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Dahle

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Love some input on my build.  I'm quite happy with how it plays at the moment, but it can always get better.  I don't have all my incarnates at the moment, but they will just make life easier down the road.

 

I'll give some input below on my rotations and stuff below.  I haven't pushed this and don't know what kind of content it can actually do but I'm not sure higher then +2/x8 is advisable without completed incarnates (I do +2/x5 atm when solo).

 

Hero Plan Import info:

Spoiler

 

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer


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Hero Profile:

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Flight
Ancillary Pool: Primal Forces Mastery

Hero Profile:
------------
Level 1:    Tesla Cage    
 (A) Apocalypse - Damage: Level 50+5
 (3) Apocalypse - Damage/Recharge: Level 50+5
 (3) Apocalypse - Accuracy/Damage/Recharge: Level 50+5
 (5) Apocalypse - Accuracy/Recharge: Level 50+5
 (5) Apocalypse - Damage/Endurance: Level 50+5


Level 1:    Time Crawl    
 (A) Pacing of the Turtle - Chance of -Recharge: Level 50


Level 2:    Chain Fences    
 (A) Annihilation - Chance for Res Debuff: Level 50
 (7) Power Transfer - Chance to Heal Self: Level 50
 (7) Ragnarok - Chance for Knockdown: Level 50
 (9) Gravitational Anchor - Chance for Hold: Level 50
 (9) Superior Will of the Controller - Recharge/Chance for Psionic Damage: Level 50
 (11) Superior Overpowering Presence - RechargeTime/Energy Font: Level 50


Level 4:    Time's Juncture    
 (A) Deflated Ego - Chance for Recovery Debuff: Level 20
 (17) Pacing of the Turtle - Chance of -Recharge: Level 50
 (17) Dark Watcher's Despair - Chance for Recharge Slow: Level 50
 (19) Dark Watcher's Despair - To Hit Debuff: Level 50
 (19) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
 (21) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50


Level 6:    Jolting Chain    
 (A) Gladiator's Javelin - Damage/Endurance/Recharge: Level 50
 (21) Power Transfer - Chance to Heal Self: Level 50
 (23) Force Feedback - Chance for +Recharge: Level 50
 (23) Sudden Acceleration - Knockback to Knockdown: Level 50
 (25) Apocalypse - Chance of Damage(Negative): Level 50
 (25) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge: Level 50


Level 8:    Conductive Aura    
 (A) Power Transfer - Chance to Heal Self: Level 50
 (27) Performance Shifter - Chance for +End: Level 50
 (27) Performance Shifter - EndMod: Level 50
 (29) Performance Shifter - EndMod/Recharge: Level 50
 (29) Performance Shifter - EndMod/Accuracy: Level 50


Level 10:    Super Speed    
 (A) Celerity - +Stealth: Level 50
 (31) Celerity - RunSpeed: Level 50


Level 12:    Static Field    
 (A) Fortunata Hypnosis - Chance for Placate: Level 50
 (31) Fortunata Hypnosis - Sleep/Recharge: Level 50+5
 (31) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50+5
 (33) Fortunata Hypnosis - Accuracy/Recharge: Level 50+5
 (33) Fortunata Hypnosis - Sleep/Endurance: Level 50+5


Level 14:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
 (33) Luck of the Gambler - Defense: Level 50


Level 16:    Distortion Field    
 (A) Superior Will of the Controller - Accuracy/Control Duration: Level 50
 (34) Superior Will of the Controller - Control Duration/Recharge: Level 50
 (34) Superior Will of the Controller - Endurance/Recharge: Level 50
 (34) Superior Will of the Controller - Accuracy/Control Duration/Endurance: Level 50
 (36) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge: Level 50


Level 18:    Combat Jumping    
 (A) Kismet - Accuracy +6%: Level 30
 (36) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50
 (36) Reactive Defenses - Scaling Resist Damage: Level 50
 (37) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50


Level 20:    Tactics    
 (A) Adjusted Targeting - To Hit Buff: Level 50
 (37) Adjusted Targeting - To Hit Buff/Recharge: Level 50
 (37) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
 (39) Adjusted Targeting - Endurance/Recharge: Level 50
 (39) Adjusted Targeting - To Hit Buff/Endurance: Level 50


