: 30.59 * 2.5 * 2 + 2 * (3.5 * (4 + 2.112) / 60 * 71.75) + (4.5 * (4 + 2.112) / 60 * 107.1) = 253 / 2.112 = 120 dpa Arcane Bolt does 45.27 damage with a 2.244 activation. Same assumptions as above: 45.27 * 2.5 * 2 + 2 * (3.5 * (8 + 2.244) / 60 * 71.75) + (4.5 * (8 + 2.244) / 60 * 107.1) = 394 / 2.244 = 176 dpa For reference, Fossilize: 30.59 * 2.5 * 2 + 2 * (3.5 * (8 + 2.244) / 60 * 71.75) + (4.5 * (8 + 2.244) / 60 * 107.1) = 321 / 2.244 = 143 dpa You want to slot procs at as high a base recharge as possible. That is, you get the best results when your recharge is precisely when the ability is needed in the rotation. A two-step rotation of Arcane Bolt/Fossilize does that - your perma-Hasten level of global recharge means you can endlessly cycle those two attacks. In contrast, any rotation involving Stone Prison will be highly inefficient because its recharge will be well below what is needed to fit it in the rotation. Likewise, Stone Prison is a weak use of your unique Controller ATO proc for the same reason. Slotted into Stone Prison, it only has a 46% chance to proc. Slotted into Fossilize, it would have a 76% chance to proc. However, your rotation uses both Stone Prison and Fossilize at the same rate so the lower recharge on Stone Prison is a pure penalty to proc rate. In most cases, you can also find a better place than Fossilize to put the unique Controller ATO since it can slot into any of the control powers. The epic pools are a different story. There are relatively few single target attacks that can slot the necessary procs and the attacks are all lower damage than Arcane Bolt.
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Personally, I find both Darkest Night and Fearsome Stare superfluous since Tar Patch does the same thing - neutralizes enemy attacks after the alpha strike response - and does so while also providing useful debuffs. Indeed, controls in general I don't find particularly useful at 50. For the most part, controls are only useful up to the point where you've built up your defenses. At which point, it's all about damage and damage multipliers. This is slightly less true for Controllers and Masterminds (whose pets never really get tough enough to survive), but that's another story. Pylon tests are a useful metric for Scrappers since they are a close match to how much dps they can actually put out in a practical situation. While their dps will scale down against higher level opponents, it will scale evenly for all Scrappers. For non-Scrappers, you need to start throwing around asterisks. One of those asterisks is -regen. -regen is not a damage multiplier but scales instead with the length of the fight. This means its value does not scale to most content. Outside of trying to solo AV/GM (which is similar to a pylon fight), -regen tends to yield far smaller benefits than a pylon test would show because fights tend to be much shorter. For example, your four minute time actually represents dps more akin to a seven and a half minute time due to the -regen debuffs. Pets are another one of those asterisks. One of the central problems Masterminds face is that as you ramp up the difficulty, their pet damage collapses because the pets are lower level than their master. That being said, I rated Radiation Blast as a 'C' in my long evaluation of procs because the first two nukes are atrocious. Playing it as a traditional stand-back-and-nuke Defender just isn't going to get you good results. However, I do believe there's a build where it would work: Time/Radiation Corruptor. Presuming you can get your defenses high enough, you ignore/mule the basic attack you're forced to take and then build a single target rotation around Proton Volley, Cosmic Burst, Char and Greater Fire Sword. This gives you Apocalypse, Hecatomb, Unbreakable Constraint and Corruptor ATO procs all in your rotation. Your AE consists of Irradiate and Atomic Blast - both of which can mount an extraordinary number of procs due to their PBAoE nature. You can maximize your procs by the conjunction of Farsight + Tactics + Kismet + global accuracy bonuses + defense debuffs negating most of the need for slotting accuracy. Essentially, you're building a Scrapper off a Corruptor base. However, getting enough defense to avoid being crushed in melee range is probably tricky. Because it peaked my interest, I threw together a sample "poor man's Scrapper". I couldn't do it out of Corruptor (at least not with significantly more work), but the Defender version (below). Alternatively, two slots could be spent to get a fully buffed Cross Punch (which would close the minor recharge gap on Chrono-shift/Hasten), but I'm not entirely sure on the damage it deals. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1458;694;1388;HEX;| |78DA6594CF4E135114C6EF6DA7604B29A594FFD0DA165A684BE92026C6684810310| |A4582C66D33A14399A49486964497BE822E7C0117E8C2A551773E8051A360041EC0| |7FA0899AE80A4FEF770075269DFC7ABF73EE3DDF39D369EEE694F7D1A5DB1342FA2| |E948C6A353F652E99E582B9E6CA19456B51D4AF46BAC3877A7E727D692973DD5A31| |F339A36C55D64B46CD5A2D1FC7178C72D12C64168C82A522F9493AB7263CF3ABABA| |5CCB58A69165AD4D759D3A0F4EAB2556956EB69ABB85CB3CA45EF61B4428B8E8B15| |6B314367E7A74B862A59AD996BB7BAC8519CEECDA0E0EBC025F69C42E89A707C647| |E02B5CFCC0F60C317F0B5E3682F7DE8125B749A84E294CF28DCAF899EC70E959D78| |02EA4FC137042757769E8176E21CF32C2A785E60ED390F4626A0C768A02EEC75B87| |6116BD8017BB6C14023E65E77D71811E88804376B6EE5B895942609C74DED526579| |83CCEFA8E6DF079D94DBCCB9CD9D5275E73B8D5C5F16F48F839B64A285BB6B7959A| |FEE1623AFC0D161A7DA3BCADDE9699CAFBF85CB6D9A622BEAB85AD953803D0542C8| |098EFDCB2ED6B7E8C836EEB0ED01CED7C8773BFB6EE7F33AFCCC19D4EE9A06DB28B| |713B9B27383A77E1FDC215FDD7C76F7F37A214DBC23F4729FBD1B9AEAAFEF21B301| |7D8674EC0F71BF21EEB7836AF5A396E8675FBB54230C4D0B5F8576729E39CBCC819| |139B0292944943D44D3A811CB322F3379E6032BD833C01EDE537890F70E8E6B4A8B| |EBCC31A6406E621FBFE804F7E1A5BA43EC75680C39C3BF993F983FC1E42FD0477B5| |25C2F1577A839A593CC1872D2790A2734313284F5480AF5A234AF0C3F9B4C0ACF7B| |9419A458969F4D9667D9A7FDFF7E266D4AD6A6E836E5944D19B729B33665AEAEC0E| |DC1BC76F4BF20A48ABAFD476FFFC19E87A2F2EFE8D76345CA2B524D63E006BADAB7| |657F3B561CF21E6695BCC3BC0BCED04BA1B39B3F3D77F010| |-------------------------------------------------------------------|
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Recharge rate affects the proc rate of all click powers. The unanswered questions are: Is the power a click power? Some pseudo-pet powers act as toggles (which have click rates independent of recharge, based solely on activation time) Is recharge clamped before or after the calculation? Pets and pseudo-pets used to be able to take recharge bonuses. However, they applied a 0% recharge limit to pets to fix some problems. Normally, these limits are applied as the very last step. However, the code we've seen indicates that click powers are using the stored recharge values - even if those recharge values will later be clamped. This implies that slotting any recharge in a pet/pseudo-pet with click powers would reduce its proc rate. That being said, I'm not familiar enough with the code base to answer definitively.
