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Electric slotting


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10 hours ago, atletikus said:

As for Joltin Chain, will procs hit beyond the first target?

 

Procs hit beyond the first target, but it has a weird design where the first attack is a single-target attack, and subsequent attacks are treated as PBAoEs, which lowers the chance to proc to about half as much as on the initial attack. Slotted with damage procs, mine averages about 190 damage to the first target, and 100 to subsequent targets.

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4 hours ago, Ice_Warden said:

One more question...I see Conductive Aura can take heal IOs. Does this make a noticeable difference? 
 

I can probably find a couple of slots to devote to healing if I knew it would help when I’m in the middle of a larger mob taking hits. I have two Perf Shift IO in there now.

I don't think slotting heals there is suitable for anything other than potentially reducing downtime slightly between spawns. I have made a similar build to what is outlined here, but made room to compensate for the lack of a self-heal in cold by 2 slotting Static Field with Call of the Sandman including the proc (2PPM). That's 35-40% chance of triggering a 5% self heal per enemy in a radius 20 every 15 sec or so. Turns a rather situational power into a hybrid heal. Also put the Entropic Chaos proc (3PPM) in Jolting  Chain, which should give you an extra reason to spam this power. 

Edited by atletikus
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2 hours ago, atletikus said:

I don't think slotting heals there is suitable for anything other than potentially reducing downtime slightly between spawns. I have made a similar build to what is outlined here, but made room to compensate for the lack of a self-heal in cold by 2 slotting Static Field with Call of the Sandman including the proc (2PPM). That's 35-40% chance of triggering a 5% self heal per enemy in a radius 20 every 15 sec or so. Turns a rather situational power into a hybrid heal. Also put the Entropic Chaos proc (3PPM) in Jolting  Chain, which should give you an extra reason to spam this power. 

Damn that is effing genius. Changing my build right now 😉

A bunch of toons. Global DocRanger

All on Excelsior. 

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So here is kind of where I'm sitting right now as far as a build is concerned. I can move slots here and there but it's working and I'm at 33 so far.

 

I have Malaise in Synaptic right now.

 

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

Click this DataLink to open the build!

Level 50 Natural Controller
Primary Power Set: Electric Control
Secondary Power Set: Cold Domination
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Tesla Cage

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (3) Basilisk's Gaze - Accuracy/Recharge
  • (3) Basilisk's Gaze - Recharge/Hold
  • (11) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (17) Neuronic Shutdown - Chance of Damage(Psionic)
  • (21) Ghost Widow's Embrace - Chance of Damage(Psionic)

Level 1: Infrigidate

  • (A) Achilles' Heel - Chance for Res Debuff
  • (5) Touch of Lady Grey - Chance for Negative Damage
  • (5) Impeded Swiftness - Chance of Damage(Smashing)
  • (11) Shield Breaker - Chance for Lethal Damage
  • (13) Shield Breaker - Accuracy/Defense Debuff
  • (39) Shield Breaker - Accuracy/Recharge

Level 2: Chain Fences

  • (A) Trap of the Hunter - Chance of Damage(Lethal)
  • (7) Positron's Blast - Chance of Damage(Energy)
  • (7) Positron's Blast - Accuracy/Damage
  • (13) Positron's Blast - Accuracy/Damage/Endurance
  • (15) Positron's Blast - Damage/Recharge
  • (15) Positron's Blast - Damage/Range

Level 4: Fly

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 6: Jolting Chain

  • (A) Explosive Strike - Chance for Smashing Damage
  • (9) Force Feedback - Chance for +Recharge
  • (9) Gladiator's Javelin - Chance of Damage(Toxic)
  • (45) Entropic Chaos - Chance of Heal Self
  • (46) Superior Winter's Bite - Accuracy/Damage
  • (46) Superior Winter's Bite - Accuracy/Damage/Endurance

Level 8: Ice Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 10: Glacial Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 12: Static Field

  • (A) Call of the Sandman - Accuracy/Recharge
  • (50) Call of the Sandman - Chance of Heal Self

Level 14: Conductive Aura

  • (A) Performance Shifter - EndMod/Accuracy
  • (43) Efficacy Adaptor - EndMod/Accuracy

