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Posted (edited)

I feel like it sort of became this weird wild-fire effect of a few people talking about it and now it's just bouncing around everywhere in regards to the PPM changes and how they impact the game. A few of us have already been investigating this alteration and the impact that it carries, and been spending a lot of time testing those theories. I decided to start this thread in regards to a very specific test slash goal I had that spurred from discussions in the Storm thread (didn't want to derail that thread's purpose).

 

So my current hunt, experiment, goal, desire, scientific need to destroy things in obscene matters is: Turn Defenders into Monsters. The "new" PPM formula that Bopper started testing has an interesting note that it does not take Global Recharge into account for variables in the proc chances. If a player can build enough global to bring a reasonable attack chain into functional use, we can avoid slotting recharge at all, improving the chance by just that slight bit more. Essentially the desire is to get as close to max probability as possible. The higher to 90% probability per-attack, the more virtual damage is going to be done. For those playing the home-game, Mid's (Pine's, Homecoming Reborn, whatever version you want to call it) has a relatively accurate algorithm already (only Purple procs seem to be slightly under-estimated and I did not validate all of the AoE attack values as that's less relevant to my plan) so you can use this for the "easy maths."

 

My initial purview of this plan was to come up with what I figured should/would be the best suited build to pull this off, and of course what AT. I chose Defenders because of their higher buff/debuff values. They would get the most bang-for-buck out of abilities like Tough, Weave, and Maneuvers when trying to fill-in holes within a build since I won't be able to rely on any of my attacks for set bonuses (they'll be proc-filled). Of all the Primary sets for Defenders, Time looked like the best place to start. It has Farsight, which will soft-cap me to everything, gives me access to a ton of Global Recharge, and has a nice quick-click -Res ability that I wont have to target and drop, or deal with end management on a toggle.

 

For secondary blast sets, there are a few that have some nice secondary effects, but the biggest thing I want/need to pull off is maximizing proc-loads. More procs mean more damage, and that's the whole point of this experiment. I considered Psychic Blast since it has some variety in the effects within the blast set (sleep, immobs) and the more exotic damage type, but most of those extra effects don't come with damage procs (only Immob sets). I did put a build together, but it ultimately got swapped for Radiation Blast. Rad has -Def component which comes with the ability to grab -Res and +Dam procs (several). My hope was at least three procs per power, and then I could bend the last three slots on Accuracy and Damage enhancement. For an Alpha, also used Intuition Radial to get the extended Damage enhancement, and to help boost some of the lingering other effects, and add a bit more range to all my attacks.

 

This is the build I landed on:

Spoiler

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Level 50 Magic Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Radiation Blast
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Power Mastery

Hero Profile:
------------
Level 1:    Temporal Mending        Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(13), Prv-Heal(15), Prv-Heal/EndRdx(15), Prv-EndRdx/Rchg(27), Prv-Heal/Rchg(27)
Level 1:    Neutrino Bolt            GldJvl-Acc/Dmg(A), Dmg-I(23), ShlBrk-%Dam(23), TchofLadG-%Dam(25), GldJvl-Dam%(25), AchHee-ResDeb%(42)
Level 2:    X-Ray Beam            GldJvl-Acc/Dmg(A), Dmg-I(36), ShlBrk-%Dam(37), TchofLadG-%Dam(42), GldJvl-Dam%(42)
Level 4:    Irradiate            Arm-Dmg/EndRdx(A), Arm-Dmg(5), Arm-Acc/Dmg/Rchg(7), Arm-Dmg/Rchg(7), Arm-Dam%(9), TchofLadG-%Dam(9)
Level 6:    Temporal Selection        DctWnd-Heal/Rchg(A)
Level 8:    Distortion Field        Lck-%Hold(A), Lck-EndRdx/Rchg/Hold(37)
Level 10:    Maneuvers            LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(11), ShlWal-Def/EndRdx/Rchg(11), ShlWal-ResDam/Re TP(13)
Level 12:    Boxing                Acc-I(A)
Level 14:    Tough                GldArm-ResDam(A), GldArm-Res/Rech/End(40), GldArm-End/Res(43), GldArm-3defTpProc(43)
Level 16:    Proton Volley            SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Acc/Dmg/EndRdx(17), SprVglAss-Acc/Dmg(17), TchofLadG-%Dam(19), StnoftheM-Dam%(19), GldJvl-Dam%(21)
Level 18:    Weave                LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def(45), LucoftheG-EndRdx/Rchg(46)
Level 20:    Aim                GssSynFr--ToHit/Rchg(A), GssSynFr--Build%(21)
Level 22:    Hasten                RechRdx-I(A), RechRdx-I(37)
Level 24:    Farsight            LucoftheG-Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34), LucoftheG-Def/EndRdx/Rchg(34)
Level 26:    Slowed Response            AnlWkn-Acc/Rchg(A)
Level 28:    Cosmic Burst            Apc-Dmg/EndRdx(A), Apc-Dmg(29), Apc-Acc/Dmg/Rchg(29), Apc-Dmg/Rchg(31), Apc-Dam%(31), GldJvl-Dam%(31)
Level 30:    Assault                EndRdx-I(A)
Level 32:    Chrono Shift            EffAdp-EndMod/Rchg(A), DctWnd-Heal/EndRdx/Rchg(33), NmnCnv-Heal/EndRdx/Rchg(33), NmnCnv-Heal/Rchg(33)
Level 35:    Power Build Up            RechRdx-I(A), RechRdx-I(36)
Level 38:    Atomic Blast            SprVglAss-Rchg/+Absorb(A), SprVglAss-Dmg/Rchg(39), SprVglAss-Dmg/EndRdx/Rchg(39), SprAvl-Rchg/KDProc(39), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Dmg/EndRdx(40)
Level 41:    Force of Nature            RechRdx-I(A), UnbGrd-Rchg/ResDam(46)
Level 44:    Temp Invulnerability        UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(46), StdPrt-ResDam/Def+(50)
Level 47:    Time Stop            UnbCns-EndRdx/Hold(A), GhsWdwEmb-Acc/EndRdx(48), NrnSht-Dam%(48), GhsWdwEmb-Dam%(48), UnbCns-Dam%(50), GldNet-Dam%(50)
Level 49:    Fly                BlsoftheZ-Travel/EndRdx(A)
Level 1:    Brawl                Empty(A)
Level 1:    Prestige Power Dash        Empty(A)
Level 1:    Prestige Power Slide        Empty(A)
Level 1:    Prestige Power Quick        Empty(A)
Level 1:    Prestige Power Rush        Empty(A)
Level 1:    Prestige Power Surge        Empty(A)
Level 1:    Sprint                Empty(A)
Level 1:    Vigilance    
Level 2:    Rest                Empty(A)
Level 4:    Ninja Run    
Level 2:    Swift                Flight-I(A)
Level 2:    Health                Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2:    Hurdle                Jump-I(A)
Level 2:    Stamina                PrfShf-EndMod(A), PrfShf-End%(5)
Level 50:    Intuition Radial Paragon    
Level 50:    Degenerative Core Flawless Interface    
Level 50:    Assault Core Embodiment    
Level 50:    Clarion Partial Core Invocation    
------------

 

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 I carries a ridiculous amount of global recharge, a solid amount of damage (plus Vigilance solo). I went out and started swinging down on some Pylons in the Rikti War Zone to try and get a metric on my proc-ability, and whether this thing could dish out the kind of damage needed to kill a hypothetical AV. First thing I discovered is that Neutrino Bolt will basically never fire off Achilles Heel, or proc with consistency. The attack is apparently so dramatically low in base recharge and animation that the game just kinda forgets to give it a bone or two. I ended up swapping over to X-Ray Beam (because I didn't have a choice at that point) and got all my sweet procs in line. In the end, however, it still took me ten minutes to effectively take down a Pylon. Procs all went off as expected with relative consistency (2/3, sometimes 3/3, occasionally only 1), had cycles with PBU and Aim that got me so close to the Defender damage cap it was crazy, kept a solid amount of -50% res on the Pylon, but ultimately I needed more (like -Regen) to get the ball rolling faster.

 

I took a Defender from Team Support to Mid-Level Scrapper, but Time Manipulation may have been playing it too safe, too easy. After a certain point there's only so much I need Global to bring down most Blasts, and with Procs I'm easily fixing the validity of "DPA" on one's that might not normally be taken. I also looked at what I might gain by not being forced into Power Mastery for PBU, and that landed on Dominate. Dominate has a ton of proc options and can be reduced to a fairly decent time with just global reduction, so I shifted my Epic over to that direction, and am now looking at what alternatives to focus on for Primary.

 

Current Primary considerations I'm manipulating builds for:

  1.  Traps: Gives me -Res, -1,000% Regen, FFG for +Def and +Mez protection. Downside of this set is that all of those traps are susceptible to destruction. Plus I have played Traps in the past, and I dislike repeating sets without very apparent need, or an immense amount of joy for the set.
  2. Poison: -Res ST, and -Res toggle, -Regen in Poison Trap, gives me the two key components from Traps set, and the -Regen I know is going to be necessary here, but I'd only be taking four out of the nine powers functionally, with one or two being "because I had to." I feel like the rest of that set has almost no intrinsic value in the game anymore (or really in the first place), and the heal is only a ST. The set also does no favors for giving me global recharge, or making it easier to get there, and has no defensive benefits.
  3. Cold Domination: -Res, some -Regen, a recovery tool. Lacks +Rech and Arctic Air is selective in its defensive grants. Thermal is basically this same thing but with a Heal instead.
  4. Radiation: The toggles concern me for endurance, even with Accelerated Metabolism giving a small boost to +Rech and +End, I'm not convinced that I wouldn't need Ageless to make this viable. The -ToHit components in the abilities to make it so that being at 28-30% Defense is okay as the heavy -ToHit will compensate and give me a virtual safety net of "45%."
  5. Kinetics: Lots of +Rech and +Dam, but no bend towards survival, and I was already finding a lot of ways to ride higher +Dam totals, and Defenders don't have a high ceiling. Plus, Procs don't get any advantage from the +Dam and I'm not really focused on how effectively I can Fireball a group of minions as I am dealing a lot of ST damage in a fast hurry. Typical pairing is Fire/Kin for Corrs, but again loosing out on some of the other survival tools, and Kin is just Brute-Force damage at that point, and I already can do that with any of the sets now (thanks to the Proc setup) so this isn't proving anything relevant now.
  6. Dark Miasma: This is strangely where I'm landing currently in my plans. If it proves to be more successful than Time Manipulation did (in speed-to-kill), then I'll basically consider it the optimal choice. Shadow Fall gives me a blanket of added defense utility, Howling Twilight packs a solid -1,000% Regen, Twilight is AoE Heal on me (with another -50% Regen!), Tar Patch gives me -Res, and Darkest Night will give me my offset -ToHit for added survivability.

Some thoughts I've given on alternative Blast Sets:

  1. Dual Pistols: Gives me access to -Def as well, but is considered one of the lower-value inherent damage sets and only comes "in line" with Procs, which is "eh" concern to begin with.
  2. Sonic: Gives -Res, but...that's it. Doesn't have a wide Proc option.
  3. Dark Blast: Access to the -ToHit procs, can turn Petrifying Gaze into a 203pt Attack Hold which makes it nearly as strong as Life Drain, Torrent gives me access to at least one FF +Rech (and another proc). I may have initially underestimated this set.
  4. Water Blast: Dehydrate gets a few good options, and the multiple AoE's can all carry FF+Rech for some fun there in improving overall global. Might be just enough combinations available to get 3 damage procs in every ST attack.
  5. Ice Blast: Needs a lot of global recharge to get its fast animating attacks down low enough without internal recharge (IB, FR, and BiB). Would work really well with Time for the global, but the remaining AoE's in this set have zero partnership with procs (Rain effects don't appear to proc currently, at all). So it might pull off ST, it doesn't get the "all around" Proc Monster utility.

 

So I think what I'm going to look at next is Dark Miasma with either Dark Blast or Water Blast. Both blast sets should have a similar slotting ability. Water will have access to manipulating its global recharge, whereas Dark will have some interesting effects with its control abilities, and the possibility of turning Tenebrous Tentacles into a cone hold.

 

Edit: Adding a couple of alternative builds I has already started putting together before I decided to write all this up as a full-on post. Both built in Pines 2.23, so wont load in older Mid's.