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I'm not a big fan of trying to re-purpose non-damaging powers that you wouldn't otherwise take into quasi-damage powers. The end result is never really what you want. It's one thing to pile procs in Distortion Field and get 'free' damage. It's quite another to take - and slot - an entire power like Fearsome stare for pair of procs. I agree with you on the "chance for control effect". It's marginally defensible when you're putting "chance for 2 mag hold" into an actual Hold. But when you're just throwing them around at random, they really don't do you any good. In terms of Chance for Build Up, we'd really need to break out the calculator but it seems less effective than simply slotting another proc. Normally Build Up abilities are useful because you use them right before you alpha strike with your massive nuke. When you're just randomly getting a brief buff in the middle of a single target rotation, it's not really all that worthwhile. Epic Char is the same cast and recharge, but delivers slightly more damage (albeit shorter range). I also find the remainder of Flame Mastery generally more useful.
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I think you're missing the point. Let's say you have a proc and you can slot it into one of several places. Normally, the last place you'd choose to slot it would be a pet - because the marginal gain in dps from the pet proc is less than the marginal gain in dps from either an offensive toggle or especially a click attack. So while the pet itself might be a huge dps boost, slotting it for procs normally won't be a good return on value compared to slotting those procs elsewhere (or, more realistically, using the pet as to mule set bonuses while using other powers as pure attack powers). For example, you've slotted your Tornado for Achilles' Heel. Now, that's fine. I don't slot mine for Achilles' Heel - instead I slot my Aqua Bolt. Given that Tornado has an 8 yard radius AE, it has an Area Factor of 1.9 - meaning that it will only proc Achilles' Heel against a single target 1.8 times per minute (proc rates for psuedo-pets are still a bit of a question mark). In contrast, even at a low priority, I'm probably tossing 10 Aqua Bolt per minute - each with a 30% chance to proc Achilles' Heel, given me an expected value of 3 times per minute. Obviously, this isn't a choice you could have made on Ill/Storm, but it should showcase what I'm talking about. On the other hand, you don't slot Phantasm for Explosive Strike. Phantasm has two knockback powers. It can also summon duplicates of itself - and procs don't deal Illusionary damage. In theory, slotting Phantasm for Explosive Strike will very likely give you a return similar to what you'd receive in a click power. But that's an exception. Consider Umbra Beast. It has a variety of attacks. But while it can deal -hit, immobilize, fear, etc. it doesn't have any two powers that share a debuff/control type. So any proc you slot into it will only proc at the expected PPM - less any reduction from the limitations of pet damage delivery. With Mastermind pets, we'd really have to break down the various sets and see just what they entail. My suspicion is that good proc opportunities are reasonably uncommon. A rundown of what I see with Controller pets: #1: Plant. Double defense debuffs attacks open up 3 procs. #2: Illusion. Explosive Strike in Phantasm hits two attacks and the pet can split into copies. #3: Gravity. Both Controller ATOs proc from two attacks #4: Everything else. Nothing affects more than a single attack. At best, you can slot Overwhelming Force to get some knockdown.
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A combination of high ranged defense, significant soft control and inspirations. The rarity with which any mez can actually hit means that you can normally self-sustain off of inspiration drops. Since Storm Summoning doesn't have any offensive toggles to drop, you just pop an inspiration and keep on trucking.
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In the broad sense, it's not all that different from putting the procs in a toggle. It's still additional damage, but it's less additional damage per slot than you might otherwise get using them in click powers. Remember, everything you slot in one place is something you're not slotting in another - you want to get the most value for each of your slots. You should also consider: Pets are lower level than their master. This means that not only do they miss more often but their procs are smaller. Pets prioritize their attacks in the opposite order players do. A player will prioritize their highest dpa attack. A pet will prioritize their lowest recharge attack. So while interruptions for a player merely mean you miss out on the lowest dps portion of your attack chain, interruptions for a pet mean you miss out on the highest dps portion. While there are certainly some exceptions, I'd argue that most pets should be placed below toggles in terms of placing procs.
