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Onlyasandwich

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Everything posted by Onlyasandwich

  1. I played with this build some more, with the idea in mind of working choking cloud back in and skipping RI to see what it could look like. I think Darkir is on to something with this perspective, and I may try it myself! I really think RI deserves an animation time cut of ~1 second. I suppose there has to be a tradeoff somewhere though. : ) I also switched out Screech for Shout (slotted almost the same) just to see what the totals would be given the proc odds. I was actually pretty impressed. It hits almost as hard as the ST hold, and of course still provides a (shorter length) debuff to your chain. I don't know what the actual math works out to in terms of an ideal chain. Just going off of what feels optimal, I would say scream-shriek-shout-char would be a good start. It may still be that well-procced Screech works out better in the long run than Shout, but I can see it being very nice having a one two chunky punch at the end of your cycle between Shout and Char. Bopper's math in the mentioned thread doesn't really talk much about adding proc damage in the mix, so I don't have someone else's sheet to cheat off of. I think the last slot in Shout could easily be the buildup proc instead of the HO. I just felt good rounding out damage slotting on a power with such solid base. My only reservation with using Shout in this manner is its animation time. This does actually help its proc chances, so it's not all bad, but at 2.67 seconds it can feel a bit slow in battle at times. I did as I said and stole the CC slots from your armors. The final result here is slightly lower AoE defense, but actually higher Ranged than I had before, as there is more low-hanging fruit in that area for the slot value. Obviously the Dark Epic/Soul Drain route that Darkir takes would be more efficient for AoE/solo large mob work, but you mentioned wanting to put the strong hurt on tough single targets. I don't think you'll be disappointed! Your AoE is not going to be worse than it is now, anyhow. 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! Free.Radical: Level 50 Natural Defender Primary Power Set: Radiation Emission Secondary Power Set: Sonic Attack Power Pool: Speed Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Flame Mastery Hero Profile: Level 1: Radiant Aura -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(3), NmnCnv-Heal/EndRdx/Rchg(3), NmnCnv-Heal/Rchg(5), NmnCnv-Regen/Rcvry+(5), NmnCnv-EndRdx/Rchg(7) Level 1: Shriek -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(7), SprDfnBst-Dmg/EndRdx/Rchg(9), SprDfnBst-Acc/Dmg/EndRdx(9), SprDfnBst-Acc/Dmg/EndRdx/Rchg(11), SprDfnBst-Rchg/Heal%(11) Level 2: Scream -- Apc-Dmg(A), Apc-Dmg/Rchg(13), Apc-Acc/Dmg/Rchg(13), Apc-Dmg/EndRdx(15), Apc-Acc/Rchg(15), GldJvl-Dam%(42) Level 4: Accelerate Metabolism -- PrfShf-EndMod/Rchg(A), SynSck-EndMod/Rech(19), PreOptmz-EndMod/Rech(21) Level 6: Howl -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(21), SprVglAss-Dmg/EndRdx/Rchg(23), SprVglAss-Acc/Dmg/EndRdx(23), SprVglAss-Acc/Dmg/EndRdx/Rchg(25), SprVglAss-Rchg/+Absorb(25) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(27) Level 10: Fly -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(17), BlsoftheZ-Travel/EndRdx(36) Level 12: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-ResKB(27), BlsoftheZ-Travel(31), BlsoftheZ-Travel/EndRdx(48) Level 14: Lingering Radiation -- PcnoftheT-Acc/EndRdx(A), RechRdx-I(29) Level 16: Enervating Field -- EndRdx-I(A) Level 18: Choking Cloud -- Lck-%Hold(A), Lck-Acc/EndRdx/Rchg/Hold(33), Lck-Acc/Hold(33), Lck-Acc/Rchg(33), Lck-Rchg/Hold(34), Lck-EndRdx/Rchg/Hold(50) Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def/EndRdx/Rchg(31) Level 22: Kick -- ExpStr-Dmg/KB(A), ExpStr-Dam%(29), ExpStr-Acc/KB(36) Level 24: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam/EndRdx/Rchg(48) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def(34), ShlWal-Def/EndRdx(36), ShlWal-ResDam/Re