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Onlyasandwich

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Everything posted by Onlyasandwich

  1. Got it. I thought you were inferring nerfs to archery, which would definitely surprise me!
  2. I'm sure active play will inform best. This build does already have pboosted farsight, but perhaps that won't be enough.
  3. I hope you enjoy it! I like that you can play it very safely and aggressively, but the safety is contingent on your active power usage. If you get complacent and let your controls lapse in an overaggroed crowd, or don't have your storm powers doing their work, you don't have capped defense to fall back on and will plant. It's also fun to have a variety of approaches to each spawn. You have different openers to rotate, or you could even go old fashioned storm and herdicane if the situation calls for it. When solo and especially at earlier levels, don't forget that you can place freezing rain or bonfire out of los around a corner. This is less necessary on teams, or later on when you have some resistance and Mez protection solo.
  4. I am ready to be corrected, but I believe performance shifter, when slotted in a click power, is simply a chance for a one time pop of end. I'm not certain that it will continue checking for the duration of the power as it does in stamina, which is always on and checking every ten seconds. I know that miracle and numina will definitely provide their bonuses for a good duration as long as you are regularly recasting the power, but I think performance shifter works differently. Would be interested in knowing for certain myself! My main rationale for the low utility of pet auras for controllers is mostly that you are already providing good protection for them with your controls and buffs. Phantasm is also a ranged pet, which will keep them even safer. Given that yours is short on damage slotting, and would do well with the smashing proc, I would shift my slotting that direction. I missed that the buildup proc was already in pa. I'd definitely keep it there.
  5. Looks like a strong build to me! It may be neither here nor there as I know the current slotted set bonus is meaningful, but squeezing multiple damage procs into water jet really helps make up for water's main weakness, single target damage. The instant recharge from tidal lets you double dip on those high proc percentages. Also related to single target, strangler can be turned into a very heavy hitter with procs. I hover blast with my water/temporal as well, relying on ranged defense. Since I don't have that extra punch from melee powers, bosses can be a bit of a slog. Not sure that theft of essence in dehydrate will make much difference for you, and your sustain should keep you running strong on end anyhow. May be better to drop a lady grey proc in there. Your slotting choices are overall very solid in any case.
  6. What is in board to nerf these sets?
  7. Oh no. Oh my oh no no. You are am evil mastermind and I love it.
  8. Under current proc per minute (PPM) rules, proc chance is affected by the power's radius, recharge time, and cast time. In general terms, the higher the recharge and fewer targets, the better chance of a proc. In Aim specifically, you can increase native (as in slotted in the power) recharge by up to 75 percent before negatively affecting the proc chances. If you are 75% or under you will have the max 90% chance for the buildup proc when you use Aim. This is because Aim is a relatively longish recharge power natively. Global recharge does not hurt your proc chances though, so you can have a heavy recharge build from set bonuses and have a very fast recharging Aim that procs buildup very reliably. For a broader and more detailed explanation, refer to Bopper's guide below. Note that the Homecoming devs are examining these rules, and they will likely change at some point, though their iteration is more oriented towards intuitiveness than nerfing. From your surprise at the percentages, I can agree that it is not exactly intuitive! As an aside, the percentages shown on mouseover for proc IOs in Mids don't take this into account - don't count on them for your odds. If you slot a damage proc in Mids, however, it does accurately estimate the overall average damage contribution per activation correctly in most cases.