 

Rad/Psi/Psi:

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Psychic Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Radiant Aura -- Prv-Heal(A), Prv-Heal/EndRdx(13), Prv-EndRdx/Rchg(15), Prv-Heal/Rchg(15), Prv-Heal/Rchg/EndRdx(27), Prv-Absorb%(27)
Level 1: Mental Blast -- Acc-I(A)
Level 2: Subdue -- SprDfnBst-Dmg/EndRdx/Rchg(A), SprDfnBst-Acc/Dmg(37), Dvs-Dmg/EndRdx(50), GldJvl-Dam%(50), TraoftheH-Dam%(50)
Level 4: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(5), StnoftheM-Dmg/EndRdx/Rchg(7), StnoftheM-Acc/ActRdx/Rng(7), StnoftheM-Dam%(9), GldJvl-Dam%(9)
Level 6: Assault -- EndRdx-I(A)
Level 8: Maneuvers -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(11), ShlWal-Def/EndRdx/Rchg(11), ShlWal-ResDam/Re TP(13)
Level 10: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(33)
Level 12: Boxing -- Acc-I(A)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(40), GldArm-End/Res(43), GldArm-3defTpProc(43)
Level 16: Telekinetic Blast -- SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(17), SprVglAss-Acc/Dmg(17), SuddAcc--KB/+KD(19), GldJvl-Dam%(19), ExpStr-Dam%(21)
Level 18: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(46), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-EndRdx/Rchg(46)
Level 20: Will Domination -- Apc-Dmg/EndRdx(A), Apc-Acc/Dmg/Rchg(21), Apc-Dmg/Rchg(23), Apc-Dmg(23), Apc-Dam%(25), GldJvl-Dam%(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 24: Accelerate Metabolism -- PrfShf-EndMod/Rchg(A), RechRdx-I(34), EffAdp-EndMod/Rchg(34), EndMod-I(34)
Level 26: Radiation Infection -- EndRdx-I(A), EndRdx-I(33)
Level 28: Psionic Tornado -- Rgn-Dmg/EndRdx(A), PstBls-Acc/Dmg/EndRdx(29), Rgn-Dmg(29), PstBls-Dam%(31), FrcFdb-Rechg%(31), SuddAcc--KB/+KD(31)
Level 30: Tactics -- AdjTrg-ToHit/EndRdx(A), GssSynFr--ToHit/EndRdx(37)
Level 32: Enervating Field -- EndRdx-I(A), EndRdx-I(33)
Level 35: Dominate -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), NrnSht-Dam%(36), GhsWdwEmb-Dam%(36), UnbCns-Dam%(43), GldNet-Dam%(45)
Level 38: Psychic Wail -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Dmg/Rchg(39), SprVglAss-Acc/Dmg/EndRdx(39), SprAvl-Rchg/KDProc(39), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Dmg/EndRdx(40)
Level 41: Mind Over Body -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), StdPrt-ResDam/Def+(45)
Level 44: Lingering Radiation -- PcnoftheT-Acc/EndRdx(A), PcnoftheT-EndRdx/Rchg/Slow(48)
Level 47: Hover -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(48)
Level 49: EM Pulse -- Acc-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
Level 50: Intuition Radial Paragon
------------
------------
Set Bonus Totals:

  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 9.13% Defense(Melee)
  • 7.56% Defense(Smashing)
  • 7.56% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 7.88% Defense(Energy)
  • 7.88% Defense(Negative)
  • 6% Defense(Psionic)
  • 9.75% Defense(Ranged)
  • 6% Defense(AoE)
  • 7.2% Max End
  • 68.75% Enhancement(RechargeTime)
  • 6.25% Enhancement(Max EnduranceDiscount)
  • 9% Enhancement(Accuracy)
  • 7.5% SpeedFlying
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 202.2 HP (19.88%) HitPoints
  • 7.5% JumpHeight
  • 7.5% SpeedJumping
  • Knockback (Mag -7)
  • Knockup (Mag -7)
  • MezResist(Confused) 48.75%
  • MezResist(Held) 48.75%
  • MezResist(Immobilized) 48.75%
  • MezResist(Sleep) 48.75%
  • MezResist(Stunned) 48.75%
  • MezResist(Terrorized) 48.75%
  • 9% (0.15 End/sec) Recovery
  • 58% (2.46 HP/sec) Regeneration
  • 15% ResEffect(SpeedFlying)
  • 15% ResEffect(RechargeTime)
  • 15% ResEffect(SpeedRunning)
  • 11% Resistance(Smashing)
  • 11% Resistance(Lethal)
  • 20% Resistance(Fire)
  • 20% Resistance(Cold)
  • 7.25% Resistance(Energy)
  • 7.25% Resistance(Negative)
  • 11% Resistance(Toxic)
  • 11% Resistance(Psionic)
  • 7.5% SpeedRunning

 


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Traps/Rad/Psi

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Radiation Blast
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Caltrops -- PstBls-Dam%(A), Ann-ResDeb%(13), ImpSwf-Dam%(15)
Level 1: Neutrino Bolt -- GldJvl-Acc/Dmg(A), Dmg-I(23), ShlBrk-%Dam(23), TchofLadG-%Dam(25), GldJvl-Dam%(25)
Level 2: X-Ray Beam -- GldJvl-Acc/Dmg(A), Dmg-I(36), ShlBrk-%Dam(37), TchofLadG-%Dam(42), GldJvl-Dam%(42), AchHee-ResDeb%(42)
Level 4: Irradiate -- Arm-Dmg/EndRdx(A), Arm-Dmg(5), Arm-Acc/Dmg/Rchg(7), Arm-Dmg/Rchg(7), Arm-Dam%(9)
Level 6: Acid Mortar -- AchHee-ResDeb%(A), AnlWkn-Acc/Rchg/EndRdx(9), AnlWkn-Acc/Rchg(15), AnlWkn-DefDeb/EndRdx/Rchg(27)
Level 8: Triage Beacon -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/Rchg(37), NmnCnv-Heal/EndRdx/Rchg(50)
Level 10: Maneuvers -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(11), ShlWal-Def/EndRdx/Rchg(11), ShlWal-ResDam/Re TP(13)
Level 12: Boxing -- Acc-I(A)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(40), GldArm-End/Res(43), GldArm-3defTpProc(43)
Level 16: Proton Volley -- SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Acc/Dmg/EndRdx(17), SprVglAss-Acc/Dmg(17), TchofLadG-%Dam(19), StnoftheM-Dam%(19), GldJvl-Dam%(21)
Level 18: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def(45), LucoftheG-EndRdx/Rchg(46)
Level 20: Aim -- GssSynFr--ToHit/Rchg(A), GssSynFr--Build%(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 24: Force Field Generator -- LucoftheG-Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34), LucoftheG-Def/EndRdx/Rchg(34)
Level 26: Poison Trap -- Lck-%Hold(A), Lck-EndRdx/Rchg/Hold(27)
Level 28: Cosmic Burst -- Apc-Dmg/EndRdx(A), Apc-Dmg(29), Apc-Acc/Dmg/Rchg(29), Apc-Dmg/Rchg(31), Apc-Dam%(31), GldJvl-Dam%(31)
Level 30: Assault -- EndRdx-I(A)
Level 32: Trip Mine -- ScrDrv-Dam%(A), Obl-%Dam(33), ExpStr-Dam%(33), SuddAcc--KB/+KD(33)
Level 35: Dominate -- SprWntBit-Acc/Dmg/EndRdx(A), SprWntBit-Acc/Dmg(36), Dvs-Dmg/EndRdx(48), GldJvl-Dam%(48), UnbCns-Dam%(48), GldNet-Dam%(50)
Level 38: Atomic Blast -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Dmg/Rchg(39), SprVglAss-Dmg/EndRdx/Rchg(39), SprAvl-Rchg/KDProc(39), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Dmg/EndRdx(40)
Level 41: Hover -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(46)
Level 44: Mind Over Body -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam(46), StdPrt-ResDam/Def+(50)
Level 47: Seeker Drones -- Acc-I(A)
Level 49: Fly -- BlsoftheZ-Travel/EndRdx(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
Level 50: Intuition Radial Paragon
Level 50: Degenerative Core Flawless Interface
Level 50: Assault Core Embodiment
Level 50: Clarion Partial Core Invocation
------------
------------
Set Bonus Totals:

  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 9.13% Defense(Melee)
  • 7.56% Defense(Smashing)
  • 7.56% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 6% Defense(Energy)
  • 6% Defense(Negative)
  • 6% Defense(Psionic)
  • 6% Defense(Ranged)
  • 6% Defense(AoE)
  • 7.2% Max End
  • 2.5% Enhancement(Max EnduranceDiscount)
  • 33% Enhancement(Accuracy)
  • 70% Enhancement(RechargeTime)
  • 15% SpeedFlying
  • 171.7 HP (16.88%) HitPoints
  • 15% JumpHeight
  • 15% SpeedJumping
  • Knockback (Mag -3)
  • Knockup (Mag -3)
  • MezResist(Confused) 50%
  • MezResist(Held) 50%
  • MezResist(Immobilized) 50%
  • MezResist(Sleep) 50%
  • MezResist(Stunned) 50%
  • MezResist(Terrorized) 50%
  • 11.5% (0.19 End/sec) Recovery
  • 78% (3.31 HP/sec) Regeneration
  • 15% ResEffect(SpeedFlying)
  • 15% ResEffect(RechargeTime)
  • 15% ResEffect(SpeedRunning)
  • 8.75% Resistance(Smashing)
  • 23% Resistance(Fire)
  • 23% Resistance(Cold)
  • 9.5% Resistance(Energy)
  • 9.5% Resistance(Negative)
  • 8.75% Resistance(Toxic)
  • 8.75% Resistance(Psionic)
  • 8.75% Resistance(Lethal)
  • 15% SpeedRunning

 


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And just because it was in the initial experiment: Time/Psi/Power:

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Psychic Blast
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Temporal Mending -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(13), Prv-Heal(15), Prv-Heal/EndRdx(15), Prv-EndRdx/Rchg(27), Prv-Heal/Rchg(27)
Level 1: Mental Blast -- Acc-I(A)
Level 2: Subdue -- SprDfnBst-Acc/Dmg/EndRdx(A), SprDfnBst-Acc/Dmg(37), Dvs-Dmg/EndRdx(42), GldJvl-Dam%(42), TraoftheH-Dam%(42)
Level 4: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(5), StnoftheM-Dmg/EndRdx/Rchg(7), StnoftheM-Acc/ActRdx/Rng(7), StnoftheM-Dam%(9), GldJvl-Dam%(9)
Level 6: Temporal Selection -- DctWnd-Heal/Rchg(A)
Level 8: Distortion Field -- Lck-%Hold(A), Lck-EndRdx/Rchg/Hold(37)
Level 10: Maneuvers -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(11), ShlWal-Def/EndRdx/Rchg(11), ShlWal-ResDam/Re TP(13)
Level 12: Boxing -- Acc-I(A)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(40), GldArm-End/Res(43), GldArm-3defTpProc(43)
Level 16: Telekinetic Blast -- SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(17), SprVglAss-Acc/Dmg(17), SuddAcc--KB/+KD(19), GldJvl-Dam%(19), ExpStr-Dam%(21)
Level 18: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def(45), LucoftheG-EndRdx/Rchg(46)
Level 20: Will Domination -- Apc-Dmg/EndRdx(A), Apc-Acc/Dmg/Rchg(21), Apc-Dmg/Rchg(23), Apc-Dmg(23), Apc-Dam%(25), GldJvl-Dam%(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 24: Farsight -- LucoftheG-Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34), LucoftheG-Def/EndRdx/Rchg(34)
Level 26: Slowed Response -- AnlWkn-Acc/Rchg(A)
Level 28: Psionic Tornado -- Rgn-Dmg/EndRdx(A), PstBls-Acc/Dmg/EndRdx(29), Rgn-Dmg(29), PstBls-Dam%(31), FrcFdb-Rechg%(31), SuddAcc--KB/+KD(31)
Level 30: Assault -- EndRdx-I(A)
Level 32: Chrono Shift -- EffAdp-EndMod/Rchg(A), DctWnd-Heal/EndRdx/Rchg(33), NmnCnv-Heal/EndRdx/Rchg(33), NmnCnv-Heal/Rchg(33)
Level 35: Power Build Up -- RechRdx-I(A), RechRdx-I(36), GssSynFr--Build%(36)
Level 38: Psychic Wail -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Dmg/Rchg(39), SprVglAss-Acc/Dmg/EndRdx(39), SprAvl-Rchg/KDProc(39), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Dmg/EndRdx(40)
Level 41: Force of Nature -- RechRdx-I(A), UnbGrd-Rchg/ResDam(46)
Level 44: Temp Invulnerability -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(46), StdPrt-ResDam/Def+(50)
Level 47: Time Stop -- UnbCns-EndRdx/Hold(A), GhsWdwEmb-Acc/EndRdx(48), NrnSht-Dam%(48), GhsWdwEmb-Dam%(48), UnbCns-Dam%(50), GldNet-Dam%(50)
Level 49: Fly -- BlsoftheZ-Travel/EndRdx(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
------------
------------
Set Bonus Totals:

  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 9.13% Defense(Melee)
  • 7.56% Defense(Smashing)
  • 7.56% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 7.25% Defense(Energy)
  • 7.25% Defense(Negative)
  • 6% Defense(Psionic)
  • 8.5% Defense(Ranged)
  • 6% Defense(AoE)
  • 7.2% Max End
  • 68.75% Enhancement(RechargeTime)
  • 6.25% Enhancement(Max EnduranceDiscount)
  • 18% Enhancement(Accuracy)
  • 15% SpeedFlying
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 202.2 HP (19.88%) HitPoints
  • 15% JumpHeight
  • 15% SpeedJumping
  • Knockback (Mag -3)
  • Knockup (Mag -3)
  • MezResist(Confused) 35%
  • MezResist(Held) 35%
  • MezResist(Immobilized) 35%
  • MezResist(Sleep) 35%
  • MezResist(Stunned) 35%
  • MezResist(Terrorized) 35%
  • 13% (0.22 End/sec) Recovery
  • 70% (2.97 HP/sec) Regeneration
  • 15% ResEffect(SpeedFlying)
  • 15% ResEffect(RechargeTime)
  • 15% ResEffect(SpeedRunning)
  • 11% Resistance(Smashing)
  • 11% Resistance(Lethal)
  • 14% Resistance(Fire)
  • 14% Resistance(Cold)
  • 7.25% Resistance(Energy)
  • 7.25% Resistance(Negative)
  • 8.75% Resistance(Toxic)
  • 8.75% Resistance(Psionic)
  • 15% SpeedRunning

 


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Updated Build List

These will be a collective of the builds experimented with, updated accordingly, and also a catalogue of builds put together based on the research performed here (and/or collectively) in regards to Procs and improving this concept for others. This is the cumulative result of all the experimentation done through the thread to make it simpler to refer back to the final results, and also give newly interested folks a library to look through.