Level 16: Hasten

  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO

Level 18: Boxing

  • (A) Empty

Level 20: Arctic Fog

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (23) Luck of the Gambler - Defense/Endurance
  • (23) Luck of the Gambler - Defense/Endurance/Recharge
  • (25) Luck of the Gambler - Defense
  • (25) Kismet - Accuracy +6%
  • (27) Reactive Defenses - Scaling Resist Damage

Level 22: Paralyzing Blast

  • (A) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
  • (40) Superior Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
  • (42) Superior Will of the Controller - Endurance/Recharge
  • (42) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
  • (42) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
  • (46) Superior Will of the Controller - Recharge/Chance for Psionic Damage

Level 24: Tough

  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (27) Steadfast Protection - Resistance/+Def 3%
  • (29) Reactive Armor - Resistance/Endurance
  • (43) Reactive Armor - Resistance

Level 26: Synaptic Overload

  • (A) Coercive Persuasion  - Confused
  • (29) Coercive Persuasion  - Confused/Recharge
  • (31) Coercive Persuasion  - Accuracy/Confused/Recharge
  • (31) Coercive Persuasion  - Accuracy/Recharge
  • (31) Coercive Persuasion  - Confused/Endurance
  • (33) Coercive Persuasion  - Contagious Confusion

Level 28: Benumb

  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO

Level 30: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (33) Luck of the Gambler - Defense/Endurance
  • (34) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (43) Luck of the Gambler - Defense

Level 32: Gremlins

  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (34) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (34) Expedient Reinforcement - Accuracy/Damage
  • (36) Expedient Reinforcement - Endurance/Damage/Recharge
  • (40) Soulbound Allegiance - Chance for Build Up

Level 35: Sleet

  • (A) Shield Breaker - Chance for Lethal Damage
  • (36) Impeded Swiftness - Chance of Damage(Smashing)
  • (36) Positron's Blast - Chance of Damage(Energy)
  • (37) Touch of Lady Grey - Chance for Negative Damage
  • (37) Annihilation - Chance for Res Debuff
  • (37) Achilles' Heel - Chance for Res Debuff

Level 38: Heat Loss

  • (A) Performance Shifter - EndMod/Recharge
  • (39) Performance Shifter - EndMod/Accuracy
  • (39) Efficacy Adaptor - EndMod/Recharge
  • (40) Efficacy Adaptor - EndMod/Accuracy

Level 41: Hibernate

  • (A) Empty

Level 44: Frozen Armor

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (45) Luck of the Gambler - Defense
  • (45) Unbreakable Guard - +Max HP

Level 47: Ice Storm

  • (A) Positron's Blast - Chance of Damage(Energy)
  • (48) Impeded Swiftness - Chance of Damage(Smashing)
  • (48) Positron's Blast - Damage/Recharge
  • (48) Positron's Blast - Damage/Range
  • (50) Positron's Blast - Accuracy/Damage
  • (50) Positron's Blast - Damage/Endurance

Level 49: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Brawl

  • (A) Empty

Level 1: Containment 


Level 1: Prestige Power Dash

 

 

A bunch of toons. Global DocRanger

All on Excelsior. 

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5 hours ago, 5099y_74c05 said:

Chain powers have their own formula for proc chance;

This is true, however Jolting Chain is not classified as a Chain attack (i.e. it is not flagged with the kChain tag). I think I tested Jolting Chain previously with interesting results. It's probably buried in the comments of the PPM guide. If I recall correctly, I think the first attack acts as a single target (for formula purposes), then the chains act as pseudopets with an area and 10 second activate period. Sorry, just going off memory. I'll update if i find those old numbers. 

 

Edit, it seems I'm right. The initial cast acts as a single target, then summons pseudopets that have their own AoE calculations.

 

Edited by Bopper
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PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

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8 hours ago, atletikus said:

I don't think slotting heals there is suitable for anything other than potentially reducing downtime slightly between spawns. I have made a similar build to what is outlined here, but made room to compensate for the lack of a self-heal in cold by 2 slotting Static Field with Call of the Sandman including the proc (2PPM). That's 35-40% chance of triggering a 5% self heal per enemy in a radius 20 every 15 sec or so. Turns a rather situational power into a hybrid heal. Also put the Entropic Chaos proc (3PPM) in Jolting  Chain, which should give you an extra reason to spam this power. 