  9. @Nemu - That's an interesting thought! What I wonder would be the most impactful fully passive combination out there. Likely a question for a different thread. : ) As promised, here is my polished and current final build on my fire/storm, enhancement boosters and all. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Cosmic Compressor: Level 50 Science Controller Primary Power Set: Fire Control Secondary Power Set: Storm Summoning Power Pool: Speed Power Pool: Flight Power Pool: Leadership Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Char -- GldJvl-Dam%(A), SprWiloft-Rchg/Dmg%(7), UnbCns-Dam%(7), GhsWdwEmb-Dam%(9), NrnSht-Dam%(9), HO:Nucle(15) Level 1: Gale -- Acc-I(A) Level 2: Fire Cages -- SprOvrPrs-Rchg/Energy Font(A), JvlVll-Dam%(17), PstBls-Dam%(34), TraoftheH-Dam%(34), Bmbdmt-+FireDmg(37), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(40) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 6: Hover -- LucoftheG-Def/Rchg+(A) Level 8: Hot Feet -- Arm-Dam%(A), Arm-Dmg/EndRdx(25), Arm-Acc/Dmg/Rchg(27), Arm-Dmg(27), Arm-Acc/Rchg(29) Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11), LucoftheG-Def/EndRdx(11), StdPrt-ResDam/Def+(13), StdPrt-ResDam/EndRdx(13), ResDam-I(15) Level 12: Flashfire -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(23), SprWiloft-EndRdx/Rchg(25), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(34), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(43) Level 14: Fly -- BlsoftheZ-ResKB(A) Level 16: Freezing Rain -- AnlWkn-Acc/Rchg/EndRdx(A), RechRdx-I(23) Level 18: Cinders -- UnbCns-Hold(A), UnbCns-Hold/Rchg(19), UnbCns-Acc/Hold/Rchg(19), UnbCns-Acc/Rchg(21), UnbCns-EndRdx/Hold(21) Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 22: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(29), AdjTrg-ToHit/EndRdx(43), AdjTrg-ToHit/EndRdx/Rchg(46), AdjTrg-EndRdx/Rchg(46), GssSynFr--Build%(46) Level 24: Hurricane -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/EndRdx(31), DarWtcDsp-ToHitdeb/Rchg/EndRdx(31), DarWtcDsp-Rchg/EndRdx(31) Level 26: Bonfire -- SuddAcc--KB/+KD(A) Level 28: Afterburner -- LucoftheG-Def/Rchg+(A) Level 30: O2 Boost -- Prv-Absorb%(A) Level 32: Fire Imps -- SlbAll-Build%(A), SlbAll-Acc/Dmg/Rchg(33), SlbAll-Dmg(33), OvrFrc-Dam/KB(33) Level 35: Tornado -- SuddAcc--KB/+KD(A), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-EndRdx/Dmg/Rchg(36), ExpRnf-Acc/Dmg(37), AchHee-ResDeb%(37) Level 38: Lightning Storm -- Dcm-Acc/Dmg/Rchg(A), Dcm-Dmg/EndRdx(39), Dcm-Dmg/Rchg(39), Dcm-Acc/Dmg(39), Dcm-Acc/EndRdx/Rchg(40), Apc-Dam%(40) Level 41: Mental Blast -- Apc-Dmg(A), Apc-Dmg/EndRdx(42), Apc-Dmg/Rchg(42), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(43) Level 44: Mind Over Body -- GldArm-3defTpProc(A), GldArm-ResDam(45), GldArm-End/Res(45), GldArm-Res/Rech/End(45) Level 47: Psionic Tornado -- Rgn-Acc/Rchg(A), Rgn-Dmg/Rchg(48), Rgn-Dmg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/EndRdx(50) Level 49: Indomitable Will -- LucoftheG-Def/Rchg+(A), RechRdx-I(50), 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 -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(3), NmnCnv-Regen/Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5), EndMod-I(5) Level 50: Musculature Core Paragon Level 50: Ageless Total Core Invocation Level 50: Void Radial Final Judgement Level 50: Assault Radial Embodiment Level 50: Degenerative Core Flawless Interface ------------
  10. To each their own, Nemu! I'm not talking about intentions, but what the set is capable of. You should just play what you enjoy and find effective. I think most would agree that any /kin controller is a fine addition to the team. Selfishness is more about attitude and play style than the powers in these sets. A selfish kin will jump in and fulcrum with no regard to whether a teammate is in range yet, or neglects to speed boost anything but their pet. A selfish storm will herdicane the mobs for fun when they have a good tanker on the team who would love to lead the way, or pop the aoe immob before the tank has everything hugging them. As you noted, storm has great team support, between its defense, exotic resists, and diverse kit of debuffs. 02 boost even has its moments when someone is using a wakie or your point person is diving into sappers. Of course it is great to feel powerful! I think it is disengenuous to compare a stormy's team contribution to a scrapper. My only issue with kin these days is that you see a lot of them, and have a high likelihood of seeing one already on your end game team. Only one brings you to damage cap, so stacking kins is not as useful as stacking support sets that bring reliable -res.