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Pets have a few issues: We don't know much about their abilities. The data on pets has always been a bit sparse so its tough to optimize them. Pets only receive procs for the right kind of abilities. Consider Dark Servant (from Dark Miasma/Affinity). You could slot all kinds of procs in it. However, most of those procs only apply to certain specific abilities which may or may not be used at a decent rate. Over on the MM boards, there's a thread about procs and there's a bit of angst about how inapplicable most procs are due to the fact that only one ability out of the set uses them. Pets often have 'bad' abilities. Consider Tornado and Lightning Storm. In most cases, these are single target attacks. However, they're actually AE attacks - just AE attacks that rarely ever hit more than one target but still get to suffer from the AF divider. You have to consider the added dps per slot. Piling on additional procs comes at a significant cost - so significant that it's normally worth giving up Corruptor dps bonuses on the main attack because Defenders are more 'slot efficient' in every non-dps attribute. If you're at perma-Hasten, you're getting 3.75 times the dps benefit per slot on your main attacks. On a pet, you're only gaining 1x the dps bonus in most cases. Only when a pet has multiple attacks and those multiple attacks trigger the same proc does it start to pay off. My suspicion is that the Dark Control can likely get a decent advantage with Cloud Senses and/or Glimpse of the Abyss procs, but I'm not entirely sure. There's a discussion on the Mastermind boards about their pets and procs, but the ones that pay off are few and far between. On an unrelated note, it's worth amplifying that the multiplier for the procs isn't actually that 3.75-at-perma-Hasten figure I cited above but rather related to your rotation. For example, on my Storm/Water build, most of my procs 'under-perform' because I spend so much time doing other things - I don't actually activate the abilities quickly enough to optimize their procs. This also touches on the issue of activation times and getting the recharge just right. For example, I noted Ice Blast as one of the best options for procs. It has a 1-2-1-3 style rotation that requires 1.188*2 + 1.188 + 1.32 = 4.884 secs to run. However, this means that you need +237% recharge for Bitter Ice Blast/Ice Bolt but only +171% for Freezing Ray. Another way of putting this is that you've effectively 'capped' the bonus you receive for Freezing Ray at +171% due to your rotation. If you were to go with Ice Blast/Freezing Ray/Bitter Ice Blast, you now need +295% for BiB, +216% for Freezing Ray and +219% for Ice Blast. So let's say we've got a purple and two other procs in each of those attacks alongside +150% damage. Our first rotation: Ice Bolt (x2): 36.15 * 2.5 + (4 + 1) * 3.5 / 60 * 71.75 * 2 + (4 + 1) * 4.5 / 60 * 107.1 = 172 * 2 = 344 FR: 72.29 * 2.5 + (10 + 1) * 3.5 / 60 * 71.75 * 2 + (10 + 1) * 4.5 / 60 * 107.1 = 361 BiB: 82.41 * 2.5 + (12 + 1.07) * 3.5 / 60 * 71.75 * 2 + (12 + 1.07) * 4.5 / 60 * 107.1 = 420 Total = (344 + 361 + 420) / (1.188 * 3 + 1.32) = 230 Our second rotation: Ice Blast: 59.28 * 2.5 + (8 + 1.67) * 3.5 / 60 * 71.75 * 2 + (8 + 1.67) * 4.5 / 60 * 107.1 = 307 FR: (from above) 361 BiB: (from above) 420 Total = (307 + 361 + 420) / (1.188 + 1.32 + 1.848) = 250 The Water rotation I use is WJ -> AB -> Char -> AB -> WJ -> WJ. Using Dominate instead of Char (since I don't have exact figures for Char's damage handy right now): Aqua Bolt (x2): 30.36 * 2.5 + (4 + 1) * 3.5 / 60 * 71.75 * 2 + (4 + 1) * 4.5 / 60 * 107.1 = 158 * 2 = 316 Dominate: 36.15 * 2.5 + (16 + 1.1) * 3.5 / 60 * 71.75 * 2 + (16 + 1.1) * 4.5 / 60 * 107.1 = 371 Water Jet (x3): 87.2 * 2.5 + (10 + 1.43) * 3.5 / 60 * 71.75 * 2 + (10 + 1.43) * 4.5 / 60 * 107.1 = 405 * 3 = 1215 Total = (316 + 371 + 1215) / (1.188 * 2 + 1.32 + 1.584 * 2 + 1.188) = 236 Some notes: Defenders don't actually have a third purple proc (Corruptors do). The non-ATO purple damage procs are Ranged, Hold, Melee and PBAoE. The Water Blast rotation isn't sustainable. It only works if you plan on interrupting the chain frequently to do something else. However, once you start down that road, it becomes less of a rotation and more of a 'priority list' - you end up using your high value attacks far more often than a strict rotation would indicate. The optimal slotting for those attacks likely involves packing all the procs you can in the attack that has the highest 'recharge cap' (discussed above) given the rotation. These are very simple rotations. Both Ice and Water are pretty easy to figure out from the basic numbers - all you really need to do is check if your rotation is feasible given the necessary recharge. However, the rotations for most sets aren't so simple. Ice is unique in that it carries the Hold in the main set. For most other sets, this is not the case and they have to use Dominate/Char from epics. That 16 sec recharge is great for procs, but it can kill your rotation unless you're playing a support set that takes time away from your main dps rotation. Two slightly more complex rotations: Burst (x2): 39.04 * 2.5 + (4 + 1) * 3.5 / 60 * 71.75 * 2 + (4 + 1) * 4.5 / 60 * 107.1 = 180 * 2 = 360 Buckshot: 32.89 * 2.5 + (8 + 0.9) * 3.5 / 60 * 71.75 * 3 / 1.87 = 142 Dominate: (from above) 371 Sniper Rifle: 122.8 * 2.5 + (12 + 3.67) * 3.5 / 60 * 71.75 * 2 + (12 + 3.67) * 4.5 / 60 * 107.1 = 564 Total = (360 + 142 + 371 + 564) / (1.188 * 2 + 1.058 + 1.32 + 0.828) = 257 Single Shot (x2): 36.15 * 2.5 + (4 + 1) * 3.5 / 60 * 71.75 * 2 + (4 + 1) * 4.5 / 60 * 107.1 = 172 * 2 = 344 Disintegrate: 78.08 * 2.5 + (10 + 1.9) * 3.5 / 60 * 71.75 = 245 Dominate: (from above) 371 Penetrating Ray: 122.8 * 2.5 + (12 + 4.4) * 3.5 / 60 * 71.75 * 2 + (12 + 4.4) * 4.5 / 60 * 107.1 = 576 Total = (344 + 245 + 371 + 576) / (1.188 * 2 + 2.112 + 1.32 + 1.62) = 207 And, of course: Burst: (from above) 180 Dominate (proxy for Char): Greater Fire Sword: 91.08 * 2.5 + (12 + 2.33) * 3.5 / 60 * 71.75 * 2 + (12 + 2.33) * 4.5 / 60 * 107.1 = 463 Sniper Rifle: (from above) 564 Total = (180 + 371 + 463 + 564) / (1.188 + 1.32 + 2.508 + 0.828) = 270
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I'd make an argument for Time/Assault Rifle. Slot Burst for Achilles' Heel, Javelin, Shield Breaker, Lady Gray, HO A/D, IO D Slot Sniper Rifle for Explosive Strike, Javelin, Manticore, Apocalypse, HO A/D, IO D Slot Dominate/Char for Unbreakable Constraint, Ghost Widow, Neuronic Shutdown, Javelin, HO A/D, IO D Slot Full Auto for Javelin, Annilation, Positron's (and some other enhancements for A/D) Slot M30 for Positron's, Explosive Strike, Overwhelming Force and Force Feedback (and some other enhancements for A/D) Slot Distortion Field for Ghost Widow, Neuronic Shutdown, Impeded Swiftness, Gladiator's Net Slot Slowed Response for Lady Grey, Achilles' Heel, Shieldbreaker (and some accuracy/recharge).
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I ran some informal tests on my Storm/Water Defender. Clearing an 8/x4 Comic Con space fire farm was ~6 minutes. A top-end Spines/Fire Brute can do it in 4, I believe. However, the issue was less a lack of dps than a lack of taunt. Killing a Rikti Pylon (solo, no tank, no Hybrid/Lore) took ~2:30 (383 dps from the Scrapper thread). I believe top-end Stalkers/Scrappers break the 2 minute mark. That being said: I'm built more for defense than offense. I could probably optimize the damage more if I so chose. Much of that damage is due to Storm Summoning, not my attack chain.
