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Onlyasandwich

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Posts posted by Onlyasandwich

  1. I put together my own take on this combo were I chasing the same goals. You could dial back procs here and there to achieve closer to perma-hasten, but where I have slotted is I feel a good balance.

     

    If it were my own character, I would dial back even further, dropping many of the +ranged defense bonuses, allowing -tohit to make up during solo play. This could round out slow resist (modest at 65% right now), or allow further enhancement of the aoe immob. I like to put the energy font and Overwhelming KD proc in it.

     

    This definitely relies on hitting Soul Absorption reliably, as otherwise you are starved for end. Fortunately, it's basically perma, and very powerful indeed. I'm sure this could be optimized further of course, but this is the basic idea. 

     

    Edit: Optimized further towards @Bellicose's stated goals.

     

    I have this slotted with Musculature Radial, but Intuition radial is a good swap as well. The +range is indeed pretty nice with the cones, as @Bionic_Flea points out. I prefer musculature for the extra end support, and the -tohit, which is pretty significant in this combo.  If you are chaining back to back aoes, there is room in the rotation for an epic aoe. However, you can just as easily weave in your ST attacks during that downtime, leaving you with more power options. This reliance on the primary attacks for your damage also feeds Reverberant as mentioned above. The damage and control of Reverberant is very respectable if properly played!

     

    Remember that a certain amount of time even in extended aoe combat will be dedicated to recasting Fade, Tar Patch, Soul Absorption, and healing when needed.

     

    Controller (Symphony Control - Darkness Affinity).mbd

     

    Here's an alternate version with Psi APP for Indom Will if you want to tackle mez protection as well. I don't care to fiddle with Indom will myself, as you have to hit it proactively (doesn't act as a BF like Rune). You could do rotating bind shenanigans with Hasten to mitigate this. 

     

    Controller (Symphony Control - Darkness Affinity) mk2.mbd

     

     

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  2. If I were going for these same goals, my choice would be Symphony/Dark.

     

    Reasons:

    • Huge base +def in Fade, allowing you a much simpler softcap focus without detracting from other elements. Ranged softcap would be the simplest solution here, and the power combos not only allow easy slotting for this, but you also have the power to stay at range easily.
    • Excellent resists, including an extra layer of exotic resists that are exceptionally useful during certain challenging parts of hard mode (NE is a big one).
    • An effectively infinite end tool built-in with Soul Absorption, again allowing more flexible slotting for other goals.
    • Symphony operates very comfortably at range, allowing you to position quite safely.
    • Enormous aoe damage from the primary when procced out, allowing you to solo easily. Given your goal of perma-hasten, procs will be a bit of a balancing act against global recharge. However, the pay-off is huge. I wouldn't be surprised if Symphony out-damages Fire/ and even Plant/ in practice when properly slotted. Confounding Chat will be doing ~550 damage, discord ~330, lullaby ~200, all while applying your control effects. This also gives you more freedom in APP picks, as you don't need to rely on it for aoe.
    • ST damage chain built into your control powers (your hold and Serenade are quite sufficient themselves, though you can supplement with an epic blast if needed). These powers can be hitting for ~370 and ~250 respectively, with a quick cooldown.
    • Stealth built in with Shadow fall, allowing you to steer away from super speed for full invis if you like.
    • Enormous -tohit alongside your strong defenses will actually make an impactful difference in hard mode, though at 4 star this will of course still rely on further contribution from the team. For solo work, this easily allows you to ignore soft-cap strategies if you are open to it, giving you even more freedom in slotting.

     

    I wouldn't even bother with tough/weave on this combo, though you can if you feel you have room. Symphony really wants you to be casting as many primary powers as possible in order to feed Reverberant things to copy.

     

    I would highly recommend picking up combat teleport so you can quickly pop in for Soul Absorption and pop back out for your cones. A target bind to go in and a back bind to go out makes this smooth.