 

Of Primary sets, Time, Traps, and Dark Miasma are the best suited for survival and providing proc synergy space for the blast set. Storm can be patched up for some moderate safety, and is the most offensive option, and also has its own proc-focused utilities as well. Radiation can mimic a lot of what Dark Miasma can, so should be fairly similar, but likely skips a chunk of its abilities and doesn't have a built-in +Def utility that is kind of needed to help shore-up defenses (trade off with +Rech instead).

 

Of Secondary sets, Dark Blast is probably the best suited, with Water Blast, Dual Pistols, Assault Rifle following up. The reason I see Dark as being optimal is because of carrying an Immobilize. That's huge in helping contain and manage spawns for many of the associated Primaries. Water has a ton of general AoE, so in the realm of something more Farm-Focused, this would be a good direction. Dual and AR have a good assortment of access to extra Debuff utility. Depending on the Primary, these can be an added boost if those procs aren't available. Ice Blast would be a nice follow-up contender since it has several high-yield ST attacks that can pack a lot of procs (more than normal), but its AoE's are Rains that have no appreciable proc value and end up more as mule sets. Psychic Blast, just because I did build a few things around it, also has at least a 2-proc minimum and an exotic damage type in its favor. Psychic is also the one other set that's more favored towards ST damage with 3-4 useful attacks (optimal chain of PL > TB > WD > Dom/Char), but it looses out on AoE with only having Psionic Tornado as a good Proc tool and Ice Blast still has the stronger chain.

 

Honorable Mentions:

Trick Arrow and Archery. Trick Arrow actually has an assortment of solid options, Ice Arrow easily can serve as Char/Dominate (or even pair with them) if someone wanted to go that path, but not many people like flipping between a weapon set and something else constantly, so these two are likely stuck together for most. Not a bad thing though because (in my opinion) this is actually a pretty fun and decently strong match up. It's definitely not the fastest/strongest option, but it will definitely get the job done. Stuck with Scorpion Shield for S/L/E Defense alone, no other reasonable source of survival and the Primary/Secondary don't have any +Def or wiggle room at all for non-proc slotting choices. Incidentally, this is probably the most flexible Proc Monster besides that. It's the only one that doesn't absolutely have to take Hasten as all of its abilities are fairly quick, Hasten just makes things happen a bit faster. From an AoE perspective, I'd probably say this set has Water beat, just out of pure options. Acid Arrow, Oil Slick (Lit), Explosive Arrow, Fistful of Arrows, Rain of Arrows... it gets pretty insane.

 

Storm/Dark/Mace:

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Dark Blast
Power Pool: Leadership
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Gale -- FrcFdb-Rechg%(A)
Level 1: Dark Blast -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(11), SprVglAss-Dmg/Rchg(27), CldSns-%Dam(33), GldJvl-Dam%(48)
Level 2: Gloom -- SprDfnBst-Acc/Dmg/EndRdx(A), GldJvl-Dam%(11), SprDfnBst-Acc/Dmg(23), Dvs-Dmg/EndRdx(23), OvrFrc-Dam/KB(25), CldSns-%Dam(25)
Level 4: Moonbeam -- Apc-Dmg/EndRdx(A), Apc-Dmg(5), Apc-Acc/Dmg/Rchg(7), Apc-Dam%(7), Apc-Dmg/Rchg(9), GldJvl-Dam%(9)
Level 6: Steamy Mist -- LucoftheG-Rchg+(A), StdPrt-ResDam/Def+(13), HO:Ribo(15), Rct-Def/EndRdx(15)
Level 8: Assault -- EndRdx-I(A)
Level 10: Hover -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(13)
Level 12: Boxing -- Acc-I(A)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(27), GldArm-End/Res(34), GldArm-3defTpProc(40)
Level 16: Tenebrous Tentacles -- SprVglAss-Acc/Dmg/EndRdx(A), SprVglAss-Dmg/EndRdx/Rchg(17), SprVglAss-Acc/Dmg(17), GrvAnc-Hold%(19), TraoftheH-Dam%(19), CldSns-%Dam(21)
Level 18: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(33), RedFrt-EndRdx/Rchg(37), RedFrt-Def/EndRdx/Rchg(40), RedFrt-Def(50), RedFrt-EndRdx(50)
Level 20: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 24: Freezing Rain -- SprFrzBls-Dmg/EndRdx/Acc/Rchg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(34)
Level 26: Hurricane -- SuddAcc--KB/+KD(A)
Level 28: Torrent -- Rgn-Dmg/EndRdx(A), PstBls-Acc/Dmg/EndRdx(29), Rgn-Dmg(29), PstBls-Dam%(31), FrcFdb-Rechg%(31), SuddAcc--KB/+KD(31)
Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--Build%(34), GssSynFr--ToHit/Rchg(37), GssSynFr--ToHit/Rchg/EndRdx(43), GssSynFr--Rchg/EndRdx(43), GssSynFr--ToHit/EndRdx(48)
Level 32: Maneuvers -- ShlWal-ResDam/Re TP(A)
Level 35: Tornado -- SuddAcc--KB/+KD(A), ExpRnf-EndRdx/Dmg/Rchg(36), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-Acc/Rchg(36), ExpRnf-Dmg/EndRdx(43), AchHee-ResDeb%(45)
Level 38: Blackstar -- Arm-Dmg/EndRdx(A), Arm-Dmg(39), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Dam%(40)
Level 41: Scorpion Shield -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(42), RedFrt-EndRdx/Rchg(42), RedFrt-Def/EndRdx/Rchg(42), RedFrt-Def(45), RedFrt-EndRdx(48)
Level 44: Lightning Storm -- SprWntBit-Dmg/EndRdx/Acc/Rchg(A), SprWntBit-Acc/Dmg(45), SprWntBit-Dmg/Rchg(46), SprWntBit-Acc/Dmg/EndRdx(46), SprWntBit-Acc/Dmg/Rchg(46), FrcFdb-Rechg%(50)
Level 47: Victory Rush -- EndMod-I(A)
Level 49: Afterburner -- LucoftheG-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
Level 50: Intuition Radial Paragon
Level 50: Degenerative Core Flawless Interface
Level 50: Ageless Core Epiphany
Level 50: Assault Core Embodiment
------------
------------
Set Bonus Totals:

  • 13.5% DamageBuff(Smashing)
  • 13.5% DamageBuff(Lethal)
  • 13.5% DamageBuff(Fire)
  • 13.5% DamageBuff(Cold)
  • 13.5% DamageBuff(Energy)
  • 13.5% DamageBuff(Negative)
  • 13.5% DamageBuff(Toxic)
  • 13.5% DamageBuff(Psionic)
  • 8.5% Defense(Melee)
  • 7.25% Defense(Smashing)
  • 7.25% Defense(Lethal)
  • 7.25% Defense(Fire)
  • 7.25% Defense(Cold)
  • 15.38% Defense(Energy)
  • 15.38% Defense(Negative)
  • 6% Defense(Psionic)
  • 17.25% Defense(Ranged)
  • 8.5% Defense(AoE)
  • 7.2% Max End
  • 15% Enhancement(Accuracy)
  • 78.75% Enhancement(RechargeTime)
  • 15% SpeedFlying
  • 80.12 HP (7.88%) HitPoints
  • 15% JumpHeight
  • 15% SpeedJumping
  • Knockback (Mag -7)
  • Knockup (Mag -7)
  • MezResist(Confused) 48.75%
  • MezResist(Held) 48.75%
  • MezResist(Immobilized) 48.75%
  • MezResist(Sleep) 48.75%
  • MezResist(Stunned) 48.75%
  • MezResist(Terrorized) 48.75%
  • 19.5% (0.33 End/sec) Recovery
  • 26% (1.1 HP/sec) Regeneration
  • 30% ResEffect(SpeedFlying)
  • 30% ResEffect(RechargeTime)
  • 30% ResEffect(SpeedRunning)
  • 8% Resistance(Smashing)
  • 8% Resistance(Lethal)
  • 26% Resistance(Fire)
  • 26% Resistance(Cold)
  • 6.5% Resistance(Energy)
  • 6.5% Resistance(Negative)
  • 8.75% Resistance(Toxic)
  • 8.75% Resistance(Psionic)
  • 15% SpeedRunning

 


| Copy & Paste this data into Mids' Hero Designer to view the build |
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		|-------------------------------------------------------------------|

 

Kinetics/Ice Blast/Mace

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Ice Blast
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Siphon Power -- Acc-I(A), EndRdx-I(13)
Level 1: Ice Bolt -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(7), Thn-Dmg/EndRdx(9), GldJvl-Acc/Dmg(9), ImpSwf-Dam%(11), GldJvl-Dam%(11)
Level 2: Repel -- EndRdx-I(A), FrcFdb-Rechg%(15), SuddAcc--KB/+KD(27), EndRdx-I(45)
Level 4: Frost Breath -- Rgn-Dmg(A), Rgn-Dmg/EndRdx(5), Rgn-Acc/Rchg(7), Rgn-Acc/Dmg/Rchg(19), Rgn-Knock%(19), PstBls-Dam%(21)
Level 6: Transfusion -- Pnc-Heal(A), Acc-I(13), Pnc-Heal/EndRedux(15), Pnc-EndRdx/Rchg(27), Pnc-Heal/Rchg(34), Pnc-Heal/EndRedux/Rchg(43)
Level 8: Boxing -- Acc-I(A)
Level 10: Siphon Speed -- Acc-I(A), EndRdx-I(34), RechRdx-I(46)
Level 12: Speed Boost -- EndRdx-I(A)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(40), GldArm-End/Res(43), GldArm-3defTpProc(43), StdPrt-ResDam/Def+(45)
Level 16: Freeze Ray -- SprWntBit-Acc/Dmg/EndRdx(A), SprWntBit-Acc/Dmg(17), GldJvl-Dam%(17), GhsWdwEmb-Dam%(23), UnbCns-Dam%(25), GldNet-Dam%(25)
Level 18: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx/Rchg(33), LucoftheG-Def/EndRdx(37), LucoftheG-Def(40), ShlWal-ResDam/Re TP(46)
Level 20: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(21)
Level 22: Aim -- RechRdx-I(A), GssSynFr--Build%(23)
Level 24: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(48), LucoftheG-Def/EndRdx/Rchg(50)
Level 26: Transference -- PrfShf-EndMod/Acc/Rchg(A), PrfShf-Acc/Rchg(37), PrfShf-EndMod/Acc(33), PrfShf-EndMod/Rchg(40)
Level 28: Bitter Ice Blast -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(29), SprVglAss-Dmg/EndRdx/Rchg(29), GldJvl-Dam%(31), CldSns-%Dam(31), Apc-Dam%(31)
Level 30: Ice Storm -- SprFrzBls-Dmg/EndRdx/Acc/Rchg(A), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Dmg/EndRdx(48), PstBls-Dmg/EndRdx(50)
Level 32: Fulcrum Shift -- Acc-I(A), Acc-I(33), EndRdx-I(34), RechRdx-I(45)
Level 35: Scorpion Shield -- LucoftheG-Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(36)
Level 38: Blizzard -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(39), SprVglAss-Dmg/Rchg(39), PstBls-Dmg/EndRdx(39)
Level 41: Web Envelope -- TraoftheH-Acc/EndRdx(A), TraoftheH-Dam%(42), EnfOpr-Acc/EndRdx(42), Empty(42)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 47: Increase Density -- ResDam-I(A)
Level 49: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
Level 50: Intuition Radial Paragon
Level 50: Degenerative Core Flawless Interface
Level 50: Assault Radial Embodiment
Level 50: Clarion Core Epiphany
------------