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I'd combine the Sniper changes, the PPM changes and the KB changes all into one batch. What optimizes theses: Having a sniper attack, especially a quick-casting one. Sniper Attacks are a slotting bonanza since they can 3-slot for +2.5% ranged defense on top of getting an additional proc. Assault Rifle has the best option here. Having a short cooldown, non-Rain ultimate. A standard 25-yard radius ultimate has a 3.8125 AF. With 3.5 PPM attacks, this means you can drop the enhanced recharge down to 58.8 before you start decreasing the proc chance. However, the shorter the base cooldown the more impact your global recharge will have (and the less cooldown you need to slot). With +275% (perma-Hasten) global recharge, your Rain of Arrows drops to 16 sec cooldown with a 90% proc chance - meaning 56% uptime on Annihilation. In contrast, even if you managed to get the +147% enhanced recharge to drop Inferno to the 90% proc limit, that additional +275% global recharge would only drop you to 23 secs (if it wasn't limited by the recharge cap). Again, Assault Rifle is the king here with a 2.52 AF attack permitting enhancing it down to 38.9 sec. With +275% global recharge on top of that 54%, you end up at 14 secs or 64% uptime on Annihilation procs. However, it's a cone, which brings problems of its own. Having a hold. Holds can slot a whopping 4 different procs before you even get to slotting ranged damage procs. Slows/ToHit Debuffs. Slows get Impeded Swiftness and ToHit Debuffs get Clouded Senses. Defense Debuffs. These receive Touch of Lady Gray and Achilles' Heel. However, you generally want Achilles' Heel on slow recharge attacks (which you use at nearly their recharge rate) rather than high recharge attacks. Knockback. AE knockdown attacks can slot Force Feedback for a dramatic improvement in +recharge. Any knockback attack can slot Explosive Strike. However, attacks that actually knockback can be perceived as having a hidden 'tax' on them due to the need to slot the otherwise unimpressive Sudden Acceleration. As a result, there's a bit of a "first hit's free" situation where having a single knockback attack isn't a probably (because Overwhelming Force also increases damage) but having a second or subsequent one is. Water is probably the best option here with knockdown on both its standard target AE and its ultimate. Dual Pistols is a solid option as well. Longer recharge attacks. Flares, even aside from its inability to slot procs, is a horrible first tier power in the age-of-procs due to its rapid recharge. Neutrino Bolt and Aqua Bolt aren't great either. Cones. These are both good and bad. The bad is that cones have an implicit 'tax' on them in the form of the need for range increases (most of the time). The good is that those range increases expand the effective radius without costing you AF. The bad is that Cones are notoriously buggy. However, it's worth noting that two cones - Dual Pistols and Beam - are essentially single target attacks that also act as -resist debuffs. PBAoE. All PBAoE have a plethora of slotting options as well as another -resist debuff. Unfortunately, most PBAoE on Blast sets involve a lot of unnecessary risk for no significant gain as opposed to their ranged AE counterparts. In terms of sets: Archery (B). Has a great ultimate, a knockback AE and a sniper shot. Unfortunately, it also has no secondary effects on its attacks and the mandatory first tier attack is horrendous. For a Corruptor, you can probably cobble together a chain from Aimed Shot, Explosive Arrow and Ranged Shot - but you're still not going to be getting top notch performance. I think taking either Char or Dominate from epic pools to round out the chain would be almost mandatory. Assault Rifle (B). On paper, this is fantastic. It's got the best Snipe, one of the best first tier attacks, a KB AE and one of the better ultimates. Unfortunately, it has too much knockback (the problem I alluded to above) and too many cones (again, above). Beam Rifle (B). The Snipe is about average and the attacks can generally be slotted well (but not exceptionally so). Piercing Beam offers nice slotting opportunities. However, it's entire chain is clunky due to the Disintegrate mechanic and it lacks effective AE. Dark (B). Another "I might take it as a Corruptor" choice. Dark Blast is nothing special, but Gloom is quite nice. Torrent is about as good as a Cone gets. I think a Corruptor with the Char/Dominate setup could do good things with Dark. Dual Pistols (B). A slotting bonanza due to the multiple ammo mechanic. However, it doesn't have a Snipe attack, it's Hold isn't worthwhile as a damage attack and it's ultimate is weak. Electrical (C). Unfortunately, endurance modification does not provide procs. So despite the fact that Electrical has a snipe and a hold, it actually doesn't fare all that well. Energy (C). This is the 'knockback tax' set. There's simply too much knockback that you need to eliminate for it to be efficiently slotted. Fire (B). As long as you're willing to mule Flares and never use it, I think Fire does reasonably well. The Sniper attack can be slotted twice and you can dual slot Blaze using Apoc unique. Then just use Dominate/Char from epics to round out your rotation. The Rain is effectively unslottable, but it has high enough basic dpa that it remains useful. The biggest problem would be cobbling together a rotation using 3 10+ base recharge attacks. However, Inferno is one of the weaker ultimates. Ice (A). Both Freezing Ray and Bitter Ice Blast are incredibly slottable while Ice Bolt is a perfectly adequate option as well. Ice Storm has the same issue all Rains do, but Blizzard is a weak ultimate for Defenders. I think playing this as a Corruptor makes far more sense to optimize the Rains. About all its missing is knockback. Psychic (B). The basic attacks are weak and probably only suitable as mules. So you're looking at another Char/Dominate from Epic pools situation combined with the snipe and knockback attack. it also suffers from the 'too much knockback' phenomenon due to its AE. Psychic Wail is nothing particularly special. Radiation (C). While its attacks are nicely slottable, they're such terrible attacks that you can't do much with them. The only worthwhile single target attack it has is the Snipe, so you can't form a strong rotation. Sonic (C). I think Sonic has actually fallen off the board here. It's attacks are effectively unslottable and its major selling point - resistance debuffs - is something that Achilles/Annihilation does almost as well on sets that deliver damage far more effectively. Sets like Dual Pistols or Beam Rifle can debuff resistance about as well as Sonic can without requiring a full rotation and while delivering serious single target damage. Water (A). Defense debuffs, slows and knockbacks make for a highly slottable set. It has two knockdown AEs for Force Feedback. It also has Water Jet, probably the most proc-friendly attack in the game since the proc chance is based on a relatively high recharge but the Tidal Power mechanic allows you to use it far more often than that. That being said, it has a relatively weak basic attack and requires augmenting the attack chain via epic pools as above. However, I will make one final point. I mentioned a number of "take this as a Corruptor" sets. Normally this is due to the arrangement of powers in the set. In the case of Ice Blast, it's due to the Rains. But almost any Corruptor build suffers from the ppm changes. When 40% of your damage comes from sources that are the same between Defender and Corruptor, the fact that you get 15% more damage and Scourge on the remaining 60% will often mean that you'll get out-damaged by your Defender variant when all is said and done. The issue of the ATOs also rears its head. Defenders/Corruptors have some of the best ATOs around. Unfortunately, they're also ATOs wildly unsuitable for a proc-heavy build. That means you need to find a place to dump them where they won't do any damage while you're reaping the benefits of their set bonuses. Moreover, most strong builds split the ATO for double recharge, so you need to find three places to dump them. Rains are a good place, as are most ultimates (where you want the recharge anyway). For most sets, you'll probably just end up purely muling attacks. I think it's also important to address how support sets have changed. Cold Domination (B). As noted elsewhere, you can slot the hell out of Infrigidate and turn it into a somewhat respectable attack. However, it's not really a great attack so the fact that the underlying effect is so useless argues against this strategy. Heat Loss can also be slotted, but its atrociously long recharge means it provides minimal benefit. Dark Miasma (B). There are a few slotting opportunities here, but nothing that would really make a bad power into a good one. Empathy (C). No offensive powers. Force Field (C). It has a fair bit of knockback, but you're not going to get appreciable damage (or even recharge) from it. Kinetics (B). Repel has gotten more popular due to KB->KD and proc changes, but it's not actually all that strong an engine for procs. Otherwise, the set remains nearly unslottable. Nature (A). Entangling Aura is the big winner here for its ability to slot an arsenal of Hold procs. While you'll never kill anyone quickly with this, a build like Fire Control/Nature that already has AE damage auras can stack them on top. Pain (B). Anguishing Cry is the only slottable power and its not a particularly great one. Poison (B). Venomous Gas isn't nearly as slottable as Entangling Aura but it's a far more useful underlying effect. You can also add some procs to your debuffs to make them more useful. Radiation (A). Another situation like Nature where you've got an AE Hold Aura. You can also slot some of your other debuffs for a little bit of added damage on already strong powers. Sonic (C). Most of the powers are unslottable and those that are only gain marginal benefits. Storm Summoning (A). There's a reason there's an entire thread on abusing Storm Summoning that stays near the top of these boards - its ability to abuse Force Feedback has made it a tremendous power set on Homecoming. Thermal (B). The procs it can slot are in powers with too long of a recharge and there are too few procs you can slot. That being said, like all -def powers, it can easily accommodate Achilles' Heel to gain an additional -20% almost guaranteed. Time (A). Distortion FIeld is a monster, able to slot 4 procs without needing any actual enhancements. Slowed Response is also a strong contender. Traps (?). I'm not entirely sure here. Pseudo-pets and procs have a curious interaction. My suspicion is that procs in most of its effects would either be meaningless or not terribly potent, but I don't know. Trick Arrow (?). I haven't tried this either, but I don't see much here. While there are procs that can be slotted, they're primarily in pseudo-pets that desperately need recharge reduction enhancements.
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I was specifically talking about soloing.
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Remember that enemies run away from Tornado and Freezing Rain. With Illusion, you can create a lot of chaos - but you can't contain that chaos. As a result, your Freezing Rain and Lightning Storm are likely to be useless. Against GM, this probably won't be an issue (if not explicitly stationary, many GM are immune to the fear effects and happily stay in the patch). However, the lack of -regen while solo will prove to be an issue. Against AV, the AV will simply run out of your patch/range of Lightning Storm. Against large crowds, the lack of the AE alpha strikes of Corruptors/Defenders means you'll spend all your time chasing down stray minions (or, at least, watching your pets do so).
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You're the only one being argumentative here. The notion of Ice/Time has been mentioned throughout the thread, but not really laid out in terms that would permit a direct comparison. I merely linked the build I'm playing to demonstrate why Ice/Time is an appealing alternative - and mentioned that the Soul Drain + Inferno notion doesn't really mesh with how much of the high end game is laid out/played.
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At 50, spawns are so rarely tightly packed outside of fire farms so Fireball isn't all that useful except as a high dpa (mostly single target) attack and the absence from the Ice toolkit isn't a big deal. It's the same reason I find Soul Drain over-rated - it's rare to come across a situation where you can hit more than a small number of enemies with it. However, the double-Rain is a bit of a toss-up for Ice. On the one hand, you get all that Scourge. On the other hand, you can't effectively use damage procs. That being said, between Distortion Field and Slowed Response, any Time Manipulation build should be decent at AE. However, I think it's inarguably that Ice is the single target king. Consider my Bitter Ice Blast (build below). I'm dealing 268 damage per attack over and above what the actual attack does. You can't slot Fire like that. Villain Plan by Hero Villain Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Corruptor Primary Power Set: Ice Blast Secondary Power Set: Time Manipulation Power Pool: Speed Power Pool: Flight Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Power Mastery Villain Profile: Level 1: Ice Bolt -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(3), Thn-Dmg/EndRdx(3), ImpSwf-Dam%(5), Apc-Dam%(5), GldJvl-Dam%(7) Level 1: Time Crawl -- Acc-I(A) Level 2: Temporal Mending -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(7), Prv-Heal(9), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(11) Level 4: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(17) Level 6: Hover -- LucoftheG-Rchg+(A), BlsoftheZ-Travel(17), BlsoftheZ-Travel/EndRdx(19) Level 8: Freeze Ray -- HO:Nucle(A), Dmg-I(19), NrnSht-Dam%(21), GhsWdwEmb-Dam%(21), GldNet-Dam%(23), UnbCns-Dam%(23) Level 10: Temporal Selection -- Pnc-Heal(A), Pnc-Heal/EndRedux(25), Pnc-EndRdx/Rchg(25), Pnc-Heal/Rchg(27), Pnc-Heal/EndRedux/Rchg(27) Level 12: Ice Storm -- SprScrBls-Acc/Dmg/EndRdx/Rchg(A), SprScrBls-Acc/Dmg(29), SprScrBls-Acc/Dmg/Rchg(29), RechRdx-I(31) Level 14: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-Travel(31) Level 16: Distortion Field -- GldNet-Dam%(A), GhsWdwEmb-Dam%(31), NrnSht-Dam%(33), ImpSwf-Dam%(33) Level 18: Bitter Ice Blast -- HO:Nucle(A), Dmg-I(33), SprMlcoft-Rchg/Dmg%(34), GldJvl-Dam/End/Rech(34), ImpSwf-Dam%(34), CldSns-%Dam(36) Level 20: Afterburner -- LucoftheG-Rchg+(A) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36) Level 24: Kick -- Empty(A) Level 26: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(36), UnbGrd-Max HP%(37), UnbGrd-ResDam/EndRdx(37) Level 28: Farsight -- LucoftheG-Rchg+(A), LucoftheG-Def(37), ShlWal-ResDam/Re TP(39), ShlWal-Def(39), ToHit-I(50) Level 30: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(39), Rct-ResDam%(40), Rct-Def/EndRdx(40), Rct-Def(40) Level 32: Blizzard -- SprScrBls-Rchg/+End(A), SprScrBls-Dmg/Rchg(42), SprScrBls-Dmg/EndRdx/Rchg(42), Dmg-I(42) Level 35: Slowed Response -- TchofLadG-%Dam(A), AchHee-ResDeb%(43), ShlBrk-%Dam(43), Acc-I(43), RechRdx-I(45), RechRdx-I(45) Level 38: Chrono Shift -- DctWnd-Rchg(A), DctWnd-EndRdx/Rchg(45), DctWnd-Heal/Rchg(46), DctWnd-Heal/EndRdx/Rchg(46), DctWnd-Heal/EndRdx(46) Level 41: Power Build Up -- EndRdx-I(A) Level 44: Temp Invulnerability -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(48), Ags-ResDam(48), Ags-ResDam/EndRdx/Rchg(48), Ags-EndRdx/Rchg(50) Level 47: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(50) Level 49: Aim -- GssSynFr--Build%(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Scourge Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(13) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), PrfShf-EndMod/Rchg(15) Level 50: Intuition Radial Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Cimeroran Core Superior Ally Level 50: Clarion Core Epiphany Level 50: Assault Radial Embodiment ------------
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Have you confirmed that pets/pseudo-pets base their PPM on the recharge slotted into the power even though that recharge doesn't increase their attack rate? From informally testing, this seems to be the case (and it may well be the case with toggles as well).