TP(50) Level 28: Amplify -- GssSynFr--ToHit/Rchg(A), GssSynFr--Build%(37), GssSynFr--ToHit(37), GssSynFr--ToHit/Rchg/EndRdx(37), GssSynFr--Rchg/EndRdx(39), GssSynFr--ToHit/EndRdx(39) Level 30: Assault -- EndRdx-I(A) Level 32: Tactics -- HO:Cyto(A) Level 35: Shout -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(39), Thn-Dmg/EndRdx(40), Apc-Dam%(40), GldJvl-Dam%(40), HO:Nucle(42) Level 38: Dreadful Wail -- Arm-Acc/Dmg/Rchg(A), Arm-Dmg/EndRdx(42), Arm-Dam%(43), Arm-Dmg/Rchg(43), Arm-Dmg(43) Level 41: Char -- UnbCns-Dam%(A), GhsWdwEmb-Dam%(45), NrnSht-Dam%(45), GldJvl-Dam%(45), GldNet-Dam%(46), HO:Nucle(46) Level 44: Fire Shield -- StdPrt-ResDam/Def+(A), TtnCtn-ResDam(46), TtnCtn-ResDam/EndRdx(50) Level 47: Vengeance -- LucoftheG-Def/Rchg+(A) Level 49: Afterburner -- LucoftheG-Def/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 -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19) Level 50: Musculature Core Paragon Level 50: Degenerative Core Flawless Interface Level 50: Clarion Core Epiphany Level 1: Quick Form Level 50: Banished Pantheon Radial Superior Ally Level 50: Pyronic Core Final Judgement Level 50: Support Radial Embodiment ------------
  2. If it is indeed a 15 second difference, it would give me pause for sure. That is huge, although it is annoying that hasten seems so essential for optimized builds, and I can respect the choice to drop it in favor of other functionality. Switching to ss for travel and dropping flight is hard to quantify. It really comes down to your preferred strategy and what fits the theme best. If we went for by the numbers pure optimization, I think every blaster would end up with hasten, cj, and fighting, and would pick a travel power from one of these pools. That said, a good half of my characters fly both for theme and because I love flying in this game. Hover has very strong +fly, and is not so easily taken to the ground with Mez/debuff,though immobs can still be a problem on their own merit.
  3. To me RI is a solo power for late game Rad, and isn't slot hungry like CC. One or two slots and its golden. You'll definitely use it on lower level teams, but probably not waste the animation time on a team max level barring wacky situations or solo work. Obviously Choking Cloud works in some of those situations as well, but demands heavy slotting, and will lean more on having IO defense support. I would be a bit sad exemplaring without RI for sure. I do think there is much more to be done on this combo as well. For one, It would be nice to find a way to reduce the resist shield slotting. Maybe remove assault, and add Choking Cloud back in properly slotted stealing from these sources. Maybe even make switch things around to drop RI, pick up Choking, steal slots from resists. I think some interesting things could be done splitting vigilant assault into threes (as you have here Darkir), and playing with some winter set bonuses. I'll dig into it more later myself!
  4. No worries! I love Rad/sonic, and have been wanting to get a build going for a possible new alt. I'd enjoy hearing how you like the play for your fire/storm once you have run it through its paces as well. : ) Darkir always makes strong builds of course. Theirs will definitely do more damage than your current build with that beautiful perma Soul Drain, and will enhance your aoe damage and ST while keeping you extremely safe. The trade-off I see is theme/convenience (switching travel and epic pools - I love the smoothness of hover combat myself), and it still doesn't have that strong end of chain punch that the proccy hold provides. Positioning playstyle is also a consideration. Soul Drain will require a hop in and then out again if you want to keep howling efficiently. I feel you on Choking Cloud. I don't think it's at all a bad power. It just usually falls to the cutting floor for me compared to the true gems of the set when I'm trying to squeeze in that last mule, or need slots to really polish the other powers. It definitely does not shine without good slotting.