 


| Copy & Paste this data into Mids' Hero Designer to view the build |
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		|-------------------------------------------------------------------|

 

Dark Miasma/Dark Blast/Psi

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Dark Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Twilight Grasp -- Prv-Heal(A), Prv-Heal/EndRdx(13), Prv-EndRdx/Rchg(15), Prv-Heal/Rchg(15), Prv-Heal/Rchg/EndRdx(27), Prv-Absorb%(50)
Level 1: Dark Blast -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(11), SprVglAss-Dmg/Rchg(27), CldSns-%Dam(33), GldJvl-Dam%(48)
Level 2: Gloom -- SprDfnBst-Acc/Dmg/EndRdx(A), GldJvl-Dam%(11), SprDfnBst-Acc/Dmg(23), Dvs-Dmg/EndRdx(23), OvrFrc-Dam/KB(25), CldSns-%Dam(25)
Level 4: Moonbeam -- Apc-Dmg/EndRdx(A), Apc-Dmg(5), Apc-Acc/Dmg/Rchg(7), Apc-Dam%(7), Apc-Dmg/Rchg(9), GldJvl-Dam%(9)
Level 6: Howling Twilight -- RechRdx-I(A)
Level 8: Assault -- EndRdx-I(A)
Level 10: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(13)
Level 12: Boxing -- Acc-I(A)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(40), GldArm-End/Res(43), GldArm-3defTpProc(43)
Level 16: Tenebrous Tentacles -- SprVglAss-Acc/Dmg/EndRdx(A), SprVglAss-Dmg/EndRdx/Rchg(17), SprVglAss-Acc/Dmg(17), GrvAnc-Hold%(19), TraoftheH-Dam%(19), CldSns-%Dam(21)
Level 18: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx/Rchg(33), LucoftheG-Def/EndRdx(37), LucoftheG-Def(40)
Level 20: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 24: Shadow Fall -- LucoftheG-Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(34), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(46), ShlWal-ResDam/Re TP(46)
Level 26: Tar Patch -- RechRdx-I(A)
Level 28: Torrent -- Rgn-Dmg/EndRdx(A), PstBls-Acc/Dmg/EndRdx(29), Rgn-Dmg(29), PstBls-Dam%(31), FrcFdb-Rechg%(31), SuddAcc--KB/+KD(31)
Level 30: Tactics -- AdjTrg-ToHit/EndRdx(A), GssSynFr--ToHit/EndRdx(37)
Level 32: Darkest Night -- EndRdx-I(A), EndRdx-I(34)
Level 35: Dominate -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), NrnSht-Dam%(36), GhsWdwEmb-Dam%(36), UnbCns-Dam%(43), GldNet-Dam%(45)
Level 38: Blackstar -- Arm-Dmg/EndRdx(A), Arm-Dmg(39), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Dam%(40)
Level 41: Mind Over Body -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), StdPrt-ResDam/Def+(45)
Level 44: Fearsome Stare -- CldSns-%Dam(A), CldSns-Acc/EndRdx/Rchg(45), CldSns-Acc/ToHitDeb(46), CldSns-ToHitDeb(48)
Level 47: Dark Servant -- CldSns-%Dam(A), CldSns-Acc/EndRdx/Rchg(48), CldSns-Acc/ToHitDeb(50), CldSns-Acc/Rchg(50)
Level 49: Vengeance -- LucoftheG-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
Level 50: Intuition Radial Paragon
Level 50: Degenerative Core Flawless Interface
Level 50: Ageless Core Epiphany
Level 50: Assault Core Embodiment
------------

 


| Copy & Paste this data into Mids' Hero Designer to view the build |
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		|F44A5EB7E|
		|-------------------------------------------------------------------|

 

Dark Miasma/Water Blast/Psi

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Water Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Twilight Grasp -- Prv-Heal(A), Prv-Heal/EndRdx(13), Prv-EndRdx/Rchg(15), Prv-Heal/Rchg(15), Prv-Heal/Rchg/EndRdx(27), Prv-Absorb%(27)
Level 1: Aqua Bolt -- Thn-Acc/Dmg/EndRdx(A), Thn-Dmg/EndRdx(7), Thn-Acc/Dmg(9), GldJvl-Dam%(9), TchofLadG-%Dam(11), ShlBrk-%Dam(11)
Level 2: Tar Patch -- RechRdx-I(A)
Level 4: Water Burst -- Rgn-Dmg(A), Rgn-Dmg/EndRdx(5), Rgn-Acc/Rchg(7), Rgn-Acc/Dmg/Rchg(19), Rgn-Knock%(19), FrcFdb-Rechg%(21)
Level 6: Howling Twilight -- RechRdx-I(A)
Level 8: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(37)
Level 10: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(13)
Level 12: Boxing -- Acc-I(A)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(40), GldArm-End/Res(43), GldArm-3defTpProc(43)
Level 16: Tidal Forces -- RechRdx-I(A), GssSynFr--ToHit/Rchg(17), GssSynFr--Build%(17)
Level 18: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx/Rchg(33), LucoftheG-Def/EndRdx(37), LucoftheG-Def(40)
Level 20: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(21)
Level 22: Whirlpool -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(23), SprDfnBst-Dmg/EndRdx/Rchg(23), SprDfnBst-Acc/Dmg/EndRdx(25), SprDfnBst-Acc/Dmg/EndRdx/Rchg(25), SprDfnBst-Rchg/Heal%(33)
Level 24: Shadow Fall -- LucoftheG-Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(34), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(46), ShlWal-ResDam/Re TP(46)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 28: Water Jet -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(29), SprVglAss-Dmg/EndRdx/Rchg(29), GldJvl-Dam%(31), ImpSwf-Dam%(31), Apc-Dam%(31)
Level 30: Assault -- EndRdx-I(A)
Level 32: Darkest Night -- EndRdx-I(A), EndRdx-I(34)
Level 35: Dominate -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), NrnSht-Dam%(36), GhsWdwEmb-Dam%(36), UnbCns-Dam%(43), GldNet-Dam%(45)
Level 38: Geyser -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(39), SprVglAss-Dmg/Rchg(39), FrcFdb-Rechg%(39), PstBls-Dam%(40)
Level 41: Mind Over Body -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), StdPrt-ResDam/Def+(45)
Level 44: Dehydrate -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(45), Thn-Dmg/EndRdx(46), TchofLadG-%Dam(48), AchHee-ResDeb%(48), GldJvl-Dam%(50)
Level 47: Dark Servant -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(48), BslGaz-EndRdx/Rchg/Hold(50), BslGaz-Acc/Hold(50)
Level 49: Vengeance -- LucoftheG-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
Level 50: Intuition Radial Paragon
Level 50: Degenerative Core Flawless Interface
Level 50: Ageless Core Epiphany
Level 50: Assault Core Embodiment
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
------------

 


| Copy & Paste this data into Mids' Hero Designer to view the build |
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Radiation/Psi/Psi

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Psychic Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Radiant Aura -- Prv-Heal(A), Prv-Heal/EndRdx(13), Prv-EndRdx/Rchg(15), Prv-Heal/Rchg(15), Prv-Heal/Rchg/EndRdx(27), Prv-Absorb%(27)
Level 1: Mental Blast -- Acc-I(A)
Level 2: Subdue -- SprDfnBst-Dmg/EndRdx/Rchg(A), SprDfnBst-Acc/Dmg(37), Dvs-Dmg/EndRdx(50), GldJvl-Dam%(50), TraoftheH-Dam%(50)
Level 4: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(5), StnoftheM-Dmg/EndRdx/Rchg(7), StnoftheM-Acc/ActRdx/Rng(7), StnoftheM-Dam%(9), GldJvl-Dam%(9)
Level 6: Assault -- EndRdx-I(A)
Level 8: Maneuvers -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(11), ShlWal-Def/EndRdx/Rchg(11), ShlWal-ResDam/Re TP(13)
Level 10: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(33)
Level 12: Boxing -- Acc-I(A)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(40), GldArm-End/Res(43), GldArm-3defTpProc(43)
Level 16: Telekinetic Blast -- SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(17), SprVglAss-Acc/Dmg(17), SuddAcc--KB/+KD(19), GldJvl-Dam%(19), ExpStr-Dam%(21)
Level 18: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(46), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-EndRdx/Rchg(46)
Level 20: Will Domination -- Apc-Dmg/EndRdx(A), Apc-Acc/Dmg/Rchg(21), Apc-Dmg/Rchg(23), Apc-Dmg(23), Apc-Dam%(25), GldJvl-Dam%(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 24: Accelerate Metabolism -- PrfShf-EndMod/Rchg(A), RechRdx-I(34), EffAdp-EndMod/Rchg(34), EndMod-I(34)
Level 26: Radiation Infection -- EndRdx-I(A), EndRdx-I(33)
Level 28: Psionic Tornado -- Rgn-Dmg/EndRdx(A), PstBls-Acc/Dmg/EndRdx(29), Rgn-Dmg(29), PstBls-Dam%(31), FrcFdb-Rechg%(31), SuddAcc--KB/+KD(31)
Level 30: Tactics -- AdjTrg-ToHit/EndRdx(A), GssSynFr--Build%(37)
Level 32: Enervating Field -- EndRdx-I(A), EndRdx-I(33)
Level 35: Dominate -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), NrnSht-Dam%(36), GhsWdwEmb-Dam%(36), UnbCns-Dam%(43), GldNet-Dam%(45)
Level 38: Psychic Wail -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Dmg/Rchg(39), SprVglAss-Acc/Dmg/EndRdx(39), SprAvl-Rchg/KDProc(39), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Dmg/EndRdx(40)
Level 41: Mind Over Body -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), StdPrt-ResDam/Def+(45)
Level 44: Lingering Radiation -- PcnoftheT-Acc/EndRdx(A), PcnoftheT-EndRdx/Rchg/Slow(48)
Level 47: Hover -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(48)
Level 49: EM Pulse -- Acc-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
Level 50: Intuition Radial Paragon
------------

 


| Copy & Paste this data into Mids' Hero Designer to view the build |
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Time/Psi/Soul

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Psychic Blast
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Temporal Mending -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(13), Prv-Heal(15), Prv-Heal/EndRdx(15), Prv-EndRdx/Rchg(27), Prv-Heal/Rchg(27)
Level 1: Mental Blast -- Acc-I(A)
Level 2: Subdue -- SprDfnBst-Acc/Dmg/EndRdx(A), SprDfnBst-Acc/Dmg(37), Dvs-Dmg/EndRdx(50), GldJvl-Dam%(50), TraoftheH-Dam%(50)
Level 4: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(5), StnoftheM-Dmg/EndRdx/Rchg(7), StnoftheM-Acc/ActRdx/Rng(7), StnoftheM-Dam%(9), GldJvl-Dam%(9)
Level 6: Temporal Selection -- DctWnd-Heal/Rchg(A)
Level 8: Distortion Field -- Lck-%Hold(A), Lck-EndRdx/Rchg/Hold(37)
Level 10: Maneuvers -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(11), ShlWal-Def/EndRdx/Rchg(11), ShlWal-ResDam/Re TP(13)
Level 12: Boxing -- Acc-I(A)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(40), GldArm-End/Res(43), GldArm-3defTpProc(43)
Level 16: Telekinetic Blast -- SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(17), SprVglAss-Acc/Dmg(17), SuddAcc--KB/+KD(19), GldJvl-Dam%(19), ExpStr-Dam%(21)
Level 18: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(46), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-EndRdx/Rchg(46)
Level 20: Will Domination -- Apc-Dmg/EndRdx(A), Apc-Acc/Dmg/Rchg(21), Apc-Dmg/Rchg(23), Apc-Dmg(23), Apc-Dam%(25), GldJvl-Dam%(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 24: Farsight -- LucoftheG-Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34), LucoftheG-Def/EndRdx/Rchg(34)
Level 26: Slowed Response -- AnlWkn-Acc/Rchg(A)
Level 28: Psionic Tornado -- Rgn-Dmg/EndRdx(A), PstBls-Acc/Dmg/EndRdx(29), Rgn-Dmg(29), PstBls-Dam%(31), FrcFdb-Rechg%(31), SuddAcc--KB/+KD(31)
Level 30: Assault -- EndRdx-I(A)
Level 32: Chrono Shift -- EffAdp-EndMod/Rchg(A), DctWnd-Heal/EndRdx/Rchg(33), NmnCnv-Heal/EndRdx/Rchg(33), NmnCnv-Heal/Rchg(33)
Level 35: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-Max HP%(36), StdPrt-ResKB(43), StdPrt-ResDam/Def+(45)
Level 38: Psychic Wail -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Dmg/Rchg(39), SprVglAss-Acc/Dmg/EndRdx(39), SprAvl-Rchg/KDProc(39), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Dmg/EndRdx(40)
Level 41: Soul Drain -- Arm-Dmg/EndRdx(A), Arm-Dmg/Rchg(42), Arm-Acc/Dmg/Rchg(42), Arm-Acc/Rchg(42), Arm-Dam%(45)
Level 44: Power Boost -- RechRdx-I(A)
Level 47: Summon Mistress -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-Acc/Rchg(48), ExpRnf-Dmg/EndRdx(48)
Level 49: Fly -- BlsoftheZ-Travel/EndRdx(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
------------