 

 

This slotting for Static Field intrigues me and I will have to try it.

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3 hours ago, oedipus_tex said:

This slotting for Static Field intrigues me and I will have to try it.

I'm just theorizing from the numbers I've got as my controller is in his early teens yet due to a servere case of altohism on my part. Sleep powers has never been part of the meta, but that proc should be a saving grace. Let us know how it pans out.

The procs in Jolting Chain however is less ideal than I imagined since only the first target is ST and the rest considered pseudo pets. Both the +Recharge and the +Heal procs are wasted on pets after the initial hit AFAIK.

Edited by atletikus
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I didn't expect the Sandman proc to work as smoothly as it did in Static Field. I'd grown accustomed to thinking of patches as a bad place for procs, but I need to edit that assumption. They're a bad place for enemy affectingi procs.

 

Since Static Field requires virtually no Accuracy, Recharge, or End Discount slotting, its an ideal spot for a proc like this.

 

I'll try out Preventive Medicine sometime in the future.

Edited by oedipus_tex
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4 hours ago, atletikus said:

I'm just theorizing from the numbers I've got as my controller is in his early teens yet due to a servere case of altohism on my part. Sleep powers has never been part of the meta, but that proc should be a saving grace. Let us know how it pans out.

The procs in Jolting Chain however is less ideal than I imagined since only the first target is ST and the rest considered pseudo pets. Both the +Recharge and the +Heal procs are wasted on pets after the initial hit AFAIK.

Weirdly the Static Patch is also a pseudopet. It sounds like some procs affect the "creator" but the chain may break that? 

 

Preventative in Mids has a notation that it has a 10% change to Grant a power IfNotScourge, or Grant Power IfScourge so it sounds like it will be power agnostic and work the same way in Conductive Aura as it would in Health and not care how many enemies are being drained (it's saved my Warshade a few times even when shapeshifted and on low health. Hilariously I've also seen it attempt to trigger on my self-rez (there's a big orange bit of text) but not "take", probably because of the temporary invulnerability.).

 

 

Edited by Carnifax
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14 hours ago, atletikus said:

The procs in Jolting Chain however is less ideal than I imagined since only the first target is ST and the rest considered pseudo pets. Both the +Recharge and the +Heal procs are wasted on pets after the initial hit AFAIK.

 

Actually, I think that the Jolting Chain in the above example (4 procs, 1 Acc/Dam/End, 1 Acc/Dam) is nicely slotted. The reasons are as follows:

1: slotting it for actual damage is not that useful, and Electric usually doesn't have need for much End slotting, and you don't want to slot Recharge in a proc-heavy power.

2: there are only 2 non-purple damage procs to use, and using 2 slocs for Acc and Dam is enough. This leaves you with 2 slots to spare, and you have 3 good procs: Apocalypse for Damage, FF for Recharge, and Entropy for Heal.

3: the power's first attack is treated just like a single-target attack for procs, so if you were willing to put a +Recharge or +Heal proc in a single-target attack with an 8 second recharge, then it makes sense to put them in here.

 

This leaves us with the power fully slotted, as above, and only one option: do we replace either the Heal or the Recharge with an Apocalypse Damage proc? I think that looking at the build, he's not going for a max-cost build, since he didn't use the purple Damage proc in Tesla Cage, so if we're not looking to max out the procs regardless of cost, then the slotting looks good.

 

IMO, the optimal option, especially once you're at 50 and usually have good +Accuracy and Endurance management, is to drop the Acc/Dam/End (which is pretty expensive itself), and put in an Apocalypse damage proc... and put the purple damage proc in Tesla Cage, too. But for a cheaper option, slotting 2 damage, the Recharge and the Heal proc, and 2 mixed IOs for Acc/Dam/End is a solid design.