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I'm going to issue a strong note of caution: the damage potential of Blast sets pre-slotting and post-slotting is wildly different. If you're just looking at the basic attacks in the set without considering their slotting, you're going to get a false impression of the power of the set. Consider Water Blast. Now, if you're just dumping 6-set bonuses into it, it's not a very good ST set. However, let's say you put Apoc +negative, Gladiator's Javelin +toxic and Impeded Swiftness +smashing into it. The proc rate for these effects is based on the normal recharge/activation of the power. But the actual rate at which you use it (as well as the activation time) is altered by the Tidal Power mechanic, meaning that these procs occur about 50% more often than they 'should' - and add a correspondingly higher amount of damage. On the flip side of this would be Fire. Fire doesn't have many slotting options normally, but it loses slotting options as a Sentinel since it no longer has a Sniper attack. Likewise, the change from Hold to Sleep on Freezing -> Chiling Ray in Cold has devastating implications for the rotation because Holds have the only purple-quality proc in a non-damage set. So before you say "X Blast Set has Y performance", you really need to break down what rotation you're analyzing and how that rotation is slotted - because chances are if you're just looking at a rough description of the powers, you're not talking about the optimal damage rotation. In terms of the armor sets, slotting also makes an appearance. While it may seem like Sentinels are a more durable version of Blasters, they're not actually much more durable because Blasters receive defensive toggles in Epic pools while Sentinels do not. Obviously, a single toggle isn't going to replace an entire armor set - but it comes pretty close for practical purposes since your actual defensive concerns are focused. The fact that the Sentinel version of the build has better Toxic resist than the Blaster while both have equal S/L resist just means that in 99.9% of the game, their defenses are the same. The upshot of this is that Sentinels struggle with durability just like Blasters do - and until you've slotted out the build, it's hard to know whether you can get enough resistance on a Ninjitsu Sentinel or enough defense on a Radiation Sentinel.
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I don't have a Water/Storm Corruptor build. However, I've linked the Storm/Water Defender I'm currently playing at the bottom of the post. Concepts you should observe: Use of Force Feedback procs to provide global recharge. This is a hidden virtue of Storm Summoning and you should exploit it to the fullest. Triple-proc'd attack chain. Note that the attack chain I'm using involves only Aqua Bolt, Water Jet and Char (from epic pools). Knockback reduction on Tornado. I find it a waste on slots on Hurricane and Lightning Storm. The former I only use when I don't care about knocking back enemies. The latter has a 1 Mag KB, so it doesn't KB anything higher level than me. Ageless to manage endurance/reduce recharge. Playing this particular build without Incarnates (or Speed Boost) can be painful. The various set bonuses to incrementally reach the defensive goals. In this case, I went for soft-capped Range/AoE defense and hard-capped S/L/F resist. It's doubtful that a Corruptor could reach these totals, but many of the same techniques could be applied. Maximize recharge on Freezing Rain, Whirlpool, Tornado and Lightning Storm. These are all recharge-fueld powers. If you're going with Leviathan Mastery, you'll have less single target dps than Flame Mastery provides but the AE Root is definitely tempting to keep enemies locked in the Freezing Rain. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Storm Summoning Secondary Power Set: Water Blast Power Pool: Speed Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Flame Mastery Hero Profile: Level 1: O2 Boost -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(3), NmnCnv-EndRdx/Rchg(3), NmnCnv-Heal/EndRdx(5), NmnCnv-Heal/Rchg(5), NmnCnv-Heal/EndRdx/Rchg(7) Level 1: Aqua Bolt -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(7), Thn-Dmg/EndRdx(9), AchHee-ResDeb%(9), TchofLadG-%Dam(11), ShlBrk-%Dam(11) Level 2: Snow Storm -- PcnoftheT-EndRdx/Rchg/Slow(A) Level 4: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(15), BlsoftheZ-Travel(17) Level 6: Steamy Mist -- LucoftheG-Rchg+(A), LucoftheG-Def(17), ShlWal-ResDam/Re TP(19), ShlWal-Def/EndRdx(19), UnbGrd-Max HP%(21), UnbGrd-ResDam(21) Level 8: Freezing Rain -- SprDfnBst-Rchg/Heal%(A), SprDfnBst-Acc/Dmg/EndRdx/Rchg(23), SprDfnBst-Acc/Dmg(23), SprDfnBst-Dmg/Rchg(25), SprDfnBst-Dmg/EndRdx/Rchg(25), SprDfnBst-Acc/Dmg/EndRdx(27) Level 10: Whirlpool -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx(27), SprFrzBls-Acc/Dmg/EndRdx(29), SprFrzBls-Acc/Dmg/Rchg(29), SprFrzBls-Acc/Dmg(31), SprFrzBls-Dmg/EndRdx/Acc/Rchg(31) Level 12: Hurricane -- EndRdx-I(A) Level 14: Hover -- LucoftheG-Rchg+(A) Level 16: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(31), BlsoftheZ-ResKB(33) Level 18: Kick -- Empty(A) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 22: Maneuvers -- LucoftheG-Rchg+(A), Rct-ResDam%(33), Rct-Def/EndRdx(34) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(34) Level 26: Tornado -- SlbAll-Dmg(A), SlbAll-Dmg/Rchg(34), OvrFrc-Dam/KB(36), FrcFdb-Rechg%(36), RechRdx-I(50) Level 28: Water Jet -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(36), SprVglAss-Acc/Dmg/EndRdx(37), GldJvl-Dam%(37), ImpSwf-Dam%(37), Apc-Dam%(39) Level 30: Tidal Forces -- GssSynFr--Build%(A) Level 32: Lightning Storm -- SprWntBit-Dmg/EndRdx/Acc/Rchg(A), SprWntBit-Acc/Dmg(39), SprWntBit-Dmg/Rchg(39), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Acc/Dmg/Rchg(40), FrcFdb-Rechg%(40) Level 35: Char -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(42), Thn-Dmg/EndRdx(42), NrnSht-Dam%(42), GhsWdwEmb-Dam%(43), UnbCns-Dam%(43) Level 38: Geyser -- SprVglAss-Dmg/EndRdx/Rchg(A), SprVglAss-Dmg/Rchg(43), SprVglAss-Rchg/+Absorb(45), Ann-ResDeb%(45), PstBls-Dam%(45), FrcFdb-Rechg%(46) Level 41: Fire Shield -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(46), Ags-ResDam(46), Ags-ResDam/Rchg(48), Ags-ResDam/EndRdx/Rchg(48) Level 44: Weave -- LucoftheG-Rchg+(A), Rct-Def(48), RedFrt-Def/EndRdx(50) Level 47: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/EndRdx(50) Level 49: Afterburner -- LucoftheG-Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(13) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13), PrfShf-EndMod/Rchg(15) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 50: Intuition Radial Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Cimeroran Core Superior Ally Level 50: Ageless Core Epiphany Level 50: Assault Radial Embodiment ------------
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Enhancement converters (3 per use) will 're-roll' an enhancement, changing it into another enhancement in the set. So buy one of the pieces you already have and use enhancement converters on it until it becomes one you don't.