 


| Copy & Paste this data into Mids' Hero Designer to view the build |
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		|C03FF031939EB93|
		|-------------------------------------------------------------------|

 

Time/Rad/Psi

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Radiation Blast
Power Pool: Sorcery
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Temporal Mending -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(13), Prv-Heal(15), Prv-Heal/EndRdx(15), Prv-EndRdx/Rchg(27), Prv-Heal/Rchg(27)
Level 1: Neutrino Bolt -- GldJvl-Acc/Dmg(A)
Level 2: X-Ray Beam -- GldJvl-Acc/Dmg(A), GldJvl-Dam%(11), TchofLadG-%Dam(11), AchHee-ResDeb%(25), OvrFrc-Dam/KB(36), ShlBrk-%Dam(37)
Level 4: Irradiate -- Arm-Dmg/EndRdx(A), Arm-Dmg(5), Arm-Acc/Dmg/Rchg(7), Arm-Dmg/Rchg(7), Arm-Dam%(9), TchofLadG-%Dam(9)
Level 6: Arcane Bolt -- FrcFdb-Rechg%(A), HO:Nucle(40)
Level 8: Distortion Field -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(13), BslGaz-Rchg/Hold(46), BslGaz-EndRdx/Rchg/Hold(46)
Level 10: Assault -- EndRdx-I(A)
Level 12: Boxing -- Acc-I(A)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(23), GldArm-End/Res(23), GldArm-3defTpProc(25)
Level 16: Proton Volley -- SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Acc/Dmg/EndRdx(17), SprVglAss-Acc/Dmg(17), TchofLadG-%Dam(19), StnoftheM-Dam%(19), GldJvl-Dam%(21)
Level 18: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-EndRdx/Rchg(42), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def(45)
Level 20: Aim -- GssSynFr--ToHit/Rchg(A), GssSynFr--Build%(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 24: Farsight -- LucoftheG-Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34), LucoftheG-Def/EndRdx/Rchg(34)
Level 26: Mystic Flight -- BlsoftheZ-ResKB(A)
Level 28: Cosmic Burst -- Apc-Dmg/EndRdx(A), Apc-Dmg(29), Apc-Acc/Dmg/Rchg(29), Apc-Dmg/Rchg(31), Apc-Dam%(31), GldJvl-Dam%(31)
Level 30: Enflame -- PstBls-Acc/Dmg/EndRdx(A), PstBls-Dmg/Rchg(37), PstBls-Dam%(42), Ann-ResDeb%(42)
Level 32: Chrono Shift -- EffAdp-EndMod/Rchg(A), DctWnd-Heal/EndRdx/Rchg(33), NmnCnv-Heal/EndRdx/Rchg(33), NmnCnv-Heal/Rchg(33)
Level 35: Dominate -- SprWntBit-Acc/Dmg/EndRdx(A), SprWntBit-Acc/Dmg(36), GldNet-Dam%(48), UnbCns-Dam%(48), GhsWdwEmb-Dam%(48), NrnSht-Dam%(50)
Level 38: Atomic Blast -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Dmg/Rchg(39), SprVglAss-Dmg/EndRdx/Rchg(39), SprAvl-Rchg/KDProc(39), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Dmg/EndRdx(40)
Level 41: Mind Over Body -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(43), UnbGrd-ResDam(43), UnbGrd-ResDam/EndRdx(46), StdPrt-ResDam/Def+(50)
Level 44: Slowed Response -- AnlWkn-Acc/Rchg(A), TchofLadG-Rchg/EndRdx(45), AchHee-ResDeb%(45)
Level 47: Temporal Selection -- DctWnd-Heal/Rchg(A)
Level 49: Rune of Protection -- RechRdx-I(A), TtnCtn-ResDam/Rchg(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
Level 50: Intuition Radial Paragon
Level 50: Degenerative Core Flawless Interface
Level 50: Assault Core Embodiment
Level 50: Clarion Radial Epiphany
------------

 


| Copy & Paste this data into Mids' Hero Designer to view the build |
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Time/Dark/Power

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Dark Blast
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Temporal Mending -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(13), Prv-Heal(15), Prv-Heal/EndRdx(15), Prv-EndRdx/Rchg(27), Prv-Heal/Rchg(27)
Level 1: Dark Blast -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Dmg/Rchg(23), SprVglAss-Dmg/EndRdx/Rchg(23), CldSns-%Dam(25), GldJvl-Dam%(25), Dcm-Build%(50)
Level 2: Gloom -- SprDfnBst-Acc/Dmg/EndRdx(A), SprDfnBst-Acc/Dmg(36), Dvs-Dmg/EndRdx(37), OvrFrc-Dam/KB(42), CldSns-%Dam(42), GldJvl-Dam%(42)
Level 4: Moonbeam -- Apc-Dmg/EndRdx(A), Apc-Dmg(5), Apc-Acc/Dmg/Rchg(7), Apc-Acc/Rchg(7), Apc-Dam%(9), GldJvl-Dam%(9)
Level 6: Temporal Selection -- DctWnd-Heal/Rchg(A)
Level 8: Distortion Field -- UnbCns-Dam%(A), GldNet-Dam%(37), GhsWdwEmb-Dam%(48), NrnSht-Dam%(48), ImpSwf-Dam%(48), SprEnt-Rchg/AbsorbProc(50)
Level 10: Maneuvers -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(11), ShlWal-Def/EndRdx/Rchg(11), ShlWal-ResDam/Re TP(13)
Level 12: Boxing -- Acc-I(A)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(40), GldArm-End/Res(43), GldArm-3defTpProc(43)
Level 16: Tenebrous Tentacles -- SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Acc/Dmg/EndRdx(17), SprVglAss-Acc/Dmg(17), CldSns-%Dam(19), PstBls-Dam%(19), TraoftheH-Dam%(21)
Level 18: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def(45), LucoftheG-EndRdx/Rchg(46)
Level 20: Tactics -- EndRdx-I(A), GssSynFr--Build%(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 24: Farsight -- LucoftheG-Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34), LucoftheG-Def/EndRdx/Rchg(34)
Level 26: Slowed Response -- AnlWkn-Acc/Rchg(A)
Level 28: Torrent -- Rgn-Dmg/EndRdx(A), Rgn-Dmg(29), PstBls-Acc/Dmg/EndRdx(29), PstBls-Dam%(31), SuddAcc--KB/+KD(31), FrcFdb-Rechg%(31)
Level 30: Assault -- EndRdx-I(A)
Level 32: Chrono Shift -- EffAdp-EndMod/Rchg(A), DctWnd-Heal/EndRdx/Rchg(33), NmnCnv-Heal/EndRdx/Rchg(33), NmnCnv-Heal/Rchg(33)
Level 35: Power Build Up -- RechRdx-I(A), RechRdx-I(36)
Level 38: Blackstar -- Arm-Dmg/EndRdx(A), Arm-Dmg(39), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Dam%(40), Obl-%Dam(40)
Level 41: Force of Nature -- RechRdx-I(A), UnbGrd-Rchg/ResDam(46)
Level 44: Temp Invulnerability -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(46), StdPrt-ResDam/Def+(50)
Level 47: Time Crawl -- PcnoftheT-Acc/EndRdx(A)
Level 49: Fly -- BlsoftheZ-Travel/EndRdx(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
Level 50: Intuition Radial Paragon
Level 50: Degenerative Core Flawless Interface
Level 50: Assault Core Embodiment
Level 50: Clarion Partial Core Invocation
------------

 


| Copy & Paste this data into Mids' Hero Designer to view the build |
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Traps/Water/Psi

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Water Blast
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Caltrops -- ImpSwf-Dam%(A), Ann-ResDeb%(13), PstBls-Dam%(15)
Level 1: Aqua Bolt -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(7), GldJvl-Acc/Dmg(9), GldJvl-Dam%(9), TchofLadG-%Dam(11), ShlBrk-%Dam(11)
Level 2: Triage Beacon -- Pnc-Heal(A), Pnc-Heal/EndRedux(15), Pnc-EndRdx/Rchg(27), Pnc-Heal/Rchg(27), Pnc-Heal/EndRedux/Rchg(34)
Level 4: Water Burst -- Rgn-Dmg(A), Rgn-Dmg/EndRdx(5), Rgn-Acc/Rchg(7), Rgn-Acc/Dmg/Rchg(19), Rgn-Knock%(19), FrcFdb-Rechg%(21)
Level 6: Acid Mortar -- SprWntBit-Acc/Dmg/Rchg(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), GldJvl-Dam%(46), TchofLadG-%Dam(48), ShlBrk-%Dam(48), AchHee-ResDeb%(50)
Level 8: Boxing -- Acc-I(A)
Level 10: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(13)
Level 12: Poison Trap -- NrnSht-Dam%(A), GhsWdwEmb-Dam%(34), GldNet-Dam%(46), SprEnt-End/Rchg(48)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(40), GldArm-End/Res(43), GldArm-3defTpProc(43)
Level 16: Tidal Forces -- RechRdx-I(A), GssSynFr--ToHit/Rchg(17), GssSynFr--Build%(17)
Level 18: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx/Rchg(33), LucoftheG-Def/EndRdx(37), LucoftheG-Def(40)
Level 20: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(21)
Level 22: Whirlpool -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(23), SprDfnBst-Dmg/EndRdx/Rchg(23), SprDfnBst-Acc/Dmg/EndRdx(25), SprDfnBst-Acc/Dmg/EndRdx/Rchg(25), SprDfnBst-Rchg/Heal%(33)
Level 24: Force Field Generator -- LucoftheG-Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(34), ShlWal-ResDam/Re TP(46)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 28: Water Jet -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(29), SprVglAss-Dmg/EndRdx/Rchg(29), GldJvl-Dam%(31), ImpSwf-Dam%(31), Apc-Dam%(31)
Level 30: Assault -- EndRdx-I(A)
Level 32: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def/EndRdx/Rchg(50)
Level 35: Dominate -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), NrnSht-Dam%(36), GhsWdwEmb-Dam%(36), UnbCns-Dam%(43), GldNet-Dam%(45)
Level 38: Geyser -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(39), SprVglAss-Dmg/Rchg(39), PstBls-Dam%(39)
Level 41: Mind Over Body -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), StdPrt-ResDam/Def+(45)
Level 44: Seeker Drones -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(45)
Level 47: Trip Mine -- FrcFdb-Rechg%(A), HO:Nucle(50)
Level 49: Vengeance -- LucoftheG-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
Level 50: Intuition Radial Paragon
Level 50: Degenerative Core Flawless Interface
Level 50: Ageless Core Epiphany
Level 50: Assault Core Embodiment
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
------------

 


| Copy & Paste this data into Mids' Hero Designer to view the build |
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		|-------------------------------------------------------------------|

 