  5. Your defenses are this build are really great! I don't see an easy way to change your ST damage much without sacrificing on that end. Outside the context of other bonuses, the primary opportunities for single target damage I see: 1. Screech is actually a part of the ideal ST chain for sonic blast. It has a long duration, and is a great opener for bosses. Nothing looks like an easy switch though. Choking cloud is a possibility, given your otherwise super sturdy defenses. Maybe you love choking cloud - I'm not a huge fan myself, especially given that you are tossing cones for your regular aoe. Sonic attack chains are fiddly to optimize - if you feel like drilling through the math at different recharge break points, here is Bopper talking about it a lot with Auroxis. Note that they keep updating and fixing their numbers as it goes : ) 2. As an even further step, turning Char into the standard ST hold proc bomb to include at the end of your chain (Screech-shriek-Scream-Char), would give you the quick shot heavy hitter (almost 400 damage per shot on average!) that sonic lacks to capitalize on all that -res. This does of course even further sacrifice ranged defense, as you are relying on those set bonuses for soft cap ranged. Still, it's worth considering that you have Clarion mez protection, really great resists, RI, and even a self heal to fall back on. I think softcap ranged/aoe is getting in your way here. You are a defender! Don't let those defense IOs make you soft. : ) I'm copying my modified version with these changes for your reference. Note that I switched the apoc proc to screech, as it has a much higher proc chance there, and makes screech actually stronger damage than the other two blasts in your arsenal - not to mention a strong chance to proc buildup again. Feels good to be doing damage with the whole chain! As an added bonus with the addition of screech, you are now debuffing an additional 20% res for the team on AVs/GMs. This build includes both changes. Ranged and AOE defense are down to 39/39. You'll see some other small changes in your attack and some defense slotting as well to optimize defense totals and some set bonuses, and squeeze all possible damage out of other attacks. 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! Free.Radical: Level 50 Natural Defender Primary Power Set: Radiation Emission Secondary Power Set: Sonic Attack Power Pool: Speed Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Flame Mastery Hero Profile: Level 1: Radiant Aura -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(3), NmnCnv-Heal/EndRdx/Rchg(3), NmnCnv-Heal/Rchg(5), NmnCnv-Regen/Rcvry+(5), NmnCnv-EndRdx/Rchg(7) Level 1: Shriek -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(7), SprDfnBst-Dmg/EndRdx/Rchg(9), SprDfnBst-Acc/Dmg/EndRdx(9), SprDfnBst-Acc/Dmg/EndRdx/Rchg(11), SprDfnBst-Rchg/Heal%(11) Level 2: Scream -- Apc-Dmg(A), Apc-Dmg/Rchg(13), Apc-Acc/Dmg/Rchg(13), Apc-Dmg/EndRdx(15), Apc-Acc/Rchg(15), GldJvl-Dam%(42) Level 4: Accelerate Metabolism -- PrfShf-EndMod/Rchg(A), SynSck-EndMod/Rech(19), PreOptmz-EndMod/Rech(21) Level 6: Howl -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(21), SprVglAss-Dmg/EndRdx/Rchg(23), SprVglAss-Acc/Dmg/EndRdx(23), SprVglAss-Acc/Dmg/EndRdx/Rchg(25), SprVglAss-Rchg/+Absorb(25) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(27) Level 10: Fly -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(17) Level 12: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-ResKB(27), BlsoftheZ-Travel(31) Level 14: Lingering Radiation -- PcnoftheT-Acc/EndRdx(A), RechRdx-I(29) Level 16: Radiation Infection -- HO:Enzym(A), HO:Enzym(50) Level 18: Enervating Field -- EndRdx-I(A), EndRdx-I(29) Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def/EndRdx/Rchg(31) Level 22: Kick -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(36), ExpStr-Dam%(36) Level 24: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam(33), Ags-ResDam/EndRdx/Rchg(33), Ags-EndRdx/Rchg(33), Ags-Psi/Status(34), GldArm-3defTpProc(34) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def(34), ShlWal-Def/EndRdx(36), ShlWal-ResDam/Re