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Onlyasandwich
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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
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build Illusion/Time/Primal build looking for advices/fine tweaks
Onlyasandwich replied to Akronos's topic in Controller
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. -
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.
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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!
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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.
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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.
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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.
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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.
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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.
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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.
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Pain / sonic build choice: does fire/cold def matter?
Onlyasandwich replied to Bastille Boy's topic in Defender
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. -
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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Triage still stacks nicely. My build has a pretty healthy recharge focus, coming in at 93.75 before Hasten. Traps certainly benefits more than some other support sets from recharge, as everything except ffgen can stack with itself, and it's good to keep acid mortar moving with the spawns. I did some basic testing with Poison Trap, and it is indeed autohit! No accuracy needed, so I just switched the purple acc/rech to a gladiator's net lethal proc. Would love to see any other takes on the combo if someone has been brewing an inspired creation. I got to run this one through its paces on a Tinpex today and was very impressed by the ST damage. Even the tier 1 blast does good work! I like Single shot better than most tier 1's, and it takes a little extra proc juice very nicely. It's actually worth keeping in the attack chain.
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Thank you for your thoughts! The karma is personal preference for most of my characters. I hate getting knocked back, and going from 4 to 8 crosses a threshold that will keep you from being tossed around by council rockets/grenades en masse, and some other annoyances that pop up enough to notice. Still, it is a potential flex slot if I had a strong use for it elsewhere. The obvious switch out for me here I think would be the shield wall +res all. I feel the same as you do about Triage. From power effects alone, I'd only be maybe four slotting this at most. It is not the most premium traps power. Full PM set serves my needs well, though, and it's nice to have the extra juice in Triage as a happy side effect. The main thing I would like to solve is resistance. It may be just a trade-off I need to live with if I want this level of defense and damage output. One measure of performance I often use is whether I can hold my own in a S/L moon farm on 8/+2. The volume of inbound attacks just gets to this guy with no strong resistance to smooth it over. Also, this sort of map shows the weakness of relying on the FFgen, as the mobs tear it to pieces. It's funny - I was thinking he would fare better than my poison/DP defender, who actually runs really well solo against large spawns, but doesn't have softcap defense. Not even close. Defense may be king, but it does not make you unkillable! Ultimately I think I'm pretty okay with it being primarily a team build.
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6.5 percent I believe
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Rad ice defender is wicked great. Ice procs out really well and helps pump up defender damage, and of course rad amplifies this further along with a comprehensive bag of everything you want a defender to do.