Trick Arrow/Archery/Mace

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Flash Arrow -- Acc-I(A)
Level 1: Snap Shot -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Dmg/Rchg(42), SprVglAss-Acc/Dmg/EndRdx/Rchg(43), Thn-Acc/Dmg/EndRdx(43)
Level 2: Aimed Shot -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(5), SprDfnBst-Dmg/EndRdx/Rchg(11), SprDfnBst-Acc/Dmg/EndRdx(13), SprDfnBst-Acc/Dmg/EndRdx/Rchg(13), SprDfnBst-Rchg/Heal%(19)
Level 4: Fistful of Arrows -- PstBls-Acc/Dmg/EndRdx(A), PstBls-Acc/Dmg(46), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rng(48), PstBls-Dam%(48), Rgn-Knock%(50)
Level 6: Ice Arrow -- GldNet-Dam%(A), UnbCns-Dam%(7), GhsWdwEmb-Dam%(7), NrnSht-Dam%(9), ImpSwf-Dam%(9), GhsWdwEmb-Acc/EndRdx(11)
Level 8: Kick -- Acc-I(A)
Level 10: Blazing Arrow -- Apc-Dmg/EndRdx(A), Apc-Dmg(19), Apc-Acc/Dmg/Rchg(34), Apc-Dmg/Rchg(34), Apc-Dam%(37), GldJvl-Dam%(37)
Level 12: Acid Arrow -- Ann-ResDeb%(A), AchHee-ResDeb%(37), TchofLadG-%Dam(40), PstBls-Dam%(42), Ann-Acc/Dmg/EndRdx(50), SprFrzBls-Acc/Dmg(50)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(15), GldArm-End/Res(15), GldArm-3defTpProc(17), StdPrt-ResDam/Def+(31)
Level 16: Aim -- RechRdx-I(A), GssSynFr--Build%(17)
Level 18: Disruption Arrow -- EndRdx-I(A), RechRdx-I(42)
Level 20: Explosive Arrow -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(21), SprFrzBls-Dmg/EndRdx(21), PstBls-Dam%(27), OvrFrc-Dam/KB(27), FrcFdb-Rechg%(34)
Level 22: Weave -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx/Rchg(23), ShlWal-Def/EndRdx(23), ShlWal-ResDam/Re TP(25)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Oil Slick Arrow -- PstBls-Dam%(A), RechRdx-I(45), TchofLadG-%Dam(46), ImpSwf-Dam%(46)
Level 28: Ranged Shot -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/EndRdx/Rchg(29), SprVglAss-Acc/Dmg/EndRdx(29), StnoftheM-Dam%(33), GldJvl-Dam%(33), Dvs-Dmg/EndRdx(33)
Level 30: Maneuvers -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def/EndRdx/Rchg(31)
Level 32: EMP Arrow -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(43), BslGaz-EndRdx/Rchg/Hold(45), BslGaz-Rchg/Hold(45)
Level 35: Scorpion Shield -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(36), ShlWal-Def/EndRdx/Rchg(36), ShlWal-Def(36)
Level 38: Rain of Arrows -- Rgn-Dmg/EndRdx(A), Rgn-Dmg(39), Rgn-Dmg/Rchg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(40), PstBls-Dam%(40)
Level 41: Assault -- EndRdx-I(A)
Level 44: Tactics -- GssSynFr--ToHit/EndRdx(A)
Level 47: Super Speed -- BlsoftheZ-ResKB(A)
Level 49: Combat Jumping -- LucoftheG-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
Level 50: Intuition Radial Paragon
------------

 


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Poison/Dark/Mace

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Natural Defender
Primary Power Set: Poison
Secondary Power Set: Dark Blast
Power Pool: Medicine
Power Pool: Fighting
Power Pool: Speed
Power Pool: Sorcery
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Envenom -- TchofLadG-%Dam(A), AchHee-ResDeb%(5), ShlBrk-%Dam(7)
Level 1: Dark Blast -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(7), SprVglAss-Dmg/Rchg(9), Dvs-Acc/Dmg(9), CldSns-%Dam(11), GldJvl-Dam%(42)
Level 2: Weaken -- CldSns-%Dam(A), Acc-I(50)
Level 4: Aid Other -- Pnc-Heal(A), Pnc-Heal/EndRedux(45), Pnc-EndRdx/Rchg(46), Pnc-Heal/Rchg(48), Pnc-Heal/EndRedux/Rchg(50)
Level 6: Kick -- Acc-I(A)
Level 8: Moonbeam -- Apc-Dmg/EndRdx(A), Apc-Dmg(13), Apc-Dmg/Rchg(13), Apc-Acc/Dmg/Rchg(15), Apc-Dam%(15), GldJvl-Dam%(17)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Antidote -- StdPrt-ResDam/Def+(A)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(17), GldArm-End/Res(37), GldArm-3defTpProc(37)
Level 16: Weave -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(40), ShlWal-Def/EndRdx/Rchg(40), ShlWal-ResDam/Re TP(42)
Level 18: Gloom -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(19), SprVglAss-Dmg/EndRdx/Rchg(19), Thn-Acc/Dmg/EndRdx(21), CldSns-%Dam(21), GldJvl-Dam%(23)
Level 20: Aid Self -- Pnc-Heal(A), Pnc-Heal/EndRedux(43), Pnc-EndRdx/Rchg(43), Pnc-Heal/Rchg(46), Pnc-Heal/EndRedux/Rchg(50)
Level 22: Tenebrous Tentacles -- PstBls-Acc/Dmg/EndRdx(A), PstBls-Acc/Dmg(23), SprFrzBls-Dmg/EndRdx(25), PstBls-Dam%(25), TraoftheH-Dam%(27), CldSns-%Dam(27)
Level 24: Field Medic -- RechRdx-I(A), EndRdx-I(46)
Level 26: Poison Trap -- UnbCns-Dam%(A), GldNet-Dam%(29), Obl-%Dam(29), FuroftheG-ResDeb%(31), GhsWdwEmb-Dam%(33), ScrDrv-Dam%(33)
Level 28: Torrent -- Ann-Acc/Dmg/EndRdx(A), PstBls-Acc/Dmg/EndRdx(33), PstBls-Dam%(34), CldSns-%Dam(34), FrcFdb-Rechg%(34), SuddAcc--KB/+KD(36)
Level 30: Arcane Bolt -- GldJvl-Dam%(A), ExpStr-Dam%(31), FrcFdb-Rechg%(31)
Level 32: Venomous Gas -- TchofLadG-%Dam(A), EndRdx-I(43)
Level 35: Scorpion Shield -- LucoftheG-Rchg+(A), ShlWal-Def(36), ShlWal-Def/EndRdx(36), ShlWal-Def/EndRdx/Rchg(37)
Level 38: Blackstar -- Arm-Dmg/EndRdx(A), Arm-Dmg(39), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Dam%(40)
Level 41: Mystic Flight -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(42)
Level 44: Enflame -- PstBls-Dam%(A), Ann-ResDeb%(45), SprFrzBls-Rchg/ImmobProc(45), SprFrzBls-Acc/Dmg(48)
Level 47: Rune of Protection -- RechRdx-I(A), UnbGrd-Max HP%(48)
Level 49: Elixir of Life -- StdPrt-ResKB(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
Level 50: Intuition Radial Paragon
------------

 


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Update 04/03/20

Patch update with information about Electrical Affinity (new set). Link Here to the specific post in the thread.

Edited by Sir Myshkin
Added Builds + Cumuluative Update, Added More Builds
  • Like 4
  • Thanks 2
Posted

I'd make an argument for Time/Assault Rifle.

 

Slot Burst for Achilles' Heel, Javelin, Shield Breaker, Lady Gray, HO A/D, IO D

Slot Sniper Rifle for Explosive Strike, Javelin, Manticore, Apocalypse, HO A/D, IO D

Slot Dominate/Char for Unbreakable Constraint, Ghost Widow, Neuronic Shutdown, Javelin, HO A/D, IO D

Slot Full Auto for Javelin, Annilation, Positron's (and some other enhancements for A/D)

Slot M30 for Positron's, Explosive Strike, Overwhelming Force and Force Feedback (and some other enhancements for A/D)

Slot Distortion Field for Ghost Widow, Neuronic Shutdown, Impeded Swiftness, Gladiator's Net

Slot Slowed Response for Lady Grey, Achilles' Heel, Shieldbreaker (and some accuracy/recharge).

  • Like 1
Posted (edited)

I was just about to start a new topic about this exact subject...in fact, coincidentally enough, I think I would've had the same subject title. Love it.

 

Anyways, I've been sitting on a few Time/DP/Soul builds that I haven't posted on the forums. I figured folks would think my build is too gimmicky and I kinda liked having a secret to myself. Now that the secret is out (partially to my own doing), I'll happily share my own Proc Monster.

 

Some highlights, Power Boost + Farsight is almost unfair, as I get a perma +25% Defense and ToHit without slotting. So softcapping my defense to everything is a walk in the park. Also resistance cap on Smash/Lethal (not hard to do with Tough and Dark Embrace) with a few IO set bonuses thrown in. I haven't tested my build on a Rikti Pylon or anything, but I'll try it out and report my numbers.

 

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Demolition Man: Level 50 Magic Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Dual Pistols
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Temporal Mending -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(3), Pnc-Heal/Rchg(3), Pnc-Heal/EndRedux/Rchg(5), Pnc-Heal(5)
Level 1: Pistols -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg(7), SprVglAss-Acc/Dmg/EndRdx(7), SprDfnBst-Dmg/Rchg(9), SprDfnBst-Dmg/EndRdx/Rchg(9)
Level 2: Time's Juncture -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(11), DarWtcDsp-ToHitDeb/EndRdx(11), DarWtcDsp-Rchg/EndRdx(13)
Level 4: Empty Clips -- ExpStr-Dam%(A), FrcFdb-Rechg%(17), Ann-ResDeb%(17), ImpSwf-Dam%(19), TchofLadG-%Dam(19), PstBls-Dam%(21)
Level 6: Temporal Selection -- Prv-Absorb%(A)
Level 8: Stealth -- LucoftheG-Rchg+(A)
Level 10: Swap Ammo 
Level 12: Kick -- Empty(A)
Level 14: Tough -- ImpSki-ResDam/EndRdx(A), ImpSki-ResDam/Rchg(21), ImpSki-EndRdx/Rchg(23), ImpSki-ResDam/EndRdx/Rchg(23), ImpSki-Status(29)
Level 16: Bullet Rain -- FrcFdb-Rechg%(A), ExpStr-Dam%(25), JvlVll-Dam%(25), Ann-ResDeb%(27), PstBls-Dam%(27), ImpSwf-Dam%(29)
Level 18: Farsight -- LucoftheG-Rchg+(A), Rct-ResDam%(31), Rct-Def/EndRdx/Rchg(31), Rct-Def/EndRdx(31)
Level 20: Weave -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(33)
Level 22: Hover -- LucoftheG-Rchg+(A)
Level 24: Hasten -- RechRdx-I(A)
Level 26: Slowed Response -- ShlBrk-%Dam(A), TchofLadG-%Dam(33), AchHee-ResDeb%(33)
Level 28: Executioner's Shot -- FrcFdb-Rechg%(A), AchHee-ResDeb%(34), Apc-Dmg(34), Apc-Dmg/EndRdx(34), Apc-Dam%(36), ShlBrk-%Dam(36)
Level 30: Suppressive Fire -- UnbCns-Dam%(A), GldNet-Dam%(36), GhsWdwEmb-Dam%(37), NrnSht-Dam%(37), GldJvl-Dam%(37), SprDfnBst-Rchg/Heal%(39)
Level 32: Chrono Shift -- EffAdp-EndMod/Rchg(A), EffAdp-EndMod/EndRdx(39), EffAdp-EndMod/Acc/Rchg(39), Prv-Heal/Rchg/EndRdx(40), Prv-EndRdx/Rchg(40), Prv-Heal/EndRdx(50)
Level 35: Soul Drain -- Obl-%Dam(A), Arm-Dmg/Rchg(40), Erd-%Dam(42), ScrDrv-Dam%(42), GssSynFr--Build%(42)
Level 38: Hail of Bullets -- FrcFdb-Rechg%(A), Arm-Dam%(43), SprVglAss-Acc/Dmg/EndRdx/Rchg(43), SprVglAss-Dmg/Rchg(43), SprVglAss-Dmg/EndRdx/Rchg(45), FuroftheG-ResDeb%(45)
Level 41: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-Max HP%(46), StdPrt-ResDam/Def+(50), GldArm-3defTpProc(50)
Level 44: Piercing Rounds -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Acc/Dmg/EndRdx(46), SprDfnBst-Acc/Dmg/EndRdx/Rchg(46), ImpSwf-Dam%(48), Ann-ResDeb%(48), PstBls-Dam%(48)
Level 47: Power Boost -- RechRdx-I(A)
Level 49: Grant Invisibility -- LucoftheG-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 1: Vigilance 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(13), Pnc-Heal/+End(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(15)
Level 10: Chemical Ammunition 
Level 10: Cryo Ammunition 
Level 10: Incendiary Ammunition 
Level 50: Void Radial Final Judgement 
Level 50: Clarion Radial Epiphany 
Level 50: Musculature Radial Paragon 
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: The Atlas Medallion 
Level 50: Assault Core Embodiment 
Level 50: Reactive Core Flawless Interface 
------------

 

 

 

Edited by Bopper
  • Like 1

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                       

Posted

Spent the night on the Test Server after spending the evening mulling over how to make Dark Miasma work as a Proc Monster. Time Manipulation is definitely the best for just "Click and Go." As Bopper pointed out, we had the same basic premise there, even with Time (PB/PBU+Farsight makes the build sing a sweet tune of easy-peasy). Incidentally, I ran into our fellow Proc Tester on Test tonight, and we had an opportunity to do one thing that I had wanted to do with my Time/Rad and couldn't. Give it some -Regen to play with. I'll leave that discussion up to Bopper since they were driving the Time/DP that I provided Howling Twilight for. That test carries a lot of its own weight, and I saw the pre-HT attempt too. The simplest thing for me to say is that yes, it did make a difference.