     

    You may have a tough time leveraging the true power of this combo while achieving full perma-hasten, given that the strength lies in many procs. However, you can easily get to the 5-10 second downtime range on hasten with little sacrifice there, which is effectively little difference in practice.

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  3. 1 hour ago, StrikerFox said:

    Panacea

    Great! Added bonus of saving me a slot.

     

    I wonder how the personal end benefit stacks up in comparison to health if I'm spamming it. Mids says about 70% fire rate, so pretty good odds, though it is random wether I get hp, plus end, or both I believe. 

     

    Edit. In health it hits 50% of the time every 10 seconds, so insulating looks way better when spamming. The concern then is if it chaining to me reliably, but even if only half the time it's looking really good. Great call! 

  4. Thank you for sharing your findings, @StrikerFox!

     

    Given that this higher average dps came out even with ~30% less ED than the non proc test, these are pretty favorable results for -def procs in the Knights.

     

    When I get to 50 and incarnated, I'll do some parsing of my own. I'm especially interested in the impact of procs in Soul Extraction, having the purple hold proc there right now in the build myself. It may be that even if it works really well, the power is so strong baseline that it's sort of redundant. In that case, I could take the S/L resist ATO set bonus or steal the slot for something else fun.

     

    My slotting is somewhat similar to yours, but takes full advantage of the 2 slot ATO recharge bonuses. I'm a bit lacking in global acc, so need a bit more local enhancement to max out against +3's, thus room for 1 less proc in Knights.

     

    For reference:

    image.png.e4838e4340e702f1cbef461c455537d2.png

     

    /Elec takes care of pet survival and end quite well, so I see less usefulness in worrying about adding regen or end procs to the pet upgrades for my build.

     

    This slotting gives all three pets roughly ~60% acc, ~115% damage, with pertinent procs squeezed in (minus shield breaker in Knights). All Pet IO's slotted, with accompanying acc/dam to round out hit chances and gather small set bonuses (why not). I do quite enjoy the OF Knockdown in Zombies! It makes a big difference as you note.

     

    Here is the build, which I have further streamlined for end consumption and pared down cost as well where possible. I have found that it can be a bit dicey relying on injections from energizing circuit, and I want to be sure I have a solid baseline to keep spamming however I like!

     

    electric necro mk4.mbd

  5. I've been playing this guy now to 36, and am very impressed! That is, most impressed by the powersets themselves.

     

    /elec was pretty dicey for survival, especially keeping the Zombies alive, but Insulating Circuit changed everything. The whole business is pretty active though, or I risk losing my static, and am less likely to get endurance injections chaining to myself.

     

    Soul Extraction is the all-star everyone says it is. Hit that button and I can just spam Insulating with all my pets in aggro mode until the mobs are gone.

     

    I've gone back to a more refined version of my original build, and intend on testing the Purple proc in soul extraction. If anyone has their own formal parsing on this, along with necro pet slotting in general, I'd love to see!

     

    Edit: Further build tinkering. I've realized it's not worth sweating about every tiny drop of recharge for this combo - better to optimize local enhancement in certain key powers in some cases, while grabbing the easy bonuses.

     

    electric necro mk3.mbd

     

     

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  6. I have it 3 slotted for excellent return, but this relies on D-syncs.

     

    Level 53 D-Sync Siphon Acc/Heal, 2 level 53 Reconstruction Heal/Rech.

     

    With the global acc in the rest of my build, this gives me max hit chance against +3's (effectively +4's with Alpha shift).

     

    Heal is 97%, Recharge 77% (5 seconds shy of perma with my global recharge).

     

    I don't find it necessary to enhance the end component, as a baseline hit in an average crowd is plenty. Enhancing the heal makes a big difference in your survivability. I use Musculature Radial, which does juice the end a bit.