Level 22:    Hover    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
 (39) Luck of the Gambler - Defense: Level 50


Level 24:    Temporal Mending    
 (A) Preventive Medicine - Chance for +Absorb: Level 50


Level 26:    Synaptic Overload    
 (A) Coercive Persuasion  - Contagious Confusion: Level 50
 (40) Coercive Persuasion  - Confused/Recharge: Level 50+5
 (40) Coercive Persuasion  - Accuracy/Confused/Recharge: Level 50+5
 (40) Coercive Persuasion  - Accuracy/Recharge: Level 50+5
 (42) Coercive Persuasion  - Confused/Endurance: Level 50+5


Level 28:    Farsight    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
 (42) Luck of the Gambler - Defense/Recharge: Level 50
 (42) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
 (43) Luck of the Gambler - Defense: Level 50


Level 30:    Time Stop    
 (A) Unbreakable Constraint - Chance for Smashing Damage: Level 50
 (43) Unbreakable Constraint - Hold/Recharge: Level 50+5
 (43) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50+5
 (45) Unbreakable Constraint - Accuracy/Recharge: Level 50+5
 (45) Unbreakable Constraint - Endurance/Hold: Level 50+5


Level 32:    Gremlins    
 (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50
 (45) Soulbound Allegiance - Chance for Build Up: Level 50


Level 35:    Hasten    
 (A) Recharge Reduction IO: Level 50+5
 (46) Recharge Reduction IO: Level 50+5


Level 38:    Chrono Shift    
 (A) Synapse's Shock - EndMod/Increased Run Speed: Level 50
 (46) Synapse's Shock - EndMod: Level 50
 (46) Synapse's Shock - Damage/Rechage: Level 50
 (48) Synapse's Shock - EndMod/Recharge: Level 50
 (48) Synapse's Shock - Damage/Recharge/Accuracy: Level 50


Level 41:    Conserve Power    
 (A) Recharge Reduction IO: Level 50+5
 (48) Recharge Reduction IO: Level 50+5


Level 44:    Temp Invulnerability    
 (A) Steadfast Protection - Resistance/+Def 3%: Level 30
 (50) Steadfast Protection - Knockback Protection: Level 30
 (50) Gladiator's Armor - TP Protection +3% Def (All): Level 50
 (50) Aegis - Psionic/Status Resistance: Level 50


Level 47:    Power Boost    
 (A) Recharge Reduction IO: Level 50+5


Level 49:    Vengeance    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50


Level 1:    Brawl    
 (A) Empty


Level 1:    Containment    
Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Sprint    
 (A) Celerity - Endurance: Level 50


Level 2:    Rest    
 (A) Empty


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Run Speed IO: Level 50+5


Level 2:    Health    
 (A) Panacea - +Hit Points/Endurance: Level 50
 (11) Miracle - +Recovery: Level 40
 (13) Numina's Convalesence - +Regeneration/+Recovery: Level 50


Level 2:    Hurdle    
 (A) Jumping IO: Level 50+5


Level 2:    Stamina    
 (A) Performance Shifter - Chance for +End: Level 50
 (13) Performance Shifter - EndMod: Level 50
 (15) Performance Shifter - EndMod/Recharge: Level 50
 (15) Performance Shifter - EndMod/Accuracy: Level 50

 

 Incarnates:

Spoiler

Level 50:    Ion Radial Final Judgement    
Level 50:    Gravitic Radial Flawless Interface    
Level 50:    Banished Pantheon Core Superior Ally    
Level 50:    Clarion Radial Epiphany    
Level 50:    Melee Core Embodiment    
Level 50:    Agility Core Paragon    

 Set Bonus Totals:

Spoiler

14% DamageBuff(Smashing)
14% DamageBuff(Lethal)
14% DamageBuff(Fire)
14% DamageBuff(Cold)
14% DamageBuff(Energy)
14% DamageBuff(Negative)
14% DamageBuff(Toxic)
14% 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)
4% Enhancement(Stunned)
4% Enhancement(Held)
4.4% Enhancement(Terrorized)
8% Enhancement(Confused)
8% Enhancement(Sleep)
8% Enhancement(Immobilized)
63% Enhancement(Accuracy)
103.8% Enhancement(RechargeTime)
22.5% SpeedFlying
GrantPower Preventive Medicine (10% chance, if Scourge)
95.38 HP (9.38%) HitPoints
22.5% JumpHeight
22.5% SpeedJumping
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 28.75%
MezResist(Held) 28.75%
MezResist(Immobilized) 28.75%
MezResist(Sleep) 28.75%
MezResist(Stunned) 28.75%
MezResist(Terrorized) 28.75%
MezResist(Teleport) 100% (20% chance)
21% (0.35 End/sec) Recovery
54% (2.29 HP/sec) Regeneration
10% ResEffect(SpeedFlying)
10% ResEffect(RechargeTime)
10% ResEffect(SpeedRunning)
10.25% Resistance(Smashing)
10.25% Resistance(Lethal)
20% Resistance(Fire)
20% Resistance(Cold)
11% Resistance(Energy)
11% Resistance(Negative)
8% Resistance(Toxic)
13% Resistance(Psionic)
37.5% SpeedRunning

 Set Bonuses:

Spoiler

 


Apocalypse
(Tesla Cage)
  16% (0.68 HP/sec) Regeneration
  30.52 HP (3%) HitPoints
  4% DamageBuff(All)
  10% Enhancement(RechargeTime)


Dark Watcher's Despair
(Time's Juncture)
  15.26 HP (1.5%) HitPoints
  2.5% (0.04 End/sec) Recovery
  5% Enhancement(RechargeTime)


Performance Shifter
(Conductive Aura)
  7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  19.08 HP (1.88%) HitPoints
  2.5% (0.04 End/sec) Recovery


Celerity
(Super Speed)
  2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%


Fortunata Hypnosis
(Static Field)
  4% (0.07 End/sec) Recovery
  6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
  15% Enhancement(Accuracy)
  10% Enhancement(RechargeTime)


Luck of the Gambler
(Maneuvers)
  10% (0.42 HP/sec) Regeneration
  7.5% Enhancement(RechargeTime)


Superior Will of the Controller
(Distortion Field)
  4% DamageBuff(All)
  8% Enhancement(Immobilized), 8% Enhancement(Sleep), 4.4% Enhancement(Terrorized), 4% Enhancement(Confused), 4% Enhancement(Held), 4% Enhancement(Stunned)
  15% Enhancement(Accuracy)
  10% Enhancement(RechargeTime)


Shield Wall
(Combat Jumping)
  5% Resistance(Lethal), 5% Resistance(Smashing), 5% Resistance(Fire), 5% Resistance(Cold), 5% Resistance(Energy), 5% Resistance(Negative), 5% Resistance(Psionic), 5% Resistance(Toxic)


Reactive Defenses
(Combat Jumping)
  3% Resistance(All)


Luck of the Gambler
(Combat Jumping)
  7.5% Enhancement(RechargeTime)


Adjusted Targeting
(Tactics)
  2% DamageBuff(All)
  3% Resistance(Energy,Negative), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  9% Enhancement(Accuracy)
  5% Enhancement(RechargeTime)


Luck of the Gambler
(Hover)
  10% (0.42 HP/sec) Regeneration
  7.5% Enhancement(RechargeTime)


Preventive Medicine
(Temporal Mending)
  GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge)


Coercive Persuasion 
(Synaptic Overload)
  4% (0.07 End/sec) Recovery
  4% Enhancement(Confused)
  4% DamageBuff(All)
  10% Enhancement(RechargeTime)


Luck of the Gambler
(Farsight)
  10% (0.42 HP/sec) Regeneration
  11.45 HP (1.13%) HitPoints
  9% Enhancement(Accuracy)
  7.5% Enhancement(RechargeTime)


Unbreakable Constraint
(Time Stop)
  4% (0.07 End/sec) Recovery
  6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
  15% Enhancement(Accuracy)
  10% Enhancement(RechargeTime)


Synapse's Shock
(Chrono Shift)
  7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  10% ResEffect(SpeedRunning), 10% ResEffect(RechargeTime), 10% ResEffect(SpeedFlying)
  8% (0.34 HP/sec) Regeneration
  6.25% Enhancement(RechargeTime)
  15% SpeedRunning


Steadfast Protection
(Temp Invulnerability)
  1.5% (0.03 End/sec) Recovery
  3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
  Knockback (Mag -4), Knockup (Mag -4)


Gladiator's Armor
(Temp Invulnerability)
  3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic), MezResist(Teleport) 100% (20% chance)


Aegis
(Temp Invulnerability)
  5% Resistance(Psionic)


Luck of the Gambler
(Vengeance)
  7.5% Enhancement(RechargeTime)


Performance Shifter
(Stamina)
  7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  19.08 HP (1.88%) HitPoints
  2.5% (0.04 End/sec) Recovery

 

 

Edited by Dahle
Formatting
  • Like 1

I play where my toons are... and they are everywhere.  But Everlasting is my current main home.  Come on by my base GOLD-11404.  And, yes, most of my toons start Gold Side (Bold Side)!
If you want to make a fortune of Inf in City of Heroes, watch my guide on the Auction House.
Or come on by and visit my Discord.

I run my theme groups there and chat with Twitch viewers in voice there.
And lastly, come see my on Twitch.  City of Heroes is my main game!

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The majority of the time I sap the enemies Endurance almost immediately in every fight.  So they don't get much chance to do anything while standing around, so simply immobilizing the enemies with Chain Fences is enough for me.  There aren't many ways in my build to get -Recovery though.  Time's Juncture offers the Deflated Ego: Changce for Recovery Debuff proc and the incarnates, Ion Radial FInal Judgement and Gravitic Radial Flawless add additional -Recovery options.  

The build also has some decent -Recharge, - Regen, and Slow/-Speed.  Though I seldom apply Time Crawl on anything but harder bosses, EBs and AVs. But if using Time Crawl I try to do it right after a Power Boost cast to get the buffed effect.

 

Prep/Toggles/Every Fight Powers:

Spoiler

I run the following toggles non-stop: Time's Juncture, Conductive Aura, Super Speed, Maneuvers, Combat Jumping, Tactics and Temp Invulnerability.
As I come up on a fight I will open up by starting Hover.  I then cast HastePower BoostFarsight, and Chronoshift, in that order.  I re-apply HasteFarsight, and Chronoshift as they expire and always cast Power Boost prior to Farsight.

If, and only if, my Endurance hits around the bottom 3rd of my bar I activate Conserve Power, this is rare.

 

Single Target Rotation:

Spoiler

Against a Single Target the majority of the time (if the target can be held) it is easiest to just immediately stack Tesla Cage and Time Stop on them.  When I get to the end of a group and have 1 enemy left, this is all I do, lock them down and let Gremlins do work.  Throwing Jolting Chain at them will speed this up as you don't need to completely spam Time Stop once they are locked down of course.

 

Against a group of Enemies:

Spoiler

Open with Synaptic Overload.  Wait for a moment, usually this causes some grouping if they are really spread out.  No need to cast it a second time, just open with it.
Follow up with Static Field and then Distortion Field. You will re-apply these two occasionally when their effect is gone.
Rotate between Chain Fences and Jolting Chain, if there is an enemy that is resisting everything else you can make it your primary target and also apply the Singe Target Rotation to it. 

I usually go for an even rotation on Chain Fences and Jolting Chain because they are both on a 2 second or less cooldown.  This has netted me 5 Overpowering Presence Procs at 1 time, and having 5 orbs ticking is kind of cool.  With all the procs in these two powers I actually find it hard to keep up with what actually is going off at what time but I do see a lot of healing coming out of the Power Transfer: Chance to Heal procs, but I have 3 of those slotted.

 

Auto-cast:

Spoiler

I don't really use an auto-cast outside of the times that I am in a group.  But I will put Temporal Mending on Auto in groups occasionally.  The Heal over time and the bonus Resistances for the group never hurt.  I find I have to mash Conserve Power a lot more when I do this though.

 

Edited by Dahle

I play where my toons are... and they are everywhere.  But Everlasting is my current main home.  Come on by my base GOLD-11404.  And, yes, most of my toons start Gold Side (Bold Side)!
If you want to make a fortune of Inf in City of Heroes, watch my guide on the Auction House.
Or come on by and visit my Discord.

I run my theme groups there and chat with Twitch viewers in voice there.
And lastly, come see my on Twitch.  City of Heroes is my main game!

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