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I’ll be honest. I like a lot of the Proc ideas and I use some of them in my builds from time to time but I usually build my controllers for control first and damage second. I like the defense and safety first. If I can throw a few interesting Procs in a power here and there without losing too much actual control and defense then I’ll play around with it. 
 

But I’ve tried full proc builds in my fire/dark and dark/dark and I just don’t like it. Sure you do more damage but lockdown times are much shorter and I end up in trouble more often. Being 90% team player I prefer to keep everyone safe so they can clean up the floor. 
 

But I absolutely use some procs in my builds...I just don’t go Willy nilly full procmaster 🙂

 

Here is where I am right now.

 

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

Click this DataLink to open the build!

Level 50 Natural Controller
Primary Power Set: Electric Control
Secondary Power Set: Cold Domination
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Tesla Cage

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (3) Basilisk's Gaze - Accuracy/Recharge
  • (3) Basilisk's Gaze - Recharge/Hold
  • (11) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (17) Neuronic Shutdown - Chance of Damage(Psionic)
  • (21) Ghost Widow's Embrace - Chance of Damage(Psionic)

Level 1: Infrigidate

  • (A) Achilles' Heel - Chance for Res Debuff
  • (5) Touch of Lady Grey - Chance for Negative Damage
  • (5) Impeded Swiftness - Chance of Damage(Smashing)
  • (11) Shield Breaker - Chance for Lethal Damage
  • (13) Shield Breaker - Accuracy/Defense Debuff
  • (39) Shield Breaker - Accuracy/Recharge

Level 2: Chain Fences

  • (A) Trap of the Hunter - Chance of Damage(Lethal)
  • (7) Positron's Blast - Chance of Damage(Energy)
  • (7) Positron's Blast - Accuracy/Damage
  • (13) Positron's Blast - Accuracy/Damage/Endurance
  • (15) Positron's Blast - Damage/Recharge
  • (15) Positron's Blast - Damage/Range

Level 4: Fly

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 6: Jolting Chain

  • (A) Explosive Strike - Chance for Smashing Damage
  • (9) Force Feedback - Chance for +Recharge
  • (9) Gladiator's Javelin - Chance of Damage(Toxic)
  • (45) Entropic Chaos - Chance of Heal Self
  • (46) Superior Winter's Bite - Accuracy/Damage
  • (46) Superior Winter's Bite - Accuracy/Damage/Endurance

Level 8: Ice Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 10: Glacial Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 12: Static Field

  • (A) Call of the Sandman - Accuracy/Recharge
  • (50) Call of the Sandman - Chance of Heal Self

Level 14: Conductive Aura

  • (A) Performance Shifter - EndMod/Accuracy
  • (43) Efficacy Adaptor - EndMod/Accuracy

Level 16: Hasten

  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO

Level 18: Boxing

  • (A) Empty

Level 20: Arctic Fog

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (23) Luck of the Gambler - Defense/Endurance
  • (23) Luck of the Gambler - Defense/Endurance/Recharge
  • (25) Luck of the Gambler - Defense
  • (25) Kismet - Accuracy +6%
  • (27) Reactive Defenses - Scaling Resist Damage

Level 22: Paralyzing Blast

  • (A) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
  • (40) Superior Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
  • (42) Superior Will of the Controller - Endurance/Recharge
  • (42) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
  • (42) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
  • (46) Superior Will of the Controller - Recharge/Chance for Psionic Damage

Level 24: Tough

  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (27) Steadfast Protection - Resistance/+Def 3%
  • (29) Reactive Armor - Resistance/Endurance
  • (43) Reactive Armor - Resistance

Level 26: Synaptic Overload

  • (A) Coercive Persuasion  - Confused
  • (29) Coercive Persuasion  - Confused/Recharge
  • (31) Coercive Persuasion  - Accuracy/Confused/Recharge
  • (31) Coercive Persuasion  - Accuracy/Recharge
  • (31) Coercive Persuasion  - Confused/Endurance
  • (33) Coercive Persuasion  - Contagious Confusion

Level 28: Benumb

  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO

Level 30: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (33) Luck of the Gambler - Defense/Endurance
  • (34) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (43) Luck of the Gambler - Defense