  11. Storm provides plenty of team value, and you are still a controller locking things down as well. Freezing rain is one of the best team benefits in the game, and ready every spawn. All by itself, it provides as much or more than many entire support sets. Part of the beauty of LS and tornado are that they provide great mitigation while blasting out damage. Don't get me wrong, I love my kins, but they are fairly one dimensional by comparison. Kin is great if you want to be a fancy blaster with endless endurance. Everyone loves hitting the damage cap of course!
  12. My pleasure! I'll polish up my mids build to reflect live later and post it for comparison. I guess I did an optimization pass freeform when I added afterburner.
  13. Minor note. I switched out the recharge io for the triple in decimation for lightning storm. The extra global recharge brings it pretty close to parity in terms of ls uptime. Also went musculature radial instead of core.
  14. Here is mine - I'm pretty sure it reflects most of my latest tweaks. I haven't looked at it in a couple months, so there may still be some productive modifications yet to make. I see a few small inefficiencies I might address - not thrilled with my tactics or steamy mist slotting. The build does work very well as is though. Thinking about live, I think I actually dropped vengeance and worked Afterburner in its place. This is just a preference thing, but AB makes flying life so much nicer. My priorities in this build: - Heavy recharge. - Native mez protection made perma by said recharge. - As much endurance support as I could manage while pursing these goals. What it lacks that some people pursue: - Any sort of real defense totals. It has some from just powers, but no softcap. Between hurricane and all the lockdown/knockdown it provides, and its native mez protection, this is pretty much never a problem. Resists are actually fairly modest across the board, giving me some pad for when something slips through. You can't just blindly run into a spawn and drool on it without actually using your powers. : ) Playstyle: - Open up with bonfire, flashfire, or cinders - whatever is off cooldown. - Spam fire cages constantly. Pretty key in order to maintain containment and get lots of fun energy fonts out on the field. If the spawn is looser and we have no tanker, I may pop on hurricane and round them into a tight little ball. Hurricane is a sometimes power, but nice when needed. - Freezing rain, jump into melee and let hot feet tick down while tossing tornado. Jump up in the air for an elevated lightning storm. - I keep a jump pack active with hover on for in-combat maneuverability. Works like a dream. Even native hover speed isn't bad these days, in any case. Hot feet can only be turned on close to the ground, but stays active once on. A lot of mobs will be dead by the time you get tornado out. LS and tornado cover you really well against tougher targets, keeping them knocked down. - Depending on what is left, spam cages/psi tornado, or go single target spamming char and mental blast. No matter what the situation, I usually have at least 2 big mezzes in my pocket ready to go. Once you hit the opener, your storm powers handle the control by themselves pretty well until things are dead usually, freeing you up to blast away. Going truly all out with every power full blast will definitely drain you dry, but you don't need to spam everything on cooldown. Ageless lets you spam to your heart's content and be the storm god you deserve to be. Speaking of going all out, av battles are a real treat. Nothing like three lightning storms and two tornados chewing up your foe while you blast and choke it to death. No other combo in any other AT gives me such a feeling of power. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Cosmic Compressor: Level 50 Science Controller Primary Power Set: Fire Control Secondary Power Set: Storm Summoning Power Pool: Speed Power Pool: Flight Power Pool: Leadership Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Char * (A) Gladiator's Javelin - Chance of Damage(Toxic) * (7) Superior Will of the Controller - Recharge/Chance for Psionic Damage * (7) Unbreakable Constraint - Chance for Smashing Damage * (9) Ghost Widow's Embrace - Chance of Damage(Psionic) * (9) Gladiator's Net - Chance of Damage(Lethal) * (15) HamiO:Nucleolus Exposure Level 1: Gale * (A) Accuracy IO Level 2: Fire Cages * (A) Superior Overpowering Presence - RechargeTime/Energy Font * (34) Positron's Blast - Chance of Damage(Energy) * (34) Trap of the Hunter - Chance of Damage(Lethal) * (37) Trap of the Hunter - Accuracy/Endurance * (40) Superior Overpowering Presence - Accuracy/Control Duration/Endurance Level 4: Hasten * (A) Recharge Reduction IO * (17) Recharge Reduction IO Level 6: Hover * (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 8: Hot Feet * (A) Armageddon - Chance for Fire Damage * (25) Armageddon - Damage/Endurance * (27) Armageddon - Accuracy/Damage/Recharge * (27) Armageddon - Damage * (29) Armageddon - Accuracy/Recharge Level 10: Steamy Mist * (A) Luck of the Gambler - Defense/Increased Global Recharge Speed * (11) Luck of the Gambler - Defense * (11) Luck of the Gambler - Defense/Endurance * (13) Steadfast Protection - Resistance/+Def 3% * (13) Steadfast Protection - Resistance/Endurance * (15) Resist Damage IO Level 12: Flashfire * (A) Superior Will of the Controller - Accuracy/Control Duration * (23) Superior Will of the Controller - Control Duration/Recharge * (25) Superior Will of the Controller - Endurance/Recharge * (34) Superior Will of the Controller - Accuracy/Control Duration/Endurance * (43) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge Level 14: Fly * (A) Blessing of the Zephyr - Knockback Reduction (4 points) Level 16: Freezing Rain * (A) Analyze Weakness - Accuracy/Endurance/Recharge * (17) Analyze Weakness - Accuracy/Recharge * (23) Recharge Reduction IO Level 18: Cinders * (A) Unbreakable Constraint - Hold * (19) Unbreakable Constraint - Hold/Recharge * (19) Unbreakable Constraint - Accuracy/Hold/Recharge * (21) Unbreakable Constraint - Accuracy/Recharge * (21) Unbreakable Constraint - Endurance/Hold Level 20: Maneuvers * (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 22: Tactics * (A) Adjusted Targeting - To Hit Buff * (29) Adjusted Targeting - To Hit Buff/Recharge * (43) Adjusted Targeting - To Hit Buff/Endurance * (46) Adjusted Targeting - To Hit Buff/Endurance/Recharge * (46) Adjusted Targeting - Endurance/Recharge * (46) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 24: Hurricane * (A) Dark Watcher's Despair - To Hit Debuff * (31) Dark Watcher's Despair - To Hit Debuff/Endurance * (31) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance * (31) Dark Watcher's Despair - Recharge/Endurance Level 26: Bonfire * (A) Sudden Acceleration - Knockback to Knockdown Level 28: Vengeance * (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 30: O2 Boost * (A) Preventive Medicine - Chance for +Absorb Level 32: Fire Imps * (A) Soulbound Allegiance - Chance for Build Up * (33) Soulbound Allegiance - Accuracy/Damage/Recharge * (33) Soulbound Allegiance - Damage * (33) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown Level 35: Tornado * (A) Sudden Acceleration - Knockback to Knockdown * (36) Expedient Reinforcement - Damage/Endurance * (36) Expedient Reinforcement - Accuracy/Damage/Recharge * (36) Expedient Reinforcement - Endurance/Damage/Recharge * (37) Expedient Reinforcement - Accuracy/Damage * (37) Achilles' Heel - Chance for Res Debuff Level 38: Lightning Storm * (A) Decimation - Accuracy/Damage/Recharge * (39) Decimation - Damage/Endurance * (39) Decimation - Damage/Recharge * (39) Decimation - Accuracy/Damage * (40) Apocalypse - Chance of Damage(Negative) * (40) Recharge Reduction IO Level 41: Mental Blast * (A) Apocalypse - Damage * (42) Apocalypse - Damage/Endurance * (42) Apocalypse - Damage/Recharge * (42) Apocalypse - Accuracy/Damage/Recharge * (43) Apocalypse - Accuracy/Recharge Level 44: Mind Over Body * (A) Gladiator's Armor - TP Protection +3% Def (All) * (45) Gladiator's Armor - Resistance * (45) Gladiator's Armor - End/Resist * (45) Gladiator's Armor - Resistance/Rech/End