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I've hit 50 with this guy, and iterated on the build. I dropped aim and stole slots from maneuvers to squeeze in the summon from mace patron pool. Haven't played much with Patron summons before, but I figure I have some solid defenses to keep it safe and doing damage. I feel the loss of aim, but the buildup proc works great in tactics even solo, as it counts seekers, ffgen, mortar, and the disruptor for proccing. I'd love to figure out a way to put Aim back in, but don't know what I would drop. The biggest weakness of the build is the lack of overall resists, given that it relies on Scorpion shield for that final sprint to incarnate cap defense. Not sure if there is a way to rejigger slotting to make up for this without large compromises in recharge and proc damage. One major question for you Traps experts out there - Poison Trap does not natively accept accuracy enhancement, but does have an accuracy rating in game/mids. Does anyone know if slotting accuracy through sets (I put in a purple acc/rech) does anything useful for the power? If it is autohit, I would probably steal that slot for elsewhere, or trade it for gladiator's net lethal proc. For my Destiny, I'm torn between Ageless core for the better end support (I do find myself tight here and there), and radial for the DDR. I do have a solid pad to help with defense debuff, but can see it cascading pretty easily in some situations. Don't know if Ageless would be enough to make a big difference there. Here is the latest version: 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! Open Source: Level 50 Technology Defender Primary Power Set: Traps Secondary Power Set: Beam Rifle Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Caltrops * (A) Impeded Swiftness - Chance of Damage(Smashing) * (5) Bombardment - Chance for Fire Damage * (5) Positron's Blast - Chance of Damage(Energy) * (7) Javelin Volley - Chance of Damage(Lethal) Level 1: Single Shot * (A) Superior Vigilant Assault - Accuracy/Damage * (3) Superior Vigilant Assault - Damage/Endurance/RechargeTime * (3) Superior Vigilant Assault - Accuracy/Damage/Endurance * (27) Gladiator's Javelin - Chance of Damage(Toxic) * (45) Explosive Strike - Chance for Smashing Damage Level 2: Triage Beacon * (A) Preventive Medicine - Chance for +Absorb * (7) Preventive Medicine - Heal/RechargeTime * (17) Preventive Medicine - Heal/RechargeTime/Endurance * (17) Preventive Medicine - Heal * (19) Preventive Medicine - Heal/Endurance * (19) Preventive Medicine - Endurance/RechargeTime Level 4: Cutting Beam * (A) Positron's Blast - Accuracy/Damage * (34) Positron's Blast - Chance of Damage(Energy) * (34) Javelin Volley - Accuracy/Damage * (37) Javelin Volley - Chance of Damage(Lethal) * (37) Bombardment - Chance for Fire Damage * (37) Touch of Lady Grey - Chance for Negative Damage Level 6: Acid Mortar * (A) Achilles' Heel - Chance for Res Debuff * (11) Analyze Weakness - Accuracy/Recharge * (13) Apocalypse - Accuracy/Recharge * (13) Touch of Lady Grey - Chance for Negative Damage * (15) Gladiator's Javelin - Chance of Damage(Toxic) * (29) Shield Breaker - Chance for Lethal Damage Level 8: Force Field Generator * (A) Luck of the Gambler - Defense/Increased Global Recharge Speed * (9) Luck of the Gambler - Defense * (9) Luck of the Gambler - Defense/Endurance * (11) Luck of the Gambler - Defense/Recharge * (31) Luck of the Gambler - Defense/Endurance/Recharge Level 10: Disintegrate * (A) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal * (23) Superior Defender's Bastion - Damage/Recharge * (25) Superior Defender's Bastion - Damage/Endurance/Recharge * (40) Superior Defender's Bastion - Accuracy/Damage * (43) Superior Defender's Bastion - Accuracy/Damage/Endurance * (43) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge Level 12: Poison Trap * (A) Unbreakable Constraint - Chance for Smashing Damage * (25) Unbreakable Constraint - Accuracy/Recharge * (29) Ghost Widow's Embrace - Chance of Damage(Psionic) * (45) Neuronic Shutdown - Chance of Damage(Psionic) Level 14: Hasten * (A) Recharge Reduction IO * (15) Recharge Reduction IO Level 16: Combat Jumping * (A) Luck of the Gambler - Defense/Increased Global Recharge Speed * (23) Karma - Knockback Protection Level 18: Seeker Drones * (A) Cloud Senses - Chance for Negative Energy Damage * (33) Cloud Senses - ToHit Debuff * (33) Cloud Senses - Accuracy/ToHitDebuff * (34) Cloud Senses - Accuracy/Recharge Level 20: Lancer Shot * (A) Superior Vigilant Assault - RechargeTime/PBAoE +Absorb * (21) Superior Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime * (21) Superior Vigilant Assault - Damage/RechargeTime * (27) Apocalypse - Accuracy/Damage/Recharge * (33) Gladiator's Javelin - Chance of Damage(Toxic) Level 22: Super Speed * (A) Blessing of the Zephyr - Knockback Reduction (4 points) Level 24: Maneuvers * (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 26: Boxing * (A) Empty Level 28: Penetrating Ray * (A) Apocalypse - Damage * (42) Apocalypse - Damage/Endurance * (42) Apocalypse - Chance of Damage(Negative) * (42) Gladiator's Javelin - Chance of Damage(Toxic) * (50) Explosive Strike - Chance for Smashing Damage * (31) Sting of the Manticore - Chance of Damage(Toxic) Level 30: Tough * (A) Gladiator's Armor - TP Protection +3% Def (All) * (31) Steadfast Protection - Resistance/+Def 3% Level 32: Weave * (A) Luck of the Gambler - Defense/Increased Global Recharge Speed * (43) Luck of the Gambler - Defense * (46) Luck of the Gambler - Defense/Endurance * (46) Luck of the Gambler - Defense/Endurance/Recharge Level 35: Scorpion Shield * (A) Luck of the Gambler - Defense/Increased Global Recharge Speed * (36) Luck of the Gambler - Defense * (36) Luck of the Gambler - Defense/Endurance/Recharge * (36) Luck of the Gambler - Defense/Endurance Level 38: Overcharge * (A) Ragnarok - Damage * (39) Ragnarok - Accuracy/Damage/Recharge * (39) Ragnarok - Damage/Recharge * (39) Bombardment - Chance for Fire Damage * (40) Positron's Blast - Chance of Damage(Energy) * (40) Touch of Lady Grey - Chance for Negative Damage Level 41: Web Envelope * (A) Gravitational Anchor - Accuracy/Recharge Level 44: Piercing Beam * (A) Bombardment - Damage * (45) Bombardment - Damage/Recharge * (46) Bombardment - Chance for Fire Damage * (48) Bombardment - Accuracy/Damage/Recharge/Endurance * (48) Bombardment - Accuracy/Damage/Recharge Level 47: Summon Disruptor * (A) Expedient Reinforcement - Accuracy/Damage * (48) Expedient Reinforcement - Accuracy/Damage/Recharge * (50) Expedient Reinforcement - Endurance/Damage/Recharge * (50) Expedient Reinforcement - Accuracy/Recharge Level 49: Tactics * (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 1: Brawl * (A) Empty Level 1: Quick Form 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 1: Vigilance Level 2: Rest * (A) Empty Level 4: Ninja Run Level 2: Swift * (A) Empty Level 2: Health * (A) Panacea - +Hit Points/Endurance Level 2: Hurdle * (A) Empty Level 2: Stamina * (A) Performance Shifter - Chance for +End Level 50: Musculature Radial Paragon ------------ ------------ Set Bonus Totals: * 3% DamageBuff(Smashing) * 3% DamageBuff(Lethal) * 3% DamageBuff(Fire) * 3% DamageBuff(Cold) * 3% DamageBuff(Energy) * 3% DamageBuff(Negative) * 3% DamageBuff(Toxic) * 3% DamageBuff(Psionic) * 6% Defense(Melee) * 6% Defense(Smashing) * 6% Defense(Lethal) * 6% Defense(Fire) * 6% Defense(Cold) * 8.5% Defense(Energy) * 8.5% Defense(Negative) * 6% Defense(Psionic) * 11% Defense(Ranged) * 6% Defense(AoE) * 9.45% Max End * 8% Enhancement(Heal) * 34% Enhancement(Accuracy) * 93.75% Enhancement(RechargeTime) * 15% Enhancement(Range) * 3.75% Enhancement(Max EnduranceDiscount) * GrantPower Preventive Medicine (10% chance, if Scourge) * 114.5 HP (11.25%) HitPoints * Knockback (Mag -8) * Knockup (Mag -8) * MezResist(Confused) 35% * MezResist(Held) 35% * MezResist(Immobilized) 35% * MezResist(Sleep) 35% * MezResist(Stunned) 35% * MezResist(Terrorized) 35% * MezResist(Teleport) 100% (20% chance) * 12.5% (0.21 End/sec) Recovery * 46% (1.95 HP/sec) Regeneration * 8.25% Resistance(Smashing) * 8.25% Resistance(Lethal) * 9% Resistance(Fire) * 9% Resistance(Cold) * 3.75% Resistance(Energy) * 3.75% Resistance(Negative)
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True enough. I don't know that I would even bother with it slotted in TD if I did not have aim, buildup, or tactics as a more optimal choice. Tactics is unique in that is has a proc chance for everyone on your team currently affected by the power, so you get loads of uptime on teams. TD will give you a pretty low chance checking once every ten seconds.
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Listed Level does not increase the power of procs. Slot any level you like and enjoy!
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Your defense focus in this build is on ranged, but you are in and out of melee constantly with a kin. I see you have mass hypnosis, so you can certainly use it as an opener for FS and go from there, but they will be in your face well enough when they wake up, as you don't have roots or slows to keep them at bey. Some things have been muled (kick with KC) to no real discernable end. If your theme doesn't demand psy epic, you would be much more efficient and effective swapping to mace mastery for scorpion shield, and focusing on typed defenses in S/L/E all the way to softcap (45+). Kinetics doesn't provide any foundation of defense, so it is hard to build meaningful defense totals without SS. A neat little trick from our wonderful defender ATOs - you can split the vigilant assault IOs into two powers and double up on 10% recharge bonuses for only three slots each. I'd be happy to see what sort of build I can come up with when I have time later, but here are my other more general observations that will apply even if you keep your power choices as is: -Transfusion is overslotted and its set bonuses aren't really doing anything for you. You can easily get away with a three slot acc/heal IO combo pulling from different sets. - Muling kick with KC isn't helping you towards anything meaningful - you can definitely put those slots to better use elsewhere. - Slot out Maneuvers! Defender totals are great for leadership. Here and weave may be good places to siphon your kick and transfusion slots for value and more s/l resistbonuses to toughen up on that end as well. - Scramble thoughts is not a great power. Psy scream is your fast recharging Aoe, and would be a worthy replacement to better contribute to teams. With no easy second stun to stack with, Scramble isn't providing any special synergy to shut down bosses. - Consider a second -KB IO. I like to pick combat jumping early in my kin builds for combat maneuverability and access to another easy -KB slot. You will definitely notice the difference going from 4 to 8 points, even with common enemies like Council. Ultimately if you are committed to a Mass Hypnosis strategy for solo, the half-focus on defense in your current build won't help you much, and you would be better served choosing beefy attacks and slotting them maximally for damage, including procs. I haven't run a character that relies on this strat before, but it will be very slow relying on single target attacks because you can't afford the whole group waking up. It can be tough to find a slotting focus on a kin Defender, I find. Several of the powers don't even allow IO sets, and the powerset itself solves several problems that people often use IOs to address, most prominently the endless fountain of endurance. For a great reference on building a survivable Kin, check out Darkir's thread in the corruptor forums. There are plenty of other iterations within, and they could serve as a good foundation of thought:
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I've been trawling through Traps posts across the forums, and don't see a lot of good proc-oriented builds. Perhaps there is a reason for this! For those with Traps experience, I'd love your input on whether my allocated procs are productive or a total waste. I'm especially interested in your accuracy slotting, as tactics and global bonuses don't help things like poison trap, as I understand. My current build is way overcapped on SLE defense (67/67/61). I've toyed with switching epics for a good resist toggle so I cap Resist as well, but sacrificing Scorpion Shield brings me down only to softcap for regular content. My goal here is incarnate softcap, heavy proc damage focus wherever it makes sense, while maximizing recharge in pursuit of these. 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! Open Source: Level 50 Technology Defender Primary Power Set: Traps Secondary Power Set: Beam Rifle Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Caltrops -- ImpSwf-Dam%(A), Bmbdmt-+FireDmg(5), PstBls-Dam%(5), JvlVll-Dam%(7), Rgn-Knock%(7) Level 1: Single Shot -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/EndRdx/Rchg(3), SprVglAss-Acc/Dmg/EndRdx(3) Level 2: Triage Beacon -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(17), Prv-Heal(17), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(27) Level 4: Cutting Beam -- PstBls-Acc/Dmg(A), PstBls-Dam%(34), JvlVll-Acc/Dmg(34), JvlVll-Dam%(37), Bmbdmt-+FireDmg(37), TchofLadG-%Dam(37) Level 6: Acid