TP(50) Level 28: Amplify -- GssSynFr--ToHit/Rchg(A), GssSynFr--Build%(37), GssSynFr--ToHit(37), GssSynFr--ToHit/Rchg/EndRdx(37), GssSynFr--Rchg/EndRdx(39), GssSynFr--ToHit/EndRdx(39) Level 30: Assault -- EndRdx-I(A) Level 32: Tactics -- HO:Cyto(A) Level 35: Screech -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg/Rchg(39), Thn-Dmg/EndRdx(40), GldJvl-Dam%(40), Dcm-Build%(40), Apc-Dam%(42) Level 38: Dreadful Wail -- Arm-Acc/Dmg/Rchg(A), Arm-Dmg/EndRdx(42), Arm-Dam%(43), Arm-Dmg/Rchg(43), Arm-Dmg(43) Level 41: Char -- UnbCns-Dam%(A), GhsWdwEmb-Dam%(45), NrnSht-Dam%(45), GldJvl-Dam%(45), GldNet-Dam%(46), HO:Nucle(46) Level 44: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(46), Ags-EndRdx/Rchg(48), Ags-ResDam/EndRdx/Rchg(48), Ags-ResDam(48), StdPrt-ResDam/Def+(50) Level 47: Vengeance -- LucoftheG-Def/Rchg+(A) Level 49: Afterburner -- LucoftheG-Def/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 -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19) Level 50: Musculature Core Paragon Level 50: Degenerative Core Flawless Interface Level 50: Clarion Core Epiphany Level 1: Quick Form Level 50: Banished Pantheon Radial Superior Ally Level 50: Pyronic Core Final Judgement Level 50: Support Radial Embodiment ------------
  6. Yeah, part of the issue here is psy blast in general. I make do with cones fine on my kins, but it is more satisfying and efficient to pop a pbaoe. Psy tornado does indeed have a long animation. It will be hard to use solo because it wakes up your spawn and you don't have a good follow up to clean house. It is mediocre on teams because with your buffs, the spawn is often dead before it finishes animating. Your own experience will guide you best here. If you enjoy this playstyle, it might even be worth just keeping the nuke as your only real aoe. Maybe see if you can swap out tornado for world of confusion so you have additional "I'm here and don't require animation time" team contribution? Contagious confusion can do interesting things here. The repel kd suggestion is definitely worth a shot. I haven't run it as my primary mitigator before, so unsure if it would give you the edge needed to survive solo blasting your aoes.
  7. Nemu is just offering their own take on an optimal set for the situation. I must admit I felt a bit the need to defend storm from "selfish," but I get the implication. It is true than kin is a very fun, active, and strong team contributor. I personally prefer the very aggressive stormy playstyle, but kin offers more that most teams want than any other buff oriented set in my opinion. It is pretty hard to compare such different sets side by side. They are each their own beast, and there is a reason both are very popular.
  8. I really like your proc focused builds, Sir Myshkin. This is exactly the sort of foundation I was looking for on my new TA/A Defender. I've tweaked the slotting to my personal preference, but most of the primary meat remains the same. I'd love your thoughts on my iteration. One thing I have felt the pain with in my own softcapped builds that rely on scorpion shield is the low resistance totals. It's a bit of a losing battle to focus too much on shoring this up with IOs if you want to maintain good recharge. What are your thoughts on taking Poison Gas arrow in place of assault to pick up some of the slack late in the build? The animation is pretty quick, and even with resistances accounted for, it seems like a good proxy for anywhere from 10-23% DR, depending on the mobs you are fighting. What was your rationale behind skipping PGA? Have you tried and just found it a waste of animation time? Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Trick Arrow Secondary Power Set: Archery Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Mace Mastery Hero Profile: Level 1: Flash Arrow -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(15), CldSns-ToHitDeb/EndRdx/Rchg(25), CldSns-Acc/EndRdx/Rchg(36) Level 1: Snap Shot -- SprVglAss-Dmg/EndRdx/Rchg(A), SprVglAss-Dmg/Rchg(42), SprVglAss-Acc/Dmg/EndRdx/Rchg(43) Level 2: Aimed Shot -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(5), SprDfnBst-Dmg/EndRdx/Rchg(11), SprDfnBst-Acc/Dmg/EndRdx(13), SprDfnBst-Acc/Dmg/EndRdx/Rchg(13), SprDfnBst-Rchg/Heal%(19) Level 4: Fistful of Arrows -- PstBls-Acc/Dmg/EndRdx(A), Bmbdmt-+FireDmg(31), PstBls-Acc/Dmg(46), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rng(48), PstBls-Dam%(48) Level 6: Ice Arrow -- GldNet-Dam%(A), UnbCns-Dam%(7), GhsWdwEmb-Dam%(7), NrnSht-Dam%(9), ImpSwf-Dam%(9), GhsWdwEmb-Acc/EndRdx(11) Level 8: Kick -- Acc-I(A) Level 10: Blazing Arrow -- Apc-Acc/Rchg(A), GldJvl-Dam%(17), Apc-Dmg(19), Apc-Acc/Dmg/Rchg(34), Apc-Dmg/Rchg(34), Apc-Dam%(37) Level 12: Acid Arrow -- Ann-ResDeb%(A), AchHee-ResDeb%(37), TchofLadG-%Dam(40), PstBls-Dam%(42), Bmbdmt-+FireDmg(50), HO:Nucle(50) Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(15), HO:Ribo(17) Level 16: Aim -- GssSynFr--Build%(A) Level 18: Disruption Arrow -- EndRdx-I(A), RechRdx-I(42) Level 20: Explosive Arrow -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(21), SprFrzBls-Dmg/EndRdx(21), PstBls-Dam%(27), OvrFrc-Dam/KB(27), FrcFdb-Rechg%(34) Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23), ShlWal-ResDam/Re TP(37) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Oil Slick Arrow -- PstBls-Dam%(A), Rgn-Dmg/Rchg(43), PstBls-Dmg/Rchg(45), TchofLadG-%Dam(46), Bmbdmt-+FireDmg(46), ImpSwf-Dam%(50) Level 28: Ranged Shot -- SprVglAss-Acc/Dmg(A), SprVglAss-Rchg/+Absorb(29), SprVglAss-Acc/Dmg/EndRdx(29), StnoftheM-Dam%(33), GldJvl-Dam%(33), Apc-Dmg/EndRdx(33) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 32: EMP Arrow -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(43), BslGaz-EndRdx/Rchg/Hold(45), BslGaz-Rchg/Hold(45) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36) Level 38: Rain of Arrows -- Rgn-Dmg/EndRdx(A), Rgn-Knock%(39), Rgn-Dmg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(40), PstBls-Dam%(40) Level 41: Poison Gas Arrow -- LthRps-Acc/EndRdx(A) Level 44: Tactics -- HO:Cyto(A) Level 47: Super Speed -- BlsoftheZ-ResKB(A) Level 49: Combat Jumping -- LucoftheG-Def/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 -- Empty(A) Level 1: Vigilance 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+(3), Mrc-Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5) Level 50: Intuition Radial Paragon Level 1: Quick Form ------------
  9. For a first corruptor that solos with relative ease, my shortlist would be rad or dark. Plenty of others can solo quite well, but require either more finagling of encounter strategy, or io investment to enable personal safety. Traps and storm are also strong solo right out of the box, but have some peculiarities that take getting used to. For a strong io defensive build, it's hard to argue with a well-slotted kin. I would leave primary up to theme and fun. Others have given very valid advice already above me.
  10. I defer to Nemu's experience in plant more broadly, as I haven't used it much. I can say that I don't see a lot of added value in using vines as a proc bomb, even if the power works well in this capacity. You already have really strong aoe in your primary.
  11. Got it. I thought you were inferring nerfs to archery, which would definitely surprise me!
  12. I'm sure active play will inform best. This build does already have pboosted farsight, but perhaps that won't be enough.
  13. 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.
  14. 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.
  15. 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.
  16. What is in board to nerf these sets?
  17. Oh no. Oh my oh no no. You are am evil mastermind and I love it.
  18. 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.
  19. @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 ------------
  20. 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.
  21. 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!
  22. 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.
  23. 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.
  24. 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
  25. 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.
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