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Acid Arrow (Trick Arrow) can also be used as a damage mechanism in this fashion. That being said, I'd issue a word of caution: you may run into recharge problems. Exploiting the procs requires leaving the recharge on your powers relatively high and making up the difference with global recharge. However, getting that much global recharge is tricky. The normal method is to pile on purple sets. However, this will preclude heavily proc'ing your attacks because you need to 5-slot your attack powers with purples. Storm Summoning Defenders/Corruptors have two significant advantages here: One of the Defender/Corruptor ATOs can be 'split' because it gets a 10% recharge bonus with a 3-set bonus. This allows Corruptors/Defenders to get purple-level enhancement bonuses while also grabbing two 10% recharge bonuses on two of their powers while only spending 3 slots per power. Other ATs don't have this. Storm Summoning permits the slotting of Force Feedback procs in about half of its powers. Just slotting Force Feedback into Tornado averages out to ~25% recharge bonus at 50 (very roughly) for a single slot. Note that this also means that Storm Summoning scales super-linearly with recharge bonuses. Storm Summoning is also extremely mule-friendly. With the exception of Snow Storm, every power in the set is able to usefully slot sets with decent bonuses. I think this thread has a lot of useful information, but keep in mind that Myshkin, Obitus and I are talking to one another from the standpoint of extensively building and playing these builds so we're probably leaving out a lot of issues that seem obvious to us but may not be initially apparent just glancing at the power sets involved.
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FF procs are part of the reason I use Water instead of Ice. That being said, there's a practical limit on the number of FF procs you can slot because they start to overwrite one another when you're using them on different powers in quick succession. The game is not solely about fighting Rikti Pylons. Lightning Storm is of somewhat limited use due to its stationary nature. Much of the time you're moving from spawn to spawn too quickly to make use of it. Storm doesn't consume all of your activation time, so you need something to fill in the gaps. Defenders/Corruptors do most of their damage via AE. Geyser/Blizzard do massive amounts of damage to a large number of targets, so slotting to maximize that damage makes sense. We're not sacrificing Storm damage. Freezing Rain isn't a meaningful source of damage, so we tend to just slot that for set bonuses/recharge. Tornado and Lightning Storm are slotted for damage in the builds above. We're trying optimize for 'all of the above' in some sense. The current build I'm tinkering with has soft-capped Range/AoE, capped S/L/F resists and those triple-proc'd damage attacks - as well as high damage/recharge FR/Tornado/Lightning Storm.
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A fairly basic Electric/Storm build designed for damage rather than end drain: Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Controller Primary Power Set: Electric Control Secondary Power Set: Storm Summoning Power Pool: Speed Power Pool: Flight Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Electric Fence -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(3), Thn-Dmg/EndRdx(3), GldJvl-Dam%(5), TraoftheH-Dam%(5), SprWiloft-Rchg/Dmg%(7) Level 1: Gale -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(7), ExpStr-Dam%(9) Level 2: Tesla Cage -- UnbCns-Dam%(A), GhsWdwEmb-Dam%(9), NrnSht-Dam%(11), Thn-Acc/Dmg/EndRdx(11), Thn-Acc/Dmg(13), Thn-Dmg/EndRdx(13) Level 4: Chain Fences -- TraoftheH-Dam%(A), SprOvrPrs-Rchg/Energy Font(17), PstBls-Dam%(19), PstBls-Acc/Dmg(19), PstBls-Dmg/EndRdx(21), PstBls-Acc/Dmg/EndRdx(21) Level 6: Jolting Chain -- Apc-Dam%(A), GldJvl-Dam%(23), ExpStr-Dam%(23), Thn-Acc/Dmg/EndRdx(25), Thn-Acc/Dmg(25), Thn-Dmg/EndRdx(27) Level 8: O2 Boost -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(27), NmnCnv-Heal/EndRdx(29), NmnCnv-EndRdx/Rchg(29), NmnCnv-Heal/Rchg(31), NmnCnv-Heal/EndRdx/Rchg(31) Level 10: Steamy Mist -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(31), Rct-ResDam%(33), Rct-Def/EndRdx(33) Level 12: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(33) Level 14: Hover -- LucoftheG-Rchg+(A) Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(34) Level 18: Static Field -- SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprOvrPrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(34), SprOvrPrs-EndRdx/Rchg(34) Level 20: Hurricane -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(36), ExpStr-Dam%(36) Level 22: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(36), ShlWal-ResDam/Re TP(37), ShlWal-Def/EndRdx(37) Level 24: Combat Jumping -- LucoftheG-Rchg+(A) Level 26: Synaptic Overload -- CrcPrs-Conf/EndRdx(A), CrcPrs-Conf(37), CrcPrs-Conf/Rchg(39), CrcPrs-Acc/Conf/Rchg(39), CrcPrs-Acc/Rchg(39), CrcPrs-Conf%(40) Level 28: Hasten -- RechRdx-I(A) Level 30: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(40) Level 32: Gremlins -- ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-Dmg/EndRdx(42), ExpRnf-Acc/Dmg/Rchg(42), ExpRnf-Acc/Dmg(42), ExpRnf-Acc/Rchg(43) Level 35: Tornado -- SlbAll-Dmg(A), SlbAll-Dmg/EndRdx(43), FrcFdb-Rechg%(43), OvrFrc-Dam/KB(45) Level 38: Lightning Storm -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(45), Thn-Dmg/EndRdx(45), FrcFdb-Rechg%(46) Level 41: Water Spout -- Rgn-Dmg/Rchg(A), Rgn-Dmg(46), FrcFdb-Rechg%(46), SuddAcc--KB/+KD(48) Level 44: Shark Skin -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(48), UnbGrd-Max HP%(48), UnbGrd-ResDam/EndRdx(50) Level 47: Afterburner -- LucoftheG-Rchg+(A), BlsoftheZ-Travel(50), BlsoftheZ-Travel/EndRdx(50) Level 49: Hibernate -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(15) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), PrfShf-EndMod/Rchg(17) ------------
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I think the PPM changes do shift the balance from high damage AT to lower damage AT - especially when portions of that damage arise due to special increases to basic damage. It's also a questionable strategy if you're running heavy +damage (such as Kinetics). I've also been revisiting the value of procs for Lightning Storm/Tornado. From what I can tell, Tornado's proc rate is based on it being a PBAoE (8 yard?) and you get very low return on those slots (although obviously more than simply leaving them empty or using them to mule a set). Lightning Storm's proc rate is better, but it just performs at the 'standard rate' presuming you have no recharge in the power. That's very different from actual attack powers, which perform at 2 - 3 times the listed rate due to global recharge. I'm not 100% that recharge slotted into Lightning Storm reduces the proc rate on Lightning Storm, but it seems like it might be the case - which further diminishes the value of procs there. On an unrelated note, I tossed together the tank-ish build you were talking about before with: Soft-capped Ranged Defense Soft-capped AoE Defense Capped S/L Resist 70% Fire Resist The major costs involved with this approach: Removing the Tornado/Lightning Storm damage procs. As noted, I don't believe they were contributing all that much. Placing Defender's Bastion in Aqua Bolt. This significantly reduces the damage it deals and the proc is much less useful (since you're unlikely to ever activate Aqua Bolt at the rate its recharge permits). Losing the self-rez and Assault. Phoenix was mostly a mule, but it did permit excluding wakies from inspiration drops. Assault was just a bit of extra damage. I did slot an extra proc into Char to compensate somewhat, although it reduces the Hold duration. I tried doing the same thing with a Storm/Ice Corruptor but I couldn't get more than low 40s for both AE/Ranged except intermittently with Power Boost (and the resists weren't nearly as high) without making serious dps compromises. In terms of the 'rotations' I described above, the underlying premise is that Defenders/Corruptors (especially Storm Summoning) don't actually run full 'rotations'. Rather, they run snippets of a rotation interleaved with actions from their secondary. As a result, building a rotation like a Blaster or Scrapper (who generally don't have many - if any - active non-attack powers in their secondaries) doesn't make much sense. A Blaster can't run a FR -> IB -> BiB -> IB rotation without ridiculous levels of recharge. They can't run a WJ -> AB -> Char -> AB -> WJ -> WJ rotation at all (there's no way to go back to the start of that rotation from the end at any level of recharge). However, Defenders/Corruptors can - and thus the dps I was calculating was based on the interrupted sequence of dps (ignoring the time taken up by whatever interrupted it). I probably should have made this a bit clearer - it's one of those concepts that's often overlooked. For example, an Ice/Kinetics Corruptor normally has a 'rotation' of Freezing Ray, Bitter Ice Blast, repeat. It should be obvious that there's no way a Blaster could possibly pull off such a 'rotation'. But a Kinetics Corruptor can because the rotation is actually more like Freezing Ray -> Siphon Speed -> Transfusion -> Bitter Ice Blast -> Fulcrum Shift -> Siphon Power -> etc. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1553;721;1442;HEX;| |78DA6594CB4F135114C6EF4CA7625B2894D2024279B43C4B9976786C2551AC51A94| |1EA63D94C60284DFA2050222C4C248685468D8F054B8D3146362E9487FE2BEAC695| |BA504C8C0B57F5CC7CC74E934E28BF33DF3DF73CEEE96D6A73B6F1CDF9ED192179C| |FE6F5F5F5CCACB16C14978C35674ACFE61685F934D027F45FCF9CD9585E56D3E5D2| |5A2193DE28144AC55C31DB555D5DD08B596349BDA1974D578A5816EEF95229AFA65| |70D63C96399C97C2EBB526E826D9A14A1D97A9B33740AB2BE925B0D9E5BCD2DAA14| |3693CCEB052393A248C6DA560795A2D2E79E4CFF24B3B88A535C274353847C8D790| |554169869F0C455F05644F0437B8F1C583B044FBE65BE03DDFBCC03F0AECC694545| |966ED28B5F118D9BCC2D3042E7E5601FC767D9DAD7F2096CFD08DE2738B97E67007| |5B5B6806DBF91ABED180CC69913E003192331E3374C2B96D631C19C026F538F2EEE| |D1F501DAA903E621D87DC4DC077BDE830F29BE87E37BB8A71EEEB1877B7651014DA| |85F3471FD1ED29A795F33F7D9C77DF7F13948E4E3838FF055E8116152FC1CC93F26| |2C2F1F6901688E0047EF4BA2FBFE4B4C3E2D07F9B6C3576E378D10ADFD854FE40FF| |888927722ABA3F3342A89CC30BFC0676007EF77E8E4BAF8E4BA62D006E2CC043814| |C39EA157C837A441DFA6BD21EE2EB407ED31A19773F73E477FC3CF982F989CDB131| |522CCB9C32AB4D17126E71CD591335A40FFD10B58DFA1DC83BC777012938C6A602C| |C1E469C6B8EE71CEDB4879477086CAC834E28E279853605C634EF2ADA2731FE3198| |DF18CE23C13CDCB74837EF255E12BA92F91537B0D8AA010093EB304C7E956AA3794| |FECC6F49B44E49D4295A9D3259A74CD529734AF59784AE0C6ABA6C6B9579A57AE38| |564ED70B554EF77E5879B5679B714C1348F6D4D922E9231AC086F3FA6F7B3D6DF8A| |F6CB56646917F9BD4FF857E329F83558ADBAF2ADC6FE5E632BEDE4CA3577B6D976B| |24677056C7BD76FDB7B61DBFE07EEACF4B5| |-------------------------------------------------------------------|