Mortar -- AchHee-ResDeb%(A), AnlWkn-Acc/Rchg(11), Apc-Acc/Rchg(13), TchofLadG-%Dam(13), GldJvl-Dam%(15), ShlBrk-%Dam(50) Level 8: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(9), LucoftheG-Def/EndRdx(9), LucoftheG-Def/Rchg(11) Level 10: Disintegrate -- SprDfnBst-Rchg/Heal%(A), SprDfnBst-Acc/Dmg(40), SprDfnBst-Acc/Dmg/EndRdx(43), SprDfnBst-Acc/Dmg/EndRdx/Rchg(43), SprDfnBst-Dmg/Rchg(43), SprDfnBst-Dmg/EndRdx/Rchg(45) Level 12: Poison Trap -- UnbCns-Dam%(A), NrnSht-Dam%(45), GhsWdwEmb-Dam%(45), UnbCns-Acc/Rchg(46) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Aim -- GssSynFr--Build%(A) Level 18: Seeker Drones -- CldSns-%Dam(A), CldSns-ToHitDeb(33), CldSns-Acc/ToHitDeb(33), CldSns-Acc/Rchg(34) Level 20: Lancer Shot -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(21), SprVglAss-Dmg/Rchg(21), Apc-Acc/Dmg/Rchg(27), GldJvl-Dam%(33) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23), LucoftheG-Def/EndRdx/Rchg(25) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), Krm-ResKB(25) Level 26: Super Speed -- BlsoftheZ-ResKB(A) Level 28: Penetrating Ray -- Apc-Dmg(A), Apc-Dmg/EndRdx(29), Apc-Dam%(29), StnoftheM-Dam%(31), GldJvl-Dam%(31), ExpStr-Dam%(31) Level 30: Tactics -- HO:Cyto(A) Level 32: Boxing -- Empty(A) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(36) Level 38: Overcharge -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(39), Rgn-Dmg/Rchg(39), Bmbdmt-+FireDmg(39), PstBls-Dam%(40), TchofLadG-%Dam(40) Level 41: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(42), HO:Ribo(42), HO:Ribo(42) Level 44: Piercing Beam -- Bmbdmt-Dam(A), Bmbdmt-Acc/Dam/Rech/End(46), Bmbdmt-Acc/Dam/Rech(46), Bmbdmt-Dam/Rech(50), Bmbdmt-+FireDmg(50) Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(48) Level 49: Web Envelope -- GrvAnc-Acc/Rchg(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form 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 -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) Level 50: Musculature Radial Paragon ------------
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Which AT/Set makes best use of Dual Pistol.
Onlyasandwich replied to Substaticman's topic in Archetypes
I absolutely love my poison/dp defender. Poison does have a few problems that other sets like time solve better, most importantly its lack of any baseline defense buffs. The only way to easily debuff the whole spawn is vg, and that has you jumping in the middle of the spawn. Poison itself doesn't demand much of your slots though, so you have a lot of power in your secondary and flexibility to mule out pool powers for more defense. It plays like a dream on a team of course, and poison moves fast with little setup. This lets you focus on fun dp blasting. If built with proper defense, it solos well enough, but will require strategy to play on +3 or more. -
Searching the forums, I see a couple mentions of this. Easy to reproduce. I am fairly certain it was not the case when I initially created my /shield stalker, as I remember so enjoying the speed of Jaunt over Teleport. For the past month or so this has been the behavior. If your shield is rendered at all from any power, whether Hide or another /shield power, Jaunt defaults to the old-school teleport animation, which is so much longer, and significantly diminishes the value of Speed of Sound/Jaunt. I was actually stuck with my shield out even after toggling everything off, trying to make the normal animation happen. Strangely, using One With the Shield was the only thing that got me to put away my shield. I don't know what went wonky, but it is definitely keeping me away from this character. Jaunt was part of his fun! I hope we can see a fix. I have not attempted to reproduce this on another AT, but it is definitely broken for Stalker.
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Agreed with cyvert. As long as you are still trading up it won't really matter. You will adjust to the new market as you go. The hassle of storage and hard limits to capacity make saving in nonliquid assets not really worth the trouble. If you are planning a long hiatus, maybe dump some into atos and high demand purples to sit. Other lower priced items like miracle or perf shifter procs don't store enough wealth per slot.
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Man, I feel like a failure. I used my signature summon, war wolf, backup radio, vanguard hvas, and lore pet. I was on my bio/ss tanker. I would think I should be able to break through with all that compared to a scrapper on inspirations alone.