 

For me, my goals otherwise tonight were entirely bent around testing Dark Miasma/Dark Blast/Psychic Mastery in all its Proc-loriousness. On tonight's docket:

  • Tenebrous Tentacles and Torrent as Proc Vehicles
  • Impact of Howling Twilight's -500% Regen
  • General Survivability not being Softcapped
  • Can I kill an AV level target?
  • And for those playing along, I'll have the build posted at the bottom for reference 🙂

Tenebrous and Torrent

Plenty of effort burned on these topics tonight. Some things I trialed with Tenebrous was, of course, effectiveness of Procs in the power, but more specifically I wanted to know how Gravitational Anchor's +Hold would pan out in the cone. We know that, after a certain point, Procs become pretty much "guaranteed" in ST attacks, but cones and AoE's have an area multiplier that fiddles with that a bit. So for Teneb T's, my final conclusion after chasing 10-drop after 10-drop Malta mobs in the RWZ (about 20 in total) plus a few half dozen Rikti mobs right before that weren't clumped enough that I looked for Malta: 2 out of 10, so 1/5, or 20% success rate. Some things to keep in mind though, these Malta spawns had Lieuts and Bosses (two each boss on average), and the +Hold Proc is only a 3.5 PPM with a Mag 2. If it "hit" on a Boss, or a decently resisting Lieut, the effect wont show, which I could attribute to the fact that I was consequently getting follow-up stacks to hold Boss levels and only attacking with Teneb T's to validate that fact. If I had four or fewer mobs in a given cluster, the likelihood of seeing a hold was pretty much null.

 

Food for thought on that one. I saw the damage procs fire off in those larger clusters pretty consistently on something in the group, but the +Hold, much lower opportunity there. And I just realized, typing this, that I forgot to pull the combat log to go back over it later. I never converted the log into my chat tab so it'd auto-log. Kind of kicking myself on that right now. Either way, YMMV kind of concept of the status-based procs there. Being able to fairly-consistently take one or two targets out of given mob size was pretty decent, and up to the discretion of the player. In a team setting things will probably mow-down faster than that proc really matters, but I'm more looking at these as Solo or small-team minded.

 

Which reminds me... Bopper, while we teamed up, we unintentionally cost ourselves -10% Damage Bonus 🤣 There's a laugh for all of you out there on that one.

 

Torrent! So, I dropped a FF+Rech into Torrent. Tested it a ton to see what kind of ratio I'd get. The probability was something like 19.##% (Bopper did the math, I'm just vaguely recalling). So long as I had 4-5 targets in the cone (kinda just like Teneb), I was getting the proc. The fun part was the fact that so long as I had enough targets in my cone, and they didn't die, I could basically put Torrent on Auto-Fire and sit at 262.5% Global Rech. That wasn't 100% of the time, but I got it to finally occur a few times after I started amping up the cone-count. I have ZERO recharge enhancement in that power too, which helps the odds considering it starts at 15/s recharge and my global brings it down to 5/s. Honestly it kind of felt like I was fast-forwarding a VHS. Torrent-Torrent-Torrent-Torrent-Aaargh. All of my other powers were just crazily sucking up that bonus recharge on one attack cycling over and over until the Rikti started dying and I had to find a new group to play with.

 

Howling Twilight

The impact of -Regen was 100% exactly what I expected. I went from doing "decent to eh" damage, to suddenly tearing through a Pylon. For those who haven't ventured into the Rikti Pylon Thread in the Scrapper sub-forum, most of your "good" times tend to be anything that can mange to go 3:00-5:00. Your power playing builds that get those "great" times are 2:00-3:00, and your "that's broken" builds will get 1:00-1:59. Anything that crests beyond 5:00 into 8:00 is just "Decent" and anything further than 8:00+ "Eh." For a Defender, typically we were looking at "Eh" or worse. Some cases could get into "Decent" and some, like those that use Storm and its massive push in damage, can get somewhere in the "good", occasionally "great" times. This is also all a bit subjective for grouping.

 

As I kind of said before, what I classed as "Scrapper" level damage, for sets that don't bend a lot of -Res or other debuffs (in some fashion) within their builds or a significant spike in +Damage options, a typical Scrapper DPS is going to put them somewhere in the 200-250 range, which pits them at clearing a Pylong around 7:00-10:00 minutes (roughly, I'm not looking a spreadsheet or anything).

 

For the elephant in the room on this change in pace, I did go from Time/Rad to Dark/Dark, but in the Time build I was still carrying the potential to leverage -50% Res, as a trade off Dark gave me -30% with a double-stack of ~10/s every 30 for -60%. This is likely a bit of a net gain overall, and is great on a Pylon, but keeping an AV in a patch is notoriously difficult, so that is what it is. In the end, -Regen is still the real key here. Without that I definitely couldn't achieve the speed I did.

 

Of which, current best time on a Pylon with Dark/Dark is 4:02, beats the 9:00-10:00 marks I was looking at before with Time/Rad

 

General Survival

I went out and chased 53/54 Rikti down. Not having a solid 45% to [/i]anything[/i] kind of sucks, but if I can keep the surprise attack on each group and get Darkest Night dropped into a mob, I'm virtually there at that point, and then I can easily control them between Fear, Tenebrous, and Torrent until I whittle down to just Bosses, and then Dominate, Gloom, and Moonbeam tear them apart in a very quick hurry. I have to be a lot more careful than normal, but in the event of teaming, even with just one person that brings some +Defense in, the build doesn't need much to hit soft-cap to all. In team environments, this build will kind of just swim along at Shark speeds.

 

I do miss out heavily on not having any mez protection in this thing. The build chugs endurance, and while I can get by for an okay amount of time not using it, Ageless is kind of a necessary safety net. I'll have to go back and look at it more closely because I didn't entirely monitor my end, I just know with Ageless up I didn't hit empty, and when I wasn't using Ageless during my Teneb testing, I did at one point drop to zero. Given we're talking about relying on an Incarnate ability though, that's pretty much only an end-game concern, and Blues and +End Temps will easily stopgap all the early levels for Exemping.

 

Can I kill an AV?

Oh yeah, handily, just as any circumstance, so long as I can keep the AV in one relative spot and get a second Tar Patch down, they're not going to moving far very fast.

 

My attack chain is kind of all-over the place, and I'm sure a more consistent one might prove best, but I was bouncing Gloom > Moonbeam > Dominate with Dark Blast splashed throughout here-and-there. In early Ageless I can run G > MB > D > G > MB > DB, but after a certain point Gloom goes back to its 3/s rech and I have to either be doing something else in that lull between it and Dominate, or drop Dark Blast in there. Given procs in sub 4/s base rech attacks seem to be low-to-no odds on average, I maximized damage in the ability and dropped two procs and couldn't spare a last slot in the power that isn't being used that often. It has enough damage to make sure i'm not doing "zero" in those 1/s gaps, but isn't good enough for anything else. Even though Gloom is considered a great power in itself, my real winners were Moonbeam and Dominate. Under -60% Res, Dominate was crushing it. I forgot to write down the exact value, but ballpark was 500-525 damage in one hit. Perspective on that, the "Dominate" part of that power was about 100pts. Unbreakable Constraints hit for 137 pts, and standard procs were hitting for 91-96 pts. Those have inherent values of 107 and 71.75 respectively. The procs in that ability are just insane and accounting for 80% of its damage output.

 

Given all of the above, I feel like Traps, despite the fragility of the traps themselves, would perform at this level while also having a "more stable" defensive option in FFG's bubble (with Mez protection!). Poison Trap and Acid Mortar provide the same level of debuff (actually more in Poison Trap) that Dark Miasma benefits from. Radiation would definitely be in the "End Hog" category, but I think Rad/Dark would also prove to be pretty strong with AM helping to alleviate some of the endurance concerns, and giving that small push on +Rech to possibly bring Gloom down to 2/s recharge and boost its up-time.

 

tl;dr What's the Build!?

Dark Miasma/Dark Blast/Psychic Mastery

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Dark Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Twilight Grasp -- Prv-Heal(A), Prv-Heal/EndRdx(13), Prv-EndRdx/Rchg(15), Prv-Heal/Rchg(15), Prv-Heal/Rchg/EndRdx(27), Prv-Absorb%(27)
Level 1: Dark Blast -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(11), SprVglAss-Dmg/Rchg(33), GldJvl-Dam%(48), CldSns-%Dam(50)
Level 2: Gloom -- SprDfnBst-Acc/Dmg/EndRdx(A), GldJvl-Dam%(11), SprDfnBst-Acc/Dmg(23), Dvs-Dmg/EndRdx(23), Dcm-Build%(25), CldSns-%Dam(25)
Level 4: Moonbeam -- Apc-Dmg/EndRdx(A), Apc-Dmg(5), Apc-Acc/Dmg/Rchg(7), Apc-Dam%(7), Apc-Dmg/Rchg(9), GldJvl-Dam%(9)
Level 6: Howling Twilight -- RechRdx-I(A)
Level 8: Assault -- EndRdx-I(A)
Level 10: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(13)
Level 12: Boxing -- Acc-I(A)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(40), GldArm-End/Res(43), GldArm-3defTpProc(43)
Level 16: Tenebrous Tentacles -- SprVglAss-Acc/Dmg/EndRdx(A), SprVglAss-Dmg/EndRdx/Rchg(17), SprVglAss-Acc/Dmg(17), GrvAnc-Hold%(19), TraoftheH-Dam%(19), CldSns-%Dam(21)
Level 18: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx/Rchg(33), LucoftheG-Def/EndRdx(37), LucoftheG-Def(40)
Level 20: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 24: Shadow Fall -- LucoftheG-Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(34), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(46), ShlWal-ResDam/Re TP(46)
Level 26: Tar Patch -- RechRdx-I(A)
Level 28: Torrent -- Rgn-Dmg/EndRdx(A), PstBls-Acc/Dmg/EndRdx(29), Rgn-Dmg(29), PstBls-Dam%(31), FrcFdb-Rechg%(31), SuddAcc--KB/+KD(31)
Level 30: Tactics -- AdjTrg-ToHit/EndRdx(A), GssSynFr--ToHit/EndRdx(37)
Level 32: Darkest Night -- EndRdx-I(A), EndRdx-I(34)
Level 35: Dominate -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), NrnSht-Dam%(36), GhsWdwEmb-Dam%(36), UnbCns-Dam%(43), GldNet-Dam%(45)
Level 38: Blackstar -- Arm-Dmg/EndRdx(A), Arm-Dmg(39), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Dam%(40)
Level 41: Mind Over Body -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), StdPrt-ResDam/Def+(45)
Level 44: Fearsome Stare -- CldSns-%Dam(A), CldSns-Acc/EndRdx/Rchg(45), CldSns-Acc/ToHitDeb(46), CldSns-ToHitDeb(48)
Level 47: Dark Servant -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(48), BslGaz-EndRdx/Rchg/Hold(50), BslGaz-Acc/Hold(50)
Level 49: Vengeance -- LucoftheG-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
Level 50: Intuition Radial Paragon
Level 50: Degenerative Core Flawless Interface
Level 50: Ageless Core Epiphany
Level 50: Assault Core Embodiment
------------

 

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I also put together a Water variant that should perform just about identical to the Dark Blast variant:

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Water Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Twilight Grasp -- Prv-Heal(A), Prv-Heal/EndRdx(13), Prv-EndRdx/Rchg(15), Prv-Heal/Rchg(15), Prv-Heal/Rchg/EndRdx(27), Prv-Absorb%(27)
Level 1: Aqua Bolt -- Thn-Acc/Dmg/EndRdx(A), Thn-Dmg/EndRdx(7), Thn-Acc/Dmg(9), GldJvl-Dam%(9), TchofLadG-%Dam(11), ShlBrk-%Dam(11)
Level 2: Tar Patch -- RechRdx-I(A)
Level 4: Water Burst -- Rgn-Dmg(A), Rgn-Dmg/EndRdx(5), Rgn-Acc/Rchg(7), Rgn-Acc/Dmg/Rchg(19), Rgn-Knock%(19), FrcFdb-Rechg%(21)
Level 6: Howling Twilight -- RechRdx-I(A)
Level 8: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(37)
Level 10: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(13)
Level 12: Boxing -- Acc-I(A)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(40), GldArm-End/Res(43), GldArm-3defTpProc(43)
Level 16: Tidal Forces -- RechRdx-I(A), GssSynFr--ToHit/Rchg(17), GssSynFr--Build%(17)
Level 18: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx/Rchg(33), LucoftheG-Def/EndRdx(37), LucoftheG-Def(40)
Level 20: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(21)
Level 22: Whirlpool -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(23), SprDfnBst-Dmg/EndRdx/Rchg(23), SprDfnBst-Acc/Dmg/EndRdx(25), SprDfnBst-Acc/Dmg/EndRdx/Rchg(25), SprDfnBst-Rchg/Heal%(33)
Level 24: Shadow Fall -- LucoftheG-Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(34), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(46), ShlWal-ResDam/Re TP(46)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 28: Water Jet -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(29), SprVglAss-Dmg/EndRdx/Rchg(29), GldJvl-Dam%(31), ImpSwf-Dam%(31), Apc-Dam%(31)
Level 30: Assault -- EndRdx-I(A)
Level 32: Darkest Night -- EndRdx-I(A), EndRdx-I(34)
Level 35: Dominate -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), NrnSht-Dam%(36), GhsWdwEmb-Dam%(36), UnbCns-Dam%(43), GldNet-Dam%(45)
Level 38: Geyser -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(39), SprVglAss-Dmg/Rchg(39), FrcFdb-Rechg%(39), PstBls-Dam%(40)
Level 41: Mind Over Body -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), StdPrt-ResDam/Def+(45)
Level 44: Dehydrate -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(45), Thn-Dmg/EndRdx(46), TchofLadG-%Dam(48), AchHee-ResDeb%(48), GldJvl-Dam%(50)
Level 47: Dark Servant -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(48), BslGaz-EndRdx/Rchg/Hold(50), BslGaz-Acc/Hold(50)
Level 49: Vengeance -- LucoftheG-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
Level 50: Intuition Radial Paragon
Level 50: Degenerative Core Flawless Interface
Level 50: Ageless Core Epiphany
Level 50: Assault Core Embodiment
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
------------
------------
Set Bonus Totals:

  • 9.13% Defense(Melee)
  • 7.56% Defense(Smashing)
  • 7.56% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 16.63% Defense(Energy)
  • 16.63% Defense(Negative)
  • 6% Defense(Psionic)
  • 16% Defense(Ranged)
  • 6% Defense(AoE)
  • 7.2% Max End
  • 8.75% Enhancement(Max EnduranceDiscount)
  • 93.75% Enhancement(RechargeTime)
  • 10% Enhancement(Range)
  • 8% Enhancement(Heal)
  • 24% Enhancement(Accuracy)
  • 15% SpeedFlying
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 148.8 HP (14.63%) HitPoints
  • 15% JumpHeight
  • 15% SpeedJumping
  • Knockback (Mag -7)
  • Knockup (Mag -7)
  • MezResist(Confused) 38.75%
  • MezResist(Held) 38.75%
  • MezResist(Immobilized) 38.75%
  • MezResist(Sleep) 38.75%
  • MezResist(Stunned) 38.75%
  • MezResist(Terrorized) 38.75%
  • 12.5% (0.21 End/sec) Recovery
  • 40% (1.7 HP/sec) Regeneration
  • 7.25% Resistance(Smashing)
  • 7.25% Resistance(Lethal)
  • 20% Resistance(Fire)
  • 20% Resistance(Cold)
  • 7.25% Resistance(Energy)
  • 7.25% Resistance(Negative)
  • 8.75% Resistance(Toxic)
  • 8.75% Resistance(Psionic)
  • 15% SpeedRunning

 

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  • Like 1
Posted

Some thoughts from your low-damage-scalar cousin, a Dark Miasma Mastermind:

  • Fearsome Stare can take a psi damage proc from the Glimpse of the Abyss fear set. I have both of the possible damage procs in it, and typically damage 70-80% of the mobs in a spawn with it, most of them with both procs. It's an exceptional boost in damage for an MM and I think it might be worth considering here.
  • Dark Servant can take the Cloud Senses negative energy damage proc. Everything Dark Servant does has a tohit debuff component, including its passive damage aura, and every one of its attacks checks on its own ppm timer. Lich and Dark Servant slotted this way are significant DPS contributors for me.
  • Do you get much proc mileage out of Dark Blast? I'd be very tempted to pull the two procs out of that power to make room for the above suggestions.
  • I'm not usually a fan of the "Chance for [control effect]" procs because they tend to be low-magnitude, low-duration, and low-impact. I'd recommend replacing the Gravitational Anchor chance for Hold proc in Tenebrous Tentacles with either a Posi energy proc or probably Annihilation chance for resistance debuff proc.
  • Chance for Build Up in Gloom: how is that working out for you? I haven't given up on it yet, but I'm close - I have been very underwhelmed by the proc rate I have been getting from this on my Night Widow and my stalker.

Thanks for sharing your findings!

 

Scrap

Posted
5 hours ago, Scrapulous said:

Some thoughts from your low-damage-scalar cousin, a Dark Miasma Mastermind:

  • Fearsome Stare can take a psi damage proc from the Glimpse of the Abyss fear set. I have both of the possible damage procs in it, and typically damage 70-80% of the mobs in a spawn with it, most of them with both procs. It's an exceptional boost in damage for an MM and I think it might be worth considering here.
  • Dark Servant can take the Cloud Senses negative energy damage proc. Everything Dark Servant does has a tohit debuff component, including its passive damage aura, and every one of its attacks checks on its own ppm timer. Lich and Dark Servant slotted this way are significant DPS contributors for me.
  • Do you get much proc mileage out of Dark Blast? I'd be very tempted to pull the two procs out of that power to make room for the above suggestions.
  • I'm not usually a fan of the "Chance for [control effect]" procs because they tend to be low-magnitude, low-duration, and low-impact. I'd recommend replacing the Gravitational Anchor chance for Hold proc in Tenebrous Tentacles with either a Posi energy proc or probably Annihilation chance for resistance debuff proc.
  • Chance for Build Up in Gloom: how is that working out for you? I haven't given up on it yet, but I'm close - I have been very underwhelmed by the proc rate I have been getting from this on my Night Widow and my stalker.

Thanks for sharing your findings!

 

Scrap

I'm not a big fan of trying to re-purpose non-damaging powers that you wouldn't otherwise take into quasi-damage powers. The end result is never really what you want. It's one thing to pile procs in Distortion Field and get 'free' damage. It's quite another to take - and slot - an entire power like Fearsome stare for pair of procs.

 

I agree with you on the "chance for control effect". It's marginally defensible when you're putting "chance for 2 mag hold" into an actual Hold. But when you're just throwing them around at random, they really don't do you any good.

 

In terms of Chance for Build Up, we'd really need to break out the calculator but it seems less effective than simply slotting another proc. Normally Build Up abilities are useful because you use them right before you alpha strike with your massive nuke. When you're just randomly getting a brief buff in the middle of a single target rotation, it's not really all that worthwhile.

17 hours ago, nihilii said:

Great writeup! Epic Dominate is truly the big winner of the current PPM system, what with its fast cast and convenient 16s recharge.

Epic Char is the same cast and recharge, but delivers slightly more damage (albeit shorter range). I also find the remainder of Flame Mastery generally more useful.

Posted (edited)
6 hours ago, Scrapulous said:

Some thoughts from your low-damage-scalar cousin, a Dark Miasma Mastermind:

  • Fearsome Stare can take a psi damage proc from the Glimpse of the Abyss fear set. I have both of the possible damage procs in it, and typically damage 70-80% of the mobs in a spawn with it, most of them with both procs. It's an exceptional boost in damage for an MM and I think it might be worth considering here.
  • Dark Servant can take the Cloud Senses negative energy damage proc. Everything Dark Servant does has a tohit debuff component, including its passive damage aura, and every one of its attacks checks on its own ppm timer. Lich and Dark Servant slotted this way are significant DPS contributors for me.
  • Do you get much proc mileage out of Dark Blast? I'd be very tempted to pull the two procs out of that power to make room for the above suggestions.
  • I'm not usually a fan of the "Chance for [control effect]" procs because they tend to be low-magnitude, low-duration, and low-impact. I'd recommend replacing the Gravitational Anchor chance for Hold proc in Tenebrous Tentacles with either a Posi energy proc or probably Annihilation chance for resistance debuff proc.
  • Chance for Build Up in Gloom: how is that working out for you? I haven't given up on it yet, but I'm close - I have been very underwhelmed by the proc rate I have been getting from this on my Night Widow and my stalker.

Thanks for sharing your findings!

 

I was going to try and break things down in bullet points to answer along, but a lot of those questions end up having cross-over answers, so here we go:

 

Dark Blast kind of has to be in the build because there's not enough global recharge present to have Gloom fire off more often, nor bring Dominate down to a more reliable chain. Ideally I'd want something like Gloom > MB > Dom to be as consistent as I can, but Dominate has a 6/s recharge and all of my attacks animate relatively fast (1.188 or 1.32 w/ Arcanatime). The best choice would be having Gloom come down to 2/s (or at least >2.4) so I could cycle it right after MB > D, and end up with ( G > MB > D > G > DB > MB > G > D > DB > G > MB > DB ) Anyway, you can see how that gets stupid confusing trying to time and know exactly where and when to drop which abilities. That's not a chain, that's a roulette wheel of "who's on first." Plus, my current recharge is still off from that, so I really have to have DB filling in for G and MB having 3-3.75/s recharges. And if I'm going to use the power, I want to keep it proc'd up because that's the only way I'm going to eek out extra damage from it.

 

Your suggestions for Fearsome and Servant are legit thoughts. I put Basilisk in Servant for 7.5% over 6.25%. In a solo-stand off, I'm not 100% certain on how alive he's going to keep himself in a rather aggressive-attacking build. Originally I wasn't even going to put anything other than an Acc IO in him until I found three slots to get the global recharge. Swapping to Clouded Sense isn't a dramatic loss (1/s on Hasten, and only .01/s on any of the attacks). So if the proc is going to validate his use enough, more power to him using it. Another reason I'm not really hellbent on making Fearsome any better is that it still has a fairly long cooldown (even with enhancement), so relying on it for damage isn't a priority, although if the slots were freely available, it'd definitely be worth the double-proc.

 

Side note on Fearsome for damage versus just Tenebrous and Torrent: Torrent is packing the FF +Rech, and so long as there's 5-10 in the cone, I'm very likely going to Proc, which fairly quickly snaps Teneb back into business, and keeps Torrent on a 4/s recharge, meaning I can pretty much put it on auto-fire, keep the mob count high enough, and sit at +100% boosted recharge. That sits and KD's everything in the path, and Teneb keeps them from wandering out of my cone while slowly whittling down. It isn't the fastest AoE in the West, but it does alright.

 

For the Gravitational Anchor, like I said before, that's very much a YMMV kind of proc. In 5-10 mob groupings I got pretty consistent expectations of 20% trigger. If I didn't immediately see something get held, it was safe to assume it was probably a Lieut or Boss that got the triggers and if I spammed again, and also target them with Dominate, I was likely going to lock them into a Hold. If I were going to suggest swapping that out for any other kind of proc, it would be for another damage one (like Posi). Annihilation -Res just isn't going to bring anything significant to the power that just having the mob tossed over a Tar Patch wouldn't already be effecting everyone, instead of just 1 or 2 in a 10 pack. Random damage is better than the random chance for slightly more damage than normal, but not as much as random pure damage. Savy?

 

As for the Decimation +BU... yeah I think I've seen that thing go off like once so far, in total, across any given 4:00-5:00 minute run against a Pylon. Sadly, I don't really have a better choice other than maybe Entropic's +Heal or stripping the Apocalypse proc out of Moonbeam and moving it to Gloom. I even considered straight dropping the entire set (5pcs) into Gloom with an extra proc, and loading up Moonbeam, but no matter which configuration I came up with, Moonbeam was always the better damage by a reasonably solid margin (40-60+ damage). The only thing I could really do otherwise would be to mix them up and test them, but Apocalypse is also pulling Moonbeam's recharge down into the >4/s range, and it kinda need to be there. If I took Apocalypse out of Moonbeam and gave it optimal slotting (56% Rech to bring it down enough) and three procs, it still only has a potential of 410 damage which is 20 points lower than the alternative; if Gloom has the Apoc set, it only bumps 10 points on probability meaning I'm a net loss of 10 damage between the two attacks versus just leaving them as is and doing more damage at a slightly unfortunate slotting loss.

 

What I think I might ultimately do is put the Overwhelming KD Proc in Gloom instead. Bump its damage a hair and then give it a utility KD. Better than not doing anything at all.

 

Quote

Epic Char is the same cast and recharge, but delivers slightly more damage (albeit shorter range). I also find the remainder of Flame Mastery generally more useful.

This forum system is weird about trying to add quotes into edits. Didn't want to create a whole new post just to make this comment:

Consume wouldn't be a bad addition in the particular case of Dark/Dark since it helps alleviate endurance woes that the build sort-of suffers. Would give it the chance to take Clarion instead of Ageless, but at the same time it really thrives on the better attack chain timings at the front portion of Ageless.

 

Sort of comes down to a ST Performance v. General Play preference.

Edited by Sir Myshkin
edit to add a quote in from Hjarki
Posted

Random idea: what about Petrifying Gaze? With all holds procs, it becomes a decent attack. Gloom -> Moonbeam -> Dominate/Char -> Gloom -> Moonbeam -> Petrifying Gaