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amendara

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Posts posted by amendara

  1. If anyone has a similiar problem, allow city of heroes through your window firewall.  I had allowed it through for years and somehow my allowed programs got reset. 

     

    Still odd that it was letting me connect for 5minutes, and I had to reboot my whole computer after getting forcefully disconnected.  But allowing the .exe through the firewall seems to have solved my problem.

    • Thumbs Up 1
  2. Hi everyone,

     

    I have been having a strange problem the past few months, and wonder if anyone might have some advice.

     

    Basically, when I log into CoH and enter the game, after a short while my internet connection gets cut off for everything.  When I go back to windows, it has disconnected from the Wifi, and if I try to reconnect it always says "cannot connect to this network."  So my whole internet gets cut off until I reboot the computer which fixes it.

     

    As long as I don't log into CoH I never have this problem, and sometimes I can play CoH for hours with no disconnect.  But at other random times I disconnect within 5 minutes of entering the game, and have to reboot my whole computer to restore the internet connection.

     

    A very unusual problem no doubt.  I wonder if any of you tech-savvy folks have ever experienced anything like this, and perhaps have a solution?

     

    Thanks

  3. 7 hours ago, Sir Myshkin said:

     

     

    Since you asked in the Controller edition: Dark or Earth Control. In general though? Storm/Energy Defender (and upon just know thinking of it, slightly curious about a Dark/Storm Controller all of a sudden).

     

     

    I have a nice theme for a Dark/Storm Controller, so if you come up with a good proccy build I would be most interested.  Seems like something that would be very slot starved!

  4. I would really like "special" enemies randomly appearing to shake things up.  I noticed I am always excited when a Kheldian is on the team because quantums might show up and shake things up, makeing it more fun.  Maybe make the chance of these enemies appearing be tied to how easy a faction is.  For example, high chance appearing with Council and low chance with Malta.

     

    I think this solution is easy to add and makes the game more interesting.

     

    Too much council steamrolling goes on and it trains people to miss a lot of the other interesting content out there.

     

    Maybe also increase story arc rewards to encourage players to run them over radios.

    • Like 1
  5. Hey guys, thanks this was perfectly helpful.

     

    Carnifax showing the range of what I might do, and Darkir giving me a strong top tier build.

     

    One more question, is there any meleer that might use tentacles effectively? ie tanker, stalker, scrapper brute?

  6. Hey guys,

     

    Old player coming back.  The tenebrous tentacles animation and sound effects was always a favourite and I wanted to try a character who uses that ability a lot and effectively.   Since I have not played for years and know nothing of class/power changes, I wonder if an expert might suggest some Tentacle power builds?

     

    Can be any archetype, patron pools,  late bloomer, expensive with procs etc.  Just wondered what some of the most powerful Tentacle builds might be in the current meta?  Good support build is fine too.

     

    Thanks and looking forward to playing again.

     

    Edit:  whoops, meant to put this in general.  Maybe a mod can move it for me.

  7. The new Dom Earth Assault "Power up" ability is buffing damage, but does not seem to be buffing other powers.  For example, it is supposed to buff defense and healing, but it is neither working on Patron Link Minds defense buff nor Unleash Potential defense or regen buffs.  I can confirm the old Power Boost used to work on Link Minds.

     

    Thanks for repair!

  8. Your zipping around with siphon speed, why worry about the cones?  Fearsome stare, zip in in fulcrum shift, Hod, zip out shadowy binds.  Stay there and spam.  Kinetics is a spammy set so moving around fast is part of the fun.  Sounds great to me.

     

    Fearsome stare (dont damage proc it, only one or two anyhow) and FS have nice synergy, and both it and shadowy binds have HUGE cones.  Dont need to aim carefully with them.

     

    Personally I like sets that do range and melee, lets you see the whole battlefield, and with Kinetics you will always be doing it at superspeed.  Even if hovering.

     

    And dark not only has control, but big tohit debuffing which will help with Kins lack of defense.  Its really a great pairing.  If you want even more craziness, run repel with kbtokdown IO and keep everything near you flopping too, but probably overkill.  But it fun when an ambush happens and quick "bowling ball" flops them long enough to throw a big aoe fear and get things under control again.

     

    Hmmm, now I want to make a dark/kin!

  9. Sure, any location power can be cast on target, me, or location.  I summon pets this way and they appear with one click next to me:

     

    /bind Numpad1 powexec_location me Gremlins

     

     

    When I press 1 on the numberpad it summons the pet right next to me.  No need to target.

  10. Thanks for taking the time Frosticus.  Such an interesting build and its interesting to see how Nerve Alpha can be used. 

     

    One question, wouldn't it be quite important to add Soulbound chance for build up in haunts?  Usually it adds quite a bit of damage to multiple pets.  Also, wouldnt contagious confusion be good in possess or is it not really helpful single target?

     

    I might mix a few things up otherwise and may fiddle trying intuition or even spiritual alphas.  Like you say, its not very good at exemplaring!  Depends on incarnates and very important things come late.

     

    But a great and creative build over all.  Amazing all the interesting things that can be done in this game.  Cheers!

  11. On 6/28/2019 at 2:44 AM, Auroxis said:

    I churned out this build today and tested it on Justin, focused on maximizing S/L resists while maintaining high overall performance. It can down pylons in reasonable times (About 280 DPS) and farm AE maps on +4x8 w/ Bosses.

     

    Villain Plan by Mids' Reborn : Hero Designer 2.6.0.1
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Bane: Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Bash -- SprSpdBit-Rchg/Global Toxic(A), SprSpdBit-Acc/Dmg(5), SprSpdBit-Dmg/EndRdx/Rchg(5), SprSpdBit-Dmg/Rchg(7)
    Level 1: Bane Spider Armor Upgrade -- Ags-ResDam/Rchg(A), Ags-ResDam/EndRdx/Rchg(3), Ags-ResDam(3), Ags-ResDam/EndRdx(9), GldArm-3defTpProc(11), UnbGrd-Max HP%(11)
    Level 2: Combat Training: Defensive -- Rct-Def(A), Rct-ResDam%(7), ShlWal-ResDam/Re TP(9), Ksm-ToHit+(17), LucoftheG-Def/Rchg+(45), Krm-ResKB(50)
    Level 4: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23), LucoftheG-Def/EndRdx/Rchg(29), LucoftheG-EndRdx/Rchg(29)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 8: Boxing -- Empty(A)
    Level 10: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(13), RedFrt-Def/EndRdx(13)
    Level 12: Pulverize -- CrsImp-Dmg/EndRdx/Rchg(A), CrsImp-Acc/Dmg/EndRdx(31), CrsImp-Acc/Dmg/Rchg(34), CrsImp-Dmg/EndRdx(39), CrsImp-Dmg/Rchg(40)
    Level 14: Venom Grenade -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(15), Rgn-Acc/Rchg(15), Rgn-Acc/Dmg/Rchg(17), Rgn-Dmg/Rchg(25)
    Level 16: Tough -- Ags-ResDam/Rchg(A), Ags-ResDam(33), Ags-ResDam/EndRdx(34), Ags-ResDam/EndRdx/Rchg(33), StdPrt-ResKB(39), StdPrt-ResDam/Def+(43)
    Level 18: Shatter -- Hct-Dam%(A), Hct-Dmg/EndRdx(19), Hct-Acc/Rchg(19), Hct-Acc/Dmg/Rchg(42), Hct-Dmg/Rchg(43)
    Level 20: Frag Grenade -- SprDmnofA-Acc/Dmg/EndRdx/Rchg(A), SprDmnofA-Rchg/DmgFear%(42), SprDmnofA-Dmg/EndRdx/Rchg(42), SprDmnofA-Acc/Dmg/Rchg(21), SprDmnofA-Dmg/Rchg(21), OvrFrc-Dam/KB(40)
    Level 22: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(33), RedFrt-Def/EndRdx(37)
    Level 24: Cloaking Device -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(25), RedFrt-Def(50)
    Level 26: Tactical Training: Assault -- EndRdx-I(A)
    Level 28: Surveillance -- AchHee-ResDeb%(A)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Crowd Control -- Arm-Dam%(A), Arm-Dmg/EndRdx(34), Arm-Acc/Rchg(36), Arm-Acc/Dmg/Rchg(36), Arm-Dmg/Rchg(36), FrcFdb-Rechg%(43)
    Level 35: Build Up -- GssSynFr--Build%(A)
    Level 38: Web Envelope -- RechRdx-I(A)
    Level 41: Shatter Armor -- Hct-Dmg(A)
    Level 44: Summon Blaster -- CaltoArm-EndRdx/Dmg/Rchg(A), CaltoArm-Acc/Dmg/Rchg(46), CaltoArm-Dmg/EndRdx(46), CaltoArm-Acc/Dmg(46), CaltoArm-Acc/Rchg(50)
    Level 47: Wolf Spider Armor -- Ags-ResDam(A), Ags-ResDam/EndRdx(48), Ags-Psi/Status(48), Ags-ResDam/Rchg(48)
    Level 49: Mental Training -- Run-I(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 -- Clr-RunSpd(A), Clr-EndRdx(45)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Clr-Stlth(A), Clr-RunSpd(27)
    Level 1: Conditioning 
    Level 1: Sprint -- Clr-EndRdx(A), Clr-RunSpd(27)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(37), NmnCnv-Regen/Rcvry+(37), Prv-Absorb%(40), Prv-Heal(45)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(31), PrfShf-EndMod/Acc(39)
    Level 0: High Pain Threshold 
    Level 50: Rebirth Radial Epiphany 
    Level 50: Degenerative Radial Flawless Interface 
    Level 50: Void Radial Final Judgement 
    Level 50: Warworks Core Superior Ally 
    Level 0: Born In Battle 
    Level 0: Marshal 
    Level 0: Invader 
    Level 50: Cardiac Core Paragon 
    Level 50: Assault Radial Embodiment 
    ------------
    ------------

     

    Single Target DPS Chain = Shatter-Pulverize-Bash

    Debuff Chain (every 20s) = Surveillance-Venom Grenade-Shatter Armor

    AoE Chain = Crowd Control-Venom Grenade-Frag Grenade

     

     

    Great build Auroxis.  How do you think this compares DPS wise to your Melee Crabbermind build from the Crabbermind thread?

    • Like 1
  12. 4 hours ago, Sir Myshkin said:

    Test #4 Part B, Plant Control w/ Epics Leviathan & Mace

     

    So a couple days back I posted up a teaser video of Plant/Dark/Leviathan with a couple of highlight points about things I'd be talking about with the following write up:

    1. You may notice a declaration of something unseen in any of the prior tested Proc Monster builds in this video.
    2. Uncovered discrepancies between Mids and In-Game information.
    3. An interesting function in Carrion Creepers I wasn't aware of.
    4. The sacrifice needed to make Plant Control sing as a Proc Monster

    I'm going to touch on all these throughout here, just refreshing that list for reference within.

     

    So lets talk about Plant Control. There is definitely a lot going on with this set, and a lot of choices have to be made about the progression of this set for a player. There are seven powers in the set that can take damage procs, an eighth technical power can take some sleep stuff (haven't generally counted those powers for much of anything as they're pretty straight forward and rather limited). We otherwise have our standard trio of ST Immob, ST Hold, T-AoE Immob, then Seeds, Vines, Creepers, and the Fly Trap. At least four of these powers need six slots to pack procs, one that can do 4-6 to be effective, and then whatever gamble a player makes on the others (but likely still 6 on Strangler). So that's 36 slots devoted to six attacks, with pure proc-planning, that's a lot!

     

    Strangler

    Pretty standard hold slotting at this point with four hold damage procs, one gladiator damage proc, and use the last slot to boost Acc/Dam

     

    Roots

    I haven't dove to excessively into some of these powers because they do sort of speak for themselves, but I'll touch on at least one T-AoE a bit more with this set. There's two basic +Dam Procs slottable, the Posi and the Trap of the Hunter (TotH) with the rest being status impacts (KD, Disorient, Hold Chance, etc). If we try and focus on maximized damage, and also look at the whole build, Roots is probably one of the best places to drop a 5-piece of the Positron's Blast to pick up the proc, and the 6.25% Recharge, and cap it off with a TotH proc. Get both damage options and some global reach that'll get to be kind of tight to achieve.

     

    Seeds of Confusion

    Powers like this that pop AoE Confusion have two directions they can go. Either take the purple set and focus on Contagious Confusion to amplify the confuse mag chance, or go the damage route and pack in the damage procs. The AT-O also has a damage proc, so there's quite a bit of potential flexibility with this power. Malaise's Illusions and the AT-O both give a good chunk of global rech too. If you're willing to drop the AT-O set in Seeds, that's 10%, and the potential for two damage procs. Otherwise, Seeds with just the Contagious (purple set including proc), focus on just mag boosting and still get 10%. Otherwise set worked just as expected in both regards when tested.

     

    Vines

    Another standard slot-it-with-hold-procs power that can be reduced to a bit over a minute in recharge and make it pretty viable for occasional nuking. Worked pretty much just as expected compared to other similar powers.

     

    Fly Trap

    This lovely little critter has something available to it that not many recharge-focused pets have: Access to Achilles Heel! I tested both the Heel and the +Dam proc in the trap. Spiked Achilles quite a bit, but I'm not sure that the damage proc ended up being worth the offset compared to using the Soulbound +BU proc overall between the impact of -Res in itself, and what -Res being suffered around it. It was kind of nice to see it going off and adding another layer of insanity into the mix.

     

    Carrion Creepers

    I saved this power for last in the Primary list because it's the one power that has a lot of attention right now. This thing can get loaded with a TON of procs, making it the most hungry of the collection that an individual player is going to have to work through to determine best option. I tried to collect game data on activations to do a better analysis of what, when, and how often each procs were likely going off, and share it here for analysis, but I couldn't seem to get Test to convert the chat filed into a .txt after logging/close down the game. Carrion Creepers create a massive spike in the logs and trying to sift through it in-game was a nuissance. I'm going to have to go back over it more fine-tooth later (and also figure out why chat-logging suddenly stopped on Test).

     

    For slotting, the biggest thing to me was getting an immediate burst of Recharge in there. This thing has a killer cooldown. Something I realized just now I forgot to check was also the accuracy aspect. The Mids tooltipping has an * next to the Acc percentage which typically indicated something that was PvP specific, or had a PvP altering aspect. I didn't initially slot any accuracy beyond what was naturally in the build in order to run out and try procs on a bunch of low-level junk, but then I also took it against a Pylon, and then even ran into groups of 51 and 54 Rikti to test some survivability and still the Creepers were popping out and attacking just fine and flooding my combat window like a waterfall.

     

    3.) I mentioned before that Creepers do something I hadn't been aware of, which is kind of a neat aspect of the power in the realm of dealing with its rather long recharge. Whether this is tied specifically to the power looking for "dead" enemies or not after its activation, I couldn't say, or if the effect field you initiate secretly travels with the player, and is not dropped on the ground. The thing that happens is that if I drop the Creeper patch, and then move away from it and engage with a new enemy within that 120/s window, the Creepers will spawn on that new mob. So far I've managed to get them to spawn as far apart as one Pylon distance (#16 to #17) without resummoning them. This too will require a bit more investigation.

     

    Epics Leviathan and Mace

     

    I was pretty please in both cases of these two epics, but there is some potential for slot ratio struggle if really pouring into just about any Epic, especially one that really wants to burn six slots in several abilities.

     

    Poisonous Ray

    Does its own -Res, then can take the -Res Achilles Heel, then three damage procs on top of that. If you can get the recharge to the 8-10 second range, this power would be an easy pick as it'd have a bunch of burst potential with procs, and easy reapplication of the -Res from the Heel. Given that a Controller build is likely lacking in a swarm of ST attacks, this a nice strong swing for one and the procs carry this over the 200 damage mark before -Res effects. I got pretty consistent results with this loaded up.

     

    Disruptor Blast

    This was a quirk power that did a lot better when tossed at a ST than what I'd anticipated. Between being able to take a FF+Rech, and the -Res Annihilation, I feel it was nearly worth using it in a ST chain just for the added effects. But, as expected, got the usual proc effects in an AoE scenario. Between the bonus burst of two +Dam procs, and the FF+Rech, I think that's enough to make the power actually viable. Its really heavy endurance cost was definitely noticed though, which is kind of its biggest set back

     

    Tarantuala

    Another pet that takes an Achilles Heel proc?! No Way! The list is now two! Ah, Ah, Ah! Some interesting side note here. The attack that the Spider uses is Venom Burst to trigger the procs (both -Res and +Dam), which is one that's on the longer side of use. The -Res is beneficial for everything for a decent window, but that proc only going off once periodically kind of sucked. It's a useful place to drop a proc if the slot is available, but I'm not convinced that its enough to warrant keeping it there when there's other places that really need it for more consistent effects

     

    Water Spout

    A lot of people know that this power does some crazy things damage wise, plus it takes two -Res proc which vastly improves just how much it hits for. It can also take a couple of damage procs, but they don't go off often after the initial launch of the power, so they may not really be worth slotting when 1) this power is one that actually needs damage enhancement, and 2) FF+Rech can go into this and helps shrink its recharge so we want a slot for that too.

     

    Coralax

    Little disappointed here. This was a power where I discovered what mids reflected, and what was in game, didn't line up. 2.) The -Def components aren't slottable for this ability, so no proc option, and no -Res Achilles Heel option. So chance to cap the pet at just a 4-piece of expedient unless wanting to grab a couple of +Def uniques that'll spread to any other pets.

     

    Starving Proc Monster

    This set having a few more powers that really need to be in the build, but that also require a good chunk of slots make building Plant Control kind of difficult. Knowing that I was testing Epics with the Primary, I made some power choice compromises like not taking Vines when I kind of wanted to, or getting Tactics into the build to help shore-up some accuracy. What's interesting is when I did a survival test to collect Carrion Creepers data (that didn't save -_-), I never altered accuracy any further, yet was pretty smooth sailing against level 54 Rikti. My inherent accuracy on the crushed test build was light in a few areas for +4, but worked out okay being +1'd.

     

    Secondary choice, and Epic choice are going to have a pretty big impact on slot choice variety for Plant. Probably Epic most of all. Something I noticed in doing test runs, in keeping the Epic pet alive alongside my Primary pet, they added a pretty significant contribution to taking things down. In the Pylon testing, I had an early failure where I lost a Tarantula and pushed through, did okay, but not what I'd been getting. I feel like Plant is the most greedy slot set out of the selection.

     

    A bit of a, I dunno, hole maybe, in Plant (since it can be easily grabbed in many others powers we've experienced so far), there's no inherent ability to yank FF+Rech triggers. I ended up putting Arcane Bolt into the builds for the +Rech it could provide, and to give the build a reasonable ST attack over using Entangle.

     

    The other area where I was looking at "do we need to sacrifice here..." for was what some may have noticed was different in the Pylon video. I dropped in Agility Core of Intuition looking at trying to shave down some frustrating times on a few powers since I was only able to initially pack 140% global into the build and wanted to pull 3-4/s off quite a good amount of abilities still. Frosticus brought up dropping Nerve in for accuracy replacement, but I think that can be worked past still. Agility was a struggle some consideration, but I left it in and went off after a Pylon several times to test it out. Those times I got back were pretty solid.

     

    Something that was interesting, however, is that I put Intuition back into the Alpha slot... just to see, just to see, and went and attacked another Pylon. I took it down about 20-30/s faster. Didn't change any of the other slotting, just swapped that one thing out, and still went blindingly quick through that test runs. The thing that has me feeling like I know why is in the regards of all the pets being leveraged; two summon pets, and then Water Spout, still doing a ton of physical damage, and they're all directly impacted by what Intuition can provide (more damage, overcapped). I'll post the video for that additional run in a follow-up post later, but I wanted some of that initial "wow that was quick" before I turned around and topped it without even meaning to.

     

    I'm going to post the "test" builds, and then also in the follow-up post a maximized version of Plant taking more consideration into epic choices, and trying to get a better balance in slot placements. Leviathan was very surprising speed twist so I'll likely focus on trying to tune up that build a little maybe and see if I can make it even stronger.

     

    Plant/Dark/Leviathan:

      Reveal hidden contents

    Hero Plan by Hero Hero Designer 2.23
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Level 50 Natural Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Darkness Affinity
    Power Pool: Sorcery
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Strangler -- GhsWdwEmb-Dam%(A), SprWntBit-Acc/Dmg(13), UnbCns-Dam%(13), GldNet-Dam%(27), NrnSht-Dam%(29), GldJvl-Dam%(29)
    Level 1: Twilight Grasp -- Pnc-Heal(A), Pnc-Heal/EndRedux(3), Pnc-EndRdx/Rchg(3), Pnc-Heal/Rchg(5), Pnc-Heal/EndRedux/Rchg(5), Acc-I(7)
    Level 2: Roots -- PstBls-Acc/Dmg/EndRdx(A), PstBls-Acc/Dmg(11), PstBls-Dmg/EndRdx(15), PstBls-Dmg/Rng(15), PstBls-Dam%(40), TraoftheH-Dam%(40)
    Level 4: Tar Patch -- RechRdx-I(A)
    Level 6: Arcane Bolt -- Thn-Acc/Dmg(A), GldJvl-Dam%(27), ExpStr-Dam%(37), FrcFdb-Rechg%(37)
    Level 8: Seeds of Confusion -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(A), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(34), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(36), SprWiloft-EndRdx/Rchg(36), SprWiloft-Rchg/Dmg%(36), MlsIll-Dam%(37)
    Level 10: Darkest Night -- EndRdx-I(A), EndRdx-I(11)
    Level 12: Super Speed -- BlsoftheZ-ResKB(A)
    Level 14: Howling Twilight -- RechRdx-I(A)
    Level 16: Shadow Fall -- LucoftheG-Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(17), HO:Ribo(19), Rct-ResDam%(19), ShlWal-ResDam/Re TP(23)
    Level 18: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(45)
    Level 20: Fade -- LucoftheG-Rchg+(A), LucoftheG-Def/Rchg(21), RedFrt-Def/Rchg(21), Rct-Def/Rchg(23)
    Level 22: Kick -- Acc-I(A)
    Level 24: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(25), GldArm-End/Res(25)
    Level 26: Carrion Creepers -- PstBls-Dam%(A), RechRdx-I(40), Ann-ResDeb%(43), TraoftheH-Dam%(43), ImpSwf-Dam%(45), ExpStr-Dam%(46)
    Level 28: Soul Absorption -- RechRdx-I(A)
    Level 30: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31), Ksm-ToHit+(31)
    Level 32: Fly Trap -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-Acc/Dmg(33), TchofLadG-%Dam(34), AchHee-ResDeb%(34)
    Level 35: Spirit Tree -- Heal-I(A)
    Level 38: Dark Servant -- CldSns-%Dam(A), CldSns-Acc/EndRdx/Rchg(39), CldSns-Acc/Rchg(39), CldSns-ToHitDeb/EndRdx/Rchg(39)
    Level 41: Water Spout -- PstBls-Dam%(A), Ann-ResDeb%(42), AchHee-ResDeb%(42), TchofLadG-%Dam(42), PstBls-Dmg/Rchg(43), SprFrzBls-Acc/Dmg/Rchg(46)
    Level 44: Shark Skin -- StdPrt-ResDam/Def+(A), GldArm-End/Res(45), GldArm-3defTpProc(46)
    Level 47: Summon Coralax -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-Acc/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(48), EdcoftheM-PetDef(50), CaltoArm-+Def(Pets)(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    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 -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7), Mrc-Rcvry+(9)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(9)
    Level 50: Support Core Embodiment
    Level 50: Ageless Core Epiphany
    Level 50: Degenerative Core Flawless Interface
    Level 50: Mighty Core Final Judgement
    Level 50: Agility Core Paragon
    ------------

     

     

    
    
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    Plant/Dark/Mace:

      Reveal hidden contents

    Hero Plan by Hero Hero Designer 2.23
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Level 50 Natural Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Darkness Affinity
    Power Pool: Sorcery
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Strangler -- GhsWdwEmb-Dam%(A), SprWntBit-Acc/Dmg(13), UnbCns-Dam%(13), GldNet-Dam%(27), NrnSht-Dam%(29), GldJvl-Dam%(29)
    Level 1: Twilight Grasp -- Pnc-Heal(A), Pnc-Heal/EndRedux(3), Pnc-EndRdx/Rchg(3), Pnc-Heal/Rchg(5), Pnc-Heal/EndRedux/Rchg(5), Acc-I(7)
    Level 2: Roots -- PstBls-Acc/Dmg/EndRdx(A), PstBls-Acc/Dmg(11), PstBls-Dmg/EndRdx(15), PstBls-Dmg/Rng(15), PstBls-Dam%(40), TraoftheH-Dam%(40)
    Level 4: Tar Patch -- RechRdx-I(A)
    Level 6: Arcane Bolt -- Thn-Acc/Dmg(A), GldJvl-Dam%(27), ExpStr-Dam%(37), FrcFdb-Rechg%(37)
    Level 8: Seeds of Confusion -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(A), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(34), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(36), SprWiloft-EndRdx/Rchg(36), SprWiloft-Rchg/Dmg%(36), MlsIll-Dam%(37)
    Level 10: Darkest Night -- EndRdx-I(A), EndRdx-I(11)
    Level 12: Super Speed -- BlsoftheZ-ResKB(A)
    Level 14: Howling Twilight -- RechRdx-I(A)
    Level 16: Shadow Fall -- LucoftheG-Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(17), HO:Ribo(19), Rct-ResDam%(19), ShlWal-ResDam/Re TP(23)
    Level 18: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(23)
    Level 20: Fade -- LucoftheG-Rchg+(A), LucoftheG-Def/Rchg(21), RedFrt-Def/Rchg(21), Empty(25)
    Level 22: Kick -- Acc-I(A)
    Level 24: Tough -- GldArm-ResDam(A), GldArm-End/Res(25), GldArm-3defTpProc(39), StdPrt-ResDam/Def+(45)
    Level 26: Vines -- GhsWdwEmb-Dam%(A), GldNet-Dam%(40), NrnSht-Dam%(43), SprEnt-Rchg/AbsorbProc(43)
    Level 28: Soul Absorption -- RechRdx-I(A)
    Level 30: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31), Ksm-ToHit+(31)
    Level 32: Fly Trap -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-Acc/Dmg(33), TchofLadG-%Dam(34), AchHee-ResDeb%(34)
    Level 35: Spirit Tree -- Heal-I(A)
    Level 38: Scorpion Shield -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(39), LucoftheG-Def/EndRdx/Rchg(39)
    Level 41: Poisonous Ray -- AchHee-ResDeb%(A), TchofLadG-%Dam(42), ShlBrk-%Dam(42), GldJvl-Dam%(42), Thn-Acc/Dmg/EndRdx(43), SprWntBit-Acc/Dmg/EndRdx(46)
    Level 44: Disruptor Blast -- PstBls-Dam%(A), Ann-ResDeb%(45), FrcFdb-Rechg%(45), ExpStr-Dam%(46), SprFrzBls-Acc/Dmg/EndRdx(46)
    Level 47: Summon Tarantula -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-Acc/Dmg(48), ExpRnf-Acc/Rchg(48), TchofLadG-%Dam(50), AchHee-ResDeb%(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    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 -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7), Mrc-Rcvry+(9)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(9)
    Level 50: Support Core Embodiment
    Level 50: Ageless Core Epiphany
    Level 50: Degenerative Core Flawless Interface
    Level 50: Mighty Core Final Judgement
    Level 50: Agility Core Paragon
    ------------

     

     

    
    
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    Plant/Dark/Soul:

      Reveal hidden contents

    Hero Plan by Hero Hero Designer 2.23
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Level 50 Natural Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Darkness Affinity
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Strangler -- GhsWdwEmb-Dam%(A), SprWntBit-Acc/Dmg(13), UnbCns-Dam%(13), GldNet-Dam%(27), NrnSht-Dam%(29), GldJvl-Dam%(29)
    Level 1: Twilight Grasp -- Pnc-Heal(A), Pnc-Heal/EndRedux(3), Pnc-EndRdx/Rchg(3), Pnc-Heal/Rchg(5), Pnc-Heal/EndRedux/Rchg(5), Acc-I(7)
    Level 2: Roots -- PstBls-Acc/Dmg/EndRdx(A), PstBls-Acc/Dmg(11), PstBls-Dmg/EndRdx(15), PstBls-Dmg/Rng(15), PstBls-Dam%(40), TraoftheH-Dam%(40)
    Level 4: Tar Patch -- RechRdx-I(A)
    Level 6: Entangle -- Thn-Acc/Dmg(A), Apc-Dam%(27), GldJvl-Dam%(37), TraoftheH-Dam%(37)
    Level 8: Seeds of Confusion -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(A), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(34), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(36), SprWiloft-EndRdx/Rchg(36), SprWiloft-Rchg/Dmg%(36), MlsIll-Dam%(37)
    Level 10: Darkest Night -- EndRdx-I(A), EndRdx-I(11)
    Level 12: Super Speed -- BlsoftheZ-ResKB(A)
    Level 14: Howling Twilight -- RechRdx-I(A)
    Level 16: Shadow Fall -- LucoftheG-Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(17), HO:Ribo(19), Rct-ResDam%(19), ShlWal-ResDam/Re TP(23)
    Level 18: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(45)
    Level 20: Fade -- LucoftheG-Rchg+(A), LucoftheG-Def/Rchg(21), RedFrt-Def/Rchg(21), Rct-Def/Rchg(23)
    Level 22: Kick -- Acc-I(A)
    Level 24: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(25), GldArm-End/Res(25)
    Level 26: Carrion Creepers -- PstBls-Dam%(A), GrvAnc-Acc/Rchg(40), Ann-ResDeb%(43), TraoftheH-Dam%(43), ExpStr-Dam%(43), ImpSwf-Dam%(45)
    Level 28: Soul Absorption -- RechRdx-I(A)
    Level 30: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31), Ksm-ToHit+(31)
    Level 32: Fly Trap -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-Acc/Dmg(33), TchofLadG-%Dam(34), AchHee-ResDeb%(34)
    Level 35: Spirit Tree -- Heal-I(A)
    Level 38: Dark Servant -- CldSns-%Dam(A), CldSns-Acc/EndRdx/Rchg(39), CldSns-Acc/Rchg(39), CldSns-ToHitDeb/EndRdx/Rchg(39)
    Level 41: Dark Embrace -- StdPrt-ResDam/Def+(A), GldArm-End/Res(42), GldArm-Res/Rech/End(42), GldArm-3defTpProc(42)
    Level 44: Dark Obliteration -- CldSns-%Dam(A), PstBls-Dam%(45), SprFrzBls-Rchg/ImmobProc(46), SprFrzBls-Acc/Dmg/EndRdx(46), SprFrzBls-Acc/Dmg(46)
    Level 47: Soul Drain -- Arm-Dam%(A), Obl-%Dam(48), Erd-%Dam(48), ScrDrv-Dam%(48), Arm-Acc/Dmg/Rchg(50), RechRdx-I(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    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 -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7), Mrc-Rcvry+(9)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(9)
    Level 50: Support Core Embodiment
    Level 50: Ageless Core Epiphany
    Level 50: Degenerative Core Flawless Interface
    Level 50: Mighty Core Final Judgement
    Level 50: Agility Core Paragon
    ------------