Level 32: Gremlins

  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (34) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (34) Expedient Reinforcement - Accuracy/Damage
  • (36) Expedient Reinforcement - Endurance/Damage/Recharge
  • (40) Expedient Reinforcement - Resist Bonus Aura for Pets

Level 35: Sleet

  • (A) Shield Breaker - Chance for Lethal Damage
  • (36) Impeded Swiftness - Chance of Damage(Smashing)
  • (36) Positron's Blast - Chance of Damage(Energy)
  • (37) Touch of Lady Grey - Chance for Negative Damage
  • (37) Annihilation - Chance for Res Debuff
  • (37) Achilles' Heel - Chance for Res Debuff

Level 38: Heat Loss

  • (A) Performance Shifter - EndMod/Recharge
  • (39) Performance Shifter - EndMod/Accuracy
  • (39) Efficacy Adaptor - EndMod/Recharge
  • (40) Efficacy Adaptor - EndMod/Accuracy

Level 41: Hibernate

  • (A) Preventive Medicine - Chance for +Absorb

Level 44: Frozen Armor

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (45) Luck of the Gambler - Defense
  • (45) Unbreakable Guard - +Max HP

Level 47: Ice Storm

  • (A) Positron's Blast - Chance of Damage(Energy)
  • (48) Impeded Swiftness - Chance of Damage(Smashing)
  • (48) Positron's Blast - Damage/Recharge
  • (48) Positron's Blast - Damage/Range
  • (50) Positron's Blast - Accuracy/Damage
  • (50) Positron's Blast - Damage/Endurance

Level 49: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Brawl

  • (A) Empty

Level 1: Containment 


Level 1: Prestige Power Dash

 

 

Edited by Ice_Warden

A bunch of toons. Global DocRanger

All on Excelsior. 

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So I'm struggling to find the best way to reduce incoming damage. With no heals I need to bolster my damage mitigation. The heal procs are interesting but honestly don't really help.

 

I'm taking tough/weave already but I'm trying to decide on my epic for the best way to get some more damage mitigation.

 

Would you rather have 40% def s/l and 35% res s/l (using the Frozen Armor...also 30% added fire/cold res)....or 20% def s/l and capped res s/l (using Mind Over Body) and also having access to Indomitable Will?

 

Either aoe damage power in the set is basically the same to me...Ice Storm or Psionic Tornado. 

Edited by Ice_Warden
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4 minutes ago, Ice_Warden said:

Would you rather have 40% def s/l and 35% res s/l (using the Frozen Armor...also 30% added fire/cold res)....or 20% def s/l and capped res s/l (using Mind Over Body) and also having access to Indomitable Will?

If you know what your numbers are, you can use my Survival Tool to get an idea what impact each scenario gives you.

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PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

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25 minutes ago, Ice_Warden said:

And where would this survival tool be?

In my signature. But if you're looking on a phone, it might not show a signature (unless you use desktop view). You can find it in the guides forum as well.

Edited by Bopper

PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

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5 hours ago, Ice_Warden said:

Would you rather have 40% def s/l and 35% res s/l (using the Frozen Armor...also 30% added fire/cold res)....or 20% def s/l and capped res s/l (using Mind Over Body) and also having access to Indomitable Will?

 

With those numbers, the Defense would be better... the mobs start off with 10% base to hit, and do 65% of their normal S/L damage in the first option.

The second option has the mobs at 30% (3x the damage) and 25% of normal damage (5/13 of the damage in the first option). So, just in S/L damage, you take less with the defense version.

In addition, the first option also protects from other damage types if they are combined with any smash/lethal damage. Psy attacks that do some Smashing, Toxic attacks that do some Lethal, etc.

In further addition, being missed protects you not only from the damage, but from mez and debuff effects.

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On 11/22/2019 at 5:13 PM, Ice_Warden said:

Would you rather have 40% def s/l and 35% res s/l (using the Frozen Armor...also 30% added fire/cold res)....or 20% def s/l and capped res s/l (using Mind Over Body) and also having access to Indomitable Will?

I'd use the higher def numbers. High but not quite soft capped defense and reasonable resistance is a combination I've played and really enjoyed.

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