  7. Still tinkering with this build! There's so much to balance with MM's. 

     

    Moved slots around to:

    • Gain acc/dam in Lich.
    • Slot Defib with more regular usage in mind (endredux, recharge), anticipating its role as a potential sapping tool. How effective is this for sapping in practice? I'm not quite understanding the formula for it presented in City of Data.
    • Achieve better totals for energizing circuit.

     

    In the exchange, I lost:

    • 10% slow resist.
    • 6 % Tox/Psi resist.
    • Purple proc in Soul Extraction (Big loss, negligible?)

     

    Once I get this fellow up in levels I'll do some parsing myself to see if I can come to clear answers on optimal pet slotting.

     

    electric necro mk2.mbd

     

  8. Just for fun, I knocked together how I would approach the combo while keeping the same thematic powers.

     

    expensive snark.mbd

     

    Perma-dom is still online, and the lower recharge here doesn't meaningfully affect your rotations. However, your build does achieve perma-dom even without hasten, while mine relies on hasten. 

     

    What you gain:

    • Immensely more damage in most powers, including one of your staple controls (Terrify). Since much of this relies on procs, you also have more room to benefit from +damage before hitting the cap when on teams or laying down a juicy Soul Drain.
    • 80% slow resistance. This will keep errant slows from disrupting your dom cycle, and is just nice to have overall.
    • A very meaningful bump in all resists.
    • Although recovery is lower, end consumption is less as well. With the domination injections, you'll be solid on end for either build except when running TK.
    • A few sort of handy powers. Evasive is nice QoL for travel and sometimes nice in combat. Grant invis is admittedly purely a mule, though you could pop it on mates when you feel like it.

     

    What you lose:

    • Influence! It's a pretty expensive build with Winter sets and HOs. The HOs could be swapped for set IOs in most instances with minimal impact.
    • The ease of perma-dom without hasten. Personally I set dom to auto and pop Hasten manually. There's still a little fudge room for this so you don't have to be right on it.
    • Perception resist and confusion protection from Tactics.
    • No more Dark Consumption. It's a nice topper here and there, but very marginal given the long recharge, even with such high global recharge.
    • Hold duration on Dominate. However, you'll want to weave it in more often than a low damage dominate, as it is a really efficient killer now. The +Dam ATO proc is slotted here, and you will routinely be stacking it 2-3 times in ST scenarios. 

     

    Note that for valid damage comparison, make sure to toggle any buffs on/off equally (gather shadows, soul drain, the power with ATO +dam proc). Your build does have Decimation build-up proc toggled on, which affects totals. However, it's at the minimum proc chance, so not likely to influence actual play very often.

     

    If you're really focused on perma-dom without relying on Hasten, that's fair enough as well! I think your build serves that goal well, and it is thoughtfully crafted. Perhaps you might find some of the slotting decisions here helpful.

     

    In that case, I would mostly focus on swapping out Levitate, perhaps for Combat Teleport or something else fun. If you do pick up CT, I rather like putting the Gaussian proc in it. It goes off more than you might expect, and the buff will almost always be happening right when you are unleashing damage, requiring no action beyond what you were doing anyhow.

     

     

     

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  9. It's an excellent set whose strengths are better capitalized on by controllers in my opinion.

     

    That being said, it's still great on doms.

     

    I would only call the st immob an easy skip. 

     

    As with most control sets, there is some argument to skip the aoe hold if you have a competing pick, but i like it myself. Doms maybe get a bit less from the sleep, as they have good damage cones in the secondary. However, the pet really wants you to be spamming primary powers so it can copy them, so the more time spent there the better. This is one big reason I like it better on controllers.

     

    The absolute key powers are chords and discord. Proccing everything out has huge returns. 

     

    Sonic is really all about whether your want to stay ranged or optimize for melee. Melee powers here have amazing proc opportunity from the hold sets. I picked everything except shriek and scream, myself. 

  10. @Snarky The build you posted is very strong indeed in recharge!

     

    From a higher perspective, I would say you have probably sacrificed too much in going a bit overboard on recharge beyond what is needed for perma dom. By dialing this back a bit, you could proc out more powers for massively more damage (Terrify, Engulfing, and Dark Oblit are big ones), pursue beefier resists, or get close to a meaningful softcap.

     

    Personally I like to avoid softcap on my doms, as part of the fun for me is surviving on the strength of my controls. It looks like you have a similar approach, and it's quite viable! You will have to be pretty aggressive with your controls. Fortunately Mind has some extra tools for this, with a full 4 aoe controls, and a mini aoe in TK. Mass Hyp is better than many give it credit for I think, being on a low cooldown, non-notify, with quick application.

     

    Are all of the power picks here locked in for theme, or are you flexible? Levitate is pretty redundant on a Dom. Mesmerize has some decent utility for AVs, and is a good power for exemping.

     

    Otherwise, I think your power choice here is pretty solid if you are truly wanting to stay ranged. Part of the glory of a dom to me is not really caring about range, as the enemies are locked down anyway. If this is a stylistic choice, I definitely understand. If not, Smite is one of the best DPA powers out there, and Midnight Grasp is no slouch properly slotted either. You'll be pretty solid either way.

     

    One point I would consider is something @honoroit mentioned. I have found Combat Teleport to be a wonderful addition to my doms who are mixing cones with pbaoes. Using a simple tp to target, then tp back a distance bind makes this smooth as can be. The easiest drop for this would be Dark Consumption, which isn't up nearly enough to be a meaningful part of your end strategy. It's not useless of course, but it would be my target.

     

     

     

     

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  11. 10 hours ago, evetsleep said:

    -DMG debuffs

    This is true. My initial inclination was that the animation time isn't really worth it given the way -Dam is reduced by resistances and level.

     

    However, even a 1/3 to 1/2 strength debuff there isn't negligible when you are near resist caps, and the idea of sapping as a sideline mitigation strategy is sort of fun, even if not always optimal.

     

    After further reading, it looks like Defib can be used without a dead ally - is that right? That seems to be what @Tacheyonis saying here as well. It seems to be a reasonable follow-up to sap in one combo when you wish in addition to its utility as a rez. The power description is not so helpful with this one, but it looks to be so in CoD as well. 

     

    Given all of this, I've reworked again further. I don't super miss the extra lotg given otherwise strong recharge numbers. electric necro.mbd

  12. 3 hours ago, Tacheyon said:

    UNLIMITED POWE...err Endurance.

    Thank you for the EA perspective!

     

    In your experience, can EA get away with skipping extra slotting in Health/Stamina for end support? I know MM's can be a bit end hungry, especially when using their attacks.

     

    My build has taken all of the primary attacks and given them good attention. Dropping Discharge would free me up to grab another epic attack or something else interesting. I'll keep Amp up if only for when I do team. Shame to miss such a strong buff!

     

    Has anyone put Grave Knights through @Carnifax's parser or a similar tool to figure out optimal proc slotting? Intuitively, it does sound like the Build Up proc is a priority based on the damage aura as @kelika2pointed out. This should indeed guarantee pretty high uptime, especially in crowds. However, a substantial portion of their attacks are still -def, so I feel it still worthwhile to squeeze -def procs in as well. Currently I've swapped the Grave Knights to Buildup, achilles, lady grey, but perhaps someone else has done the math and knows better.

     

    Edit: I had a silly inspiration and dropped Discharge in favor of Whirlwind! The extra slots get distributed to shore up odds and ends and enhance the new toy. I know not many MMs would view this as optimal, but it's certainly fun and I want to give it a shot. I know @Nemu has been on a Whirlwind press tour lately, and I want to see for myself. It really fits the theme of this particular character as well. If you have experience on this front, I'd love to hear it!

     

    His name is "Ded Zappelin." 😄 The idea is a musician whose electric guitar is empowered by a god of revelry to "inspire" the dead out of their graves. It's all about electricity, undeath, and putting on a great show.