     

     

    
    
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    Remember, those were test builds, not "optimal" builds, there's some inherent flaws in a couple of them that can be ironed out, but they'll run decently.

    More great info and builds.   Thanks so much for all this research you are doing Sir Myshkin.  Really making me want to do a Plant controller right now, but I'll probably go Dark/Poison since I already have a Plant dominator I like.  Creepers is just one of the best powers and the game and its goodness keeps on giving!

  13. 6 hours ago, Frosticus said:

    I'm not opposed to sharing a build. I don't really have one for my dark/poison as I'm still levelling it. I'll post what I'm striving for though. It is subject to change if it starts working out differently than I'm expecting in the end game, but so far it plays similar to my plant/poison.

    I take the dog while levelling. I just mean on a 50+ build the pet doesn't really fit my playstyle anymore.

    Awesome thanks.  Really appreciate all this work you are doing testing out proc performance.  Lets some underperformers like Poison get more play time up with the strong sets.

  14. 6 hours ago, Frosticus said:

    Haha yep. I have a pbaoe nuke-troller in the works. Dark/poison is as you describe. I dont like spring leap personally. I tried it with 4 dam procs but for whatever reason it didnt click for me. I might revisit it with a target location bind. . Fissure fits in like a dream.

     

    Single target is more impressive than you might think as haunts are decent damage with two procs added. The dog despite high damage is skippable imo. 

    Do you mind sharing your build Frosticus?  I'm finding all the proc stuff too daunting to know how to slot.

     

    It looks like you are going Dark/Poison/Earth which is what I was thinking.  And I want to skip spring attack too since my main is a shield stalker and worn out on that power.  And fissure+FF proc is too good to pass up in a build otherwise having no knockback.

     

    The other possiblity which looked intruiging is Fire for a fireball, consume +low defense Rise of the phoenix build.  Too many invulnerable characters running around and phoenix can make dying fun.

     

    Since dog adds good ST damage and a bit of distraction, what power are you skipping it for?

     

    Thanks

  15. Thanks, that is what I expected.  I was just wondering since the pulsing AOE holds are a bit better than the normal ones, but the recharge makes all the aoe holds a turn off.

     

    Kudos for a great idea Coyote!  Thematically I like both of these sets but I could never think of a combo I wanted.  Think I'll give it a try.  Maybe not the most powerful, but looks fun.

  16. Wonderful analysis in all these threads Hjarki.  Since I have a 50 ice/shield stalker I might chime in here.  Shield Charge does not critical, but it also does not immediately break hide, so its actually very nice to tp into a group with shield charge doing good damage with knockup and immediatlely follow with frozen aura or ball lightning, both which have typical aoe 50% crit rate.

     

    Never thought of using cross punch in a rotation to make zapp more consistent.  Might see if I can fit that in, though I generally find because of assassins mark Im in build up most of the time so Zapp is instant. 

     

    For fighting AV with shield, I usually bring along a pack of minions to keep my damage boosted, but yes sometimes that is not possible making bio probably stronger overall.  But shield charge, ball lightning, frozen stomp is a very fun 123 combo.

     

     

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