Level 47: Psionic Tornado * (A) Ragnarok - Accuracy/Recharge * (48) Ragnarok - Damage/Recharge * (48) Ragnarok - Damage * (48) Ragnarok - Accuracy/Damage/Recharge * (50) Ragnarok - Damage/Endurance Level 49: Indomitable Will * (A) Luck of the Gambler - Defense/Increased Global Recharge Speed * (50) Recharge Reduction IO * (50) Recharge Reduction IO Level 1: Brawl * (A) Empty Level 1: Containment Level 1: Prestige Power Dash * (A) Empty Level 1: Prestige Power Slide * (A) Empty Level 1: Prestige Power Quick * (A) Empty Level 1: Prestige Power Rush * (A) Empty Level 1: Prestige Power Surge * (A) Empty Level 1: Sprint * (A) Empty Level 2: Rest * (A) Empty Level 4: Ninja Run Level 2: Swift * (A) Empty Level 2: Health * (A) Panacea - +Hit Points/Endurance * (3) Miracle - +Recovery * (3) Numina's Convalesence - +Regeneration/+Recovery Level 2: Hurdle * (A) Empty Level 2: Stamina * (A) Performance Shifter - Chance for +End * (5) Performance Shifter - EndMod * (5) Endurance Modification IO Level 50: Musculature Core Paragon Level 50: Ageless Total Core Invocation Level 50: Void Radial Final Judgement Level 50: Assault Radial Embodiment Level 50: Degenerative Core Flawless Interface ------------ ------------ Set Bonus Totals: * 13% DamageBuff(Smashing) * 13% DamageBuff(Lethal) * 13% DamageBuff(Fire) * 13% DamageBuff(Cold) * 13% DamageBuff(Energy) * 13% DamageBuff(Negative) * 13% DamageBuff(Toxic) * 13% DamageBuff(Psionic) * 6% Defense(Melee) * 6% Defense(Smashing) * 6% Defense(Lethal) * 6% Defense(Fire) * 6% Defense(Cold) * 6% Defense(Energy) * 6% Defense(Negative) * 6% Defense(Psionic) * 6% Defense(Ranged) * 6% Defense(AoE) * 2.25% Max End * 8% Enhancement(Stunned) * 8% Enhancement(Held) * 8% Enhancement(Confused) * 8.8% Enhancement(Terrorized) * 16% Enhancement(Sleep) * 21% Enhancement(Immobilized) * 69% Enhancement(Accuracy) * 103.8% Enhancement(RechargeTime) * 7.5% SpeedFlying * GrantPower Preventive Medicine (10% chance, if Scourge) * 99.19 HP (9.75%) HitPoints * 7.5% JumpHeight * 7.5% SpeedJumping * Knockback (Mag -7) * Knockup (Mag -7) * MezResist(Confused) 46.25% * MezResist(Held) 46.25% * MezResist(Immobilized) 46.25% * MezResist(Sleep) 46.25% * MezResist(Stunned) 46.25% * MezResist(Terrorized) 46.25% * MezResist(Teleport) 100% (20% chance) * 18.5% (0.31 End/sec) Recovery * 52% (2.2 HP/sec) Regeneration * 18% Resistance(Fire) * 18% Resistance(Cold) * 6% Resistance(Energy) * 6% Resistance(Negative) * 3.75% Resistance(Toxic) * 3.75% Resistance(Psionic) * 7.5% SpeedRunning
  15. My basic observations: - The auras are not that useful in phantasm. Many of your pets are already invulnerable, and you provide plenty of protection to them even beyond that. Phantasm benefits greatly from the smashing proc in explosive strike, as it applies to every one of its attacks. The soulbound allegiance buildup proc is also pretty good in most controller pets. More damage slotting here would be good as well, perhaps switching the expedient aura for one of the IOs in set that enhance damage so you can keep the nice global recharge bonus. - The lack of aoe, as Steele mentioned, is not ideal. It may well be your speed to just team up with others and focus your ST blasts on hard targets, which is fine. It will be a very slow solo character however. Energy Torrent has a quick enough recharge that it could be a solution all by itself if you can fit it in. Also a great opportunity for FFeedback shenigans. My personal targets to consider dropping to pick this up would be either: Deceive, Superior Invis, or even Power Blast. You can easily make a ST attack chain out of spectral wounds and blind with the amount of +recharge you have. - I agree that Delayed Response needs some enhancement love. It's a great power. Achilles -res and a lady gray damage proc are a nice combo, along with one or two acc/rech slots from whatever set. - Chrono shift has a very strong recovery component, better than stamina. It also provides a straight up end injection. If you wish to enhance your end, just slotting the power for endmod will be more effective than a performance shifter proc.
  16. I can see why you'd want to keep it simple with aoe/pbaoe. I find hopping in and out of melee part of the fun, and the cone on shadows is pretty forgiving. On teams, it's usually just a matter of opening with shadows, then hopping in melee. If the spawn persists past your aoes, hop back and spam shadows until something beefier recharges. Since you are poison, you definitely have a point about vg. Not awesome to lose the debuff when you hop out of melee. If only it was a little stickier! On my poison defender, I end up using my cone damage pretty often, if only because it's just nice to have more aoes to chain sometimes. You also have the patron blast though, so maybe that will cover you well enough. The only other piece of advice I have is dark grasp slotting. It becomes a top tier st attack if you fully proc it out, with one acc dam ho as a base slot. It will outdamage anything else in your arsenal by a good margin. This is true of any st hold, but even better for controller holds which can take ranged procs too.
  17. I'm sure you'll have a great run with it. You have my gears grinding on this one. I may make one myself if I can think of a good concept to support it!
  18. Dark/poison is very active, not too heavy on end, and always has a strong tool up to keep moving with the team. Poison gives you very quick application -resist that is up every time you need it, and doesn't demand much slotting to work, giving you plenty of slots to add damage and other interesting effects to your dark powers, which are all baseline pretty strong. If you are more open to thirsting for end, fire/storm is my favorite. Puts you in the mix with high impact powers and tons of damage. Solos very well too. It is one of the end spendiest combos in the game, but totally manageable with proper slotting, and runs like an absolute dream under ageless.
  19. Looks solid overall. I like the set combo, as darkness is slot hungry, and poison doesn't need much at all. Basic considerations: - if you want damage, living shadows is a spam worthy procable power. I'd consider switching it to a proc damage focus. - with achilles in envenom, you could probably drop it in ray and use that slot for something else. - VG really doesn't need much slotting love. You aren't getting much defensive value with those two slots. Between its base debuff and your other debuffs and controls, you will be safe. The real value here is the -res. - If you are keeping possess, it's worth slotting the contagious confusion purple proc. Great way to open up the power. I like possess, but ended up dropping it. - Shadow field is a very strong proc bomb with pretty good base Mez stats. I would consider refocusing the slots to proc damage. - You can save a slot by moving the gladiator defense unique from tough to elixir's base slot. - Haunt is a great place for the fear damage proc or maybe cloud senses proc. The pet def aura is not all that great considering you will be resummoning them often anyhow. - same goes for the aura in umbra beast. The purple pet buildup proc is great here instead. These auras get much more value on mms. You have plenty of other tools to keep your pets safe, and slots are at a premium to enhance the pets' native power.
  20. Procs do actually function in tornado, to clarify. As coyote said, it is worth maximizing damage first, as it does a lot. I have an achilles in there myself, and choose not to use force feedback here. Force feedback will proc upon cast, not from the power's ticks, and I am not necessarily casting tornado on cool down.
  21. With up two recharge it stays around 90 percent chance to go off in aim. Others have mathed it out elsewhere. I usually leave it at native slot with the proc and build heavy global recharge. Many people dedicate one or two slots for recharge. Just depends on how tight your build is.
  22. Here is a build darkir put together in that thread. Looks pretty solid, though would require a little rearranging for defender. Should be able to more or less sub out. This is not as exemplar friendly of course. If that is of concern an earlier travel pick and transference may be worth moving up. Also, you will get better defense values in a defender, so may be able to move some slotting around to damage procs or other preferences.
  23. Yeah, once you have strong global recharge and hasten, going from 50 to say 90 percent recharge on native slotting for acid mortar only shaves a couple more seconds off. At that point I'd rather focus on maximizing it's acc, debuff, and proc damage potential. Does anyone know if seekers inherit damage procs? I have the cloud senses proc slotted but don't ever see it go off.
  24. Fire cold defense is easy to skip out on if you have smash and lethal energy covered. Most fire and cold attacks have a smash or lethal component.
  25. I think they are a very reasonable choice if you already have a good attack chain worked out. Otherwise, the hold power from most pools might be worth a good look at first for strong single target proc potential. The biggest advantage is as carnifax and sable said - damage that doesn't require your input and attention. This works well in a set that can properly buff their defenses to make them independent. If your build is already heavy recharge, all the better! Though unfocused, they add a surprisingly large amount of damage, and most of them throw out solid aoe. I do sometimes wish I were a kin so I could speed boost them to catch up more easily, but they truck along well enough to stay mostly in the game even on a team.
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