     

    If anyone has tried hold procs, especially the purple one, in Soul Extraction, I'd love to hear how much of a difference it made. I'm contemplating swapping for the 6th ATO to max out my S/L resist.

     

    New Build:

    electric necro strike.mbd

     

  13. 23 minutes ago, Frosticus said:

    People don't have to like it, or use it, but hopefully we'll see a little less misinformation.

    I think this is pretty fair!

     

    Psy app may not be optimal for builds focused primarily on damage, given the presence of Fire and Ice (more aoes, the excellence of sleet). However, if you're hitting Psy for the extra defense, along with additional lotg mules, World of Confusion is a viable consideration.

     

    WoC definitely has a reputation for being poopoo, and as @Frosticus has shown, it is actually pretty useful. I wouldn't be focusing my build around it, but if I am already choosing the pool for thematic or functional reasons, it provides:

    • An excellent mule for Ranged defense and Recharge if your primary lacks a confuse. Coercive Persuasion is excellent even outside the proc.
    • Additional no-animation needed melee mitigation for low endurance cost (hey, Dom's actually like melee!)
    • A bit of extra damage, with the potential for proccy nonsense as well if you feel like it, given the abundance of melee aoe procs. Not super ideal, but not so bad either.
    • A pretty visual - whee.

     

    Sure using it as a "one slot wonder" will probably be relying on hefty global Accuracy or other shenanigans. Plenty of other powers rely on global bonuses in end-game builds to put the pieces together. Perma-dom, anyone? For a proc focused build, you are already pursuing these strategies to maximize proc potential.

     

     

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  14. 1 hour ago, Mallador said:

    Since Force Feedback last 5 seconds, wouldn't you get 10 seconds of the buff total?  One stack after using each ability, or do they refresh multiple times, which leads up to 20 seconds?

     

    As @evetsleepmentioned, even the brief window 100% recharge is active is helpful, as during that time your powers are ticking down more quickly. This is most meaningful on longer recharge powers.

     

    Note that the buff stacks up to 10 seconds, so you can "bank" it a bit. It won't stack beyond 10 seconds, but will keep refreshing up to this point if you get another proc.

  15. Hello MM town!

     

    Edit: Tweaked slots a bit to optimize pet accuracy.

     

    I haven't played either of these sets before, and precious few MM's. Just my demons/dark thus far, which I love.

     

    With the changes, Necro is looking great these days, and I'm taking a crack at a fresh build. However, I'm a bit unsure of some of the finer points in optimal slotting here, especially as it relates to pets. Now that Soul extraction isn't just a mule for the Pet IOs, there's a bit more to consider on that front.

     

    A few questions stand out, though perhaps you see other issues in the build below:

    • Is it worth slotting Lich much for damage? It seems like he is primary for control effects. Certainly I've paid some attention here, but is running short on ED caps for damage a mistake for the Lich?
    • Do you find the soulbound buildup proc worthwhile in Zombies, or other pets for that matter?
    • Has anyone parsed out optimal proc slotting for Grave Knights? I'm pretty happy with my current slotting, but there are a ton of other approaches I can see.
    • Procs in Soul extraction. I prioritized Dam/Rech, but squeezed the purple Hold proc in there as well. I see this in several other builds - is this a significant contributor, or just a "nice if you have room" sort of thing?
    • Personal End contribution in Energizing Circuit. If I'm spamming this, how much can I expect it to support my own end? I understand it can bounce back to me if I'm diligent about generating static.
    • Discharge - is it worth the animation time if you aren't trying to sap as a primary strat? I'm using it as a useful set mule right now, and the cooldown is short enough that between it and fences I should get mobs floored fairly shortly, but it isn't going to drain from the alpha. Do you bother with this power?
    • Empowering Circuit and pet accuracy. Some of my pets are a bit low on acc, and my proc focused build doesn't really have global acc, though I am running kismet+tactics. I don't think Kismet helps my pets though. However, EC is a strong tohit buff. Do you think it's viable to rely on its uptime for max hit chance? I'm hoping to get some pretty regular bounces back to me for personal hit chance as well.
    • Buffing Heal enhancement in Dark Empowerment - worthwhile, or just hit it with the base slot?
    • Amp Up - is it much use in solo play? If so, who do you target - Grave Knights to add some KU soft control to the mix, or perhaps Lich to empower his controls and debuffs?

     

    The build as it stands focuses on recharge and optimal damage/proc slotting for both attacks and pets. I'm also a big fan of slow resist, and am near cap here. I'm hoping that between pet distraction, heals/absorbs, moderate resists, and even the KD proc in fences, I have enough tools to make it through alive. What are your thoughts?

     

    Build: (note Zombies are toggled off so Soulbound doesn't impact global totals)

     

     

    electric necro.mbd

  16. 1 hour ago, tidge said:

     City of data has a base of 0.163 End/sec, which is almost three times higher than something

    CJ is literally the lowest end use toggle in the game by an order of magnitude. I wouldn't call that a fair comparison. .163 is significantly lower than most every other toggle that isn't just straight up end positive.

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  17. 14 hours ago, honoroit said:

    i tried /fire, and, its fire. i just really dont like its pbaoes.

    This is a fair assessment! The standard tac for /Fiery is to skip the pbaoes, as they are indeed poopoo, though consume has some situational use.

     

    Most dom secondaries have a sort of mediocre cone and a pretty serviceable pbaoe. /Fiery is the inverse.

     

    The appeal here is that you can take all the ranged powers and you aren't really missing out. As with most doms, you may want to supplement aoe with an epic. However, Symphony has less need here given the aoe rotation built into the primary. Symphony/Fire can just stay in Symph's comfy cone range and be happy.

     

    That being said, theme is king, and /Dark is still a great set with solid additional utility.

     

    I agree that Symph feels a bit like Mind Control 2.0! I recently rolled a Mind/Dark controller, and though it has been a fun ride, the only thing Mind/ really gives me in addition are the non-notify skills (pretty handy at times), the one-shot boss sleep (hey, Dom's can do this in an aoe with domination up under Symphony!), and the silliness of Mass Confusion. For all of this it loses a reliable aoe stun, and has vastly inferior damage, despite being a bit blasty by nature itself.

     

    I'm glad you're enjoying your dom! All doms are great - I don't think there exists a truly bad combo.

     

     

  18. 33 minutes ago, TalonBlue said:

    D-Sync Provocations

    I remember being so excited for these, and snatched up quite a few for my kin and everyone who runs fold space.

     

    Now they are like 600 million apiece just for the 50s. God forbid you lose one while combining. Yeesh! Wish I'd thought to dump more of my funds there 😀.

  19. If I did swap to Shockwave, here's the build I have in mind:

     

    Dominator (Darkness Control - Sonic Assault) wave.mbd

     

    I lose the little +recharge from the set in Haunt, but gain a pretty reliable FFback proc in my opener, and am able to put the +dam ATO proc into my opener as well.

     

    I still may try it with Haunt first to see how the build survives without Shockwave to blunt alphas. Would love to hear from others how useful they found Haunt on their doms!

  20. 12 hours ago, Frosticus said:

    Which is to say while dark control is good, it isn't appreciably better than any of the other strong primaries. It will still let through a ton of damage against +3s from any of the more challenging mobs.

     

    From experience with my other low defense doms, you are undoubtedly correct. My elec/ and Plant/ can shut down the alpha quite reliably with Static Field and Seeds respectively, allowing them to execute their melee strategies more reliably. However, Fearsome will definitely let through some retaliation, despite healthy -tohit.

     

    I do have modest resists here, and the -tohit is still substantial. I'm going to get it levelled and slotted and see how it works out! I do have Combat Teleport to better facilitate a quick engagement with HoD. I don't have issues chewing candy as needed, though it's nice to have a reliable strategy outside of inspirations. 

     

    I wonder if it may be worth dropping Haunt for Shockwave, and using Shockwave as an opener. Shockwave+Fearsome, then CT in for HoD may be enough to get me past that initial retaliation. Once I've had a chance to cycle Fearsome+Shadows+Dark Oblit, mobs outside of AV's will be hard pressed to hit me, and I should stabilize.

     

    Bass Boost also allows me to juice -tohit on Fearsome when needed, giving me a better chance of surviving the retaliation. 

     

     

  21. I've got the build bug again folks, and it's dominator time once more!

     

    I really love the incredible procability of /Sonic, and my theme works well for Dark/, which is of course an amazing set regardless. This is the latest in my line of "screw defense, controls are more fun" Dominators that completely eschew all pretense of defense stacking outside of the Uniques. Perhaps I'd even be better served dropping the uniques too - what do you think?

     

    In any case, I'd love some help optimizing further.

     

    Build:

    Dominator (Darkness Control - Sonic Assault).mbd

     

    Focus:

    • Perma dom
    • Maximize slow resist.
    • Super duper proc time.
    • Poo poo defense. Seriously - I know I could get it higher, but this is part of the fun. : )
    • Max hit chance against +3's.

     

    In its current form, I anticipate the strat to go as follows:

    • Open with Fearsome, CT in and pop HoD. CT back to root, back in to unleash my aoes and melt bosses as needed. Sometimes this will benefit from a juicy Soul Drain. If HoD on cooldown, Shadow Field will do nicely. Dog makes lots of noise while I do this.

     

    Concerns:

    • End consumption! This one is rough. I won't be running Evasive and fly during combat for the most part, but the aura is a bit of a drain. Dark Consumption isn't exactly a solution, but helps on occasion. As it stands, I may end up relying on Ageless to really unleash, though of course there will be the random injections from Domination popping off. What do you think?
    • Shockwave is actually really decent on a dom. Am I a total dummy for skipping it? This combo is really melee focused, and though I'm fine having a cone or two in the opener, I don't want to keep popping back all the time spending so much time out of melee where Disruption Aura won't be in effect.
    • Haunt. I love this on my controller. However, do you find it worth the time of day on a Dom? The control aspect is so-so in my experience, so it's mostly for damage. Dom has damage covered really well! Do you like it on your dom?

     

    If I did drop the defense uniques I'd have room to include the PM proc and a bit more end support. However, perhaps even my marginal defense totals will be useful alongside Dark's tohit debuffs. Fearsome+Shadows is pretty substantial, especially with the Musculature Radial backing them up.

  22. Hey there!

     

    Again, I would encourage you to review the controller forums. Hopefully someone sees and moves the thread over. : )

     

    I agree that your current build needs a ground up rework. I understand we all must start somewhere, and new combos can take some understanding!

     

    Meanwhile, I did a quick run of how I would approach this combo:

     

    Controller (Fire Control - Storm Summoning).mbd

     

    This build is focused heavily on recharge so you can cycle all of your tools of chaos. I've included as much end support as possible, as you'll run dry on fire/storm very easily. Power Sink is not something you want to use all the time, but is there if you need it, and you definitely will need it at times. I would prefer more slow resist, but have included at least a modest amount.

     

    The general strategy: 

    • Open with Flashfire, then follow up with Freezing Rain. Bonfire also works as an alpha killer when Flashfire is down, but when in solo play I'd recommend getting used to hurricane as well. You can stay very safe with any opener followed up by hurricane, though may not want to employ this on a team.
    • Spam Cages, throw out Tornado, LS, and ball lightning on cooldown.
    • Dive straight into melee range so Hot feet can do its thing. Since you have flight, you'll need to pre-cast it while on the ground, but it will stay on when flying.
    • If you anticipate a really tough mob, or get in a pickle, you can pop Surge of Power, Rune of Protection, or Cinders to save the day. Rune doubles as a Break-free when needed. Beware the end crash on surge. 
    • At low levels/exemping you can actually just spam Gale constantly to keep the enemy down when needed.

     

    Most controllers have a tough time keeping Imps and Epic pets alive. However, the mayhem that storm can cause is well-suited to keeping them on their feet! 

     

    Some folks like Thunder Clap to stack with Flashfire. However, this is a huge animation commitment, and I don't find it worth the animation time, endurance, and power pick. It looks pretty at least. Once you get your tools rolling, you'll be very safe regardless.

     

    Fire/Storm is a very end hungry build, and one that requires constant aggression. Your bonfire, FR, LS, and nado are all knocking things down constantly, keeping you very safe. Even if you aren't using Hurricane as a primary defense tool, you can break it out to fly around and kiss everything when needed, which will floor the hit chance of most mobs. The unique -range component also helps them prefer to clump and chase you instead of taking potshots.

     

    Note that I didn't put -KB in LS. Instead, use positioning to your advantage. When wanting KD, pop LS above the mob. Other times, you might prefer to cast it behind the mob to jockey strays back towards you, or cast it in front of you to keep them out of your face. It's very flexible.

     

    If you get into incarnates, Musculature Radial is ideal, as you make good use of every component.

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  23. My thoughts:

     

    • I would personally miss the aoe immob, as mob scatter can be obnoxious otherwise. It's also one of your primary sources of persistent containment.
    • I don't know that I'd worry about a third ST blast (melodic, arcane, etc). You'll be busy enough with other things between Impassioned and Hymn's cooldown, which are both pretty quick.
    • Chord's can be dropped, but I rather like it as a home for a 5 slot purple set (minus the proc), which makes a strong problem solver when needed.
    • Enfeebling Lullaby is a strong proc damage power. Ideally I would find a way to reprioritize slotting to allow this.
    • I see you are setting teleport target as a requirement. Is this just for teaming, or other purposes? Reverberant can fly, and doesn't need teleport shenanigans to stay with you.
    • The return on your Adjusted targeting slots in Tactics is very marginal. These are easy slots to siphon elsewhere.
    • Assault is nice enough for teaming, but of very marginal personal benefit, as much of your damage will come from procs, and even the base damage enhancement is not amazing for the end cost. This would be an easy drop for Hasten.
    • Although you can live without it, finding room for Darkest Night would be nice. This would give you a tool to effectively cap out defenses when you really need it. Most of the time your other controls will be quite sufficient, but it will take the pressure off your other slots that are currently devoted to defense.
    • Unbreakable Guard 4 slots isn't doing a ton for you in Dark Embrace. Consider cutting the power down to 2 slots with 1 Ribo and a +4 Resist IO.
    • Aegis psionic resist is very marginal in Shadow fall. Your psi totals are modest at best even with, and the slot would be better served either enhancing the power's actual resist, defense, or just towards other powers entirely.
    • Red Fortune does not fit well in Fade. Not only is not not maximizing the recharge, which is still short of perma, but it completely neglects the resist component. Consider a hybrid slotting strategy. A lotg can fit here as well, allowing you to drop either Veng or Evasive if you are only using them primarily as mules.
    • Soul Absorption would be a nice target for any saved slots for recommendations above. Enhancing its end especially is quite useful, as you will find yourself breathing heavy at times with good power cycling.
    • Maneuvers is also pretty marginal for slot return. If you were just eking out that last bit to softcap, it is sometimes worth it, but this isn't where you are.

     

    There is much I would probably do different in a ground-up rework, but I respect that we may have some different priorities!

     

    Here is my own symphony build, in the event you may find some of the slotting strats in the primary helpful. Even with very little defense as I have here, it is quite survivable due to the raw strength and ease of use in Symphony's controls.

     

    Controller (Symphony Control - Pain Domination).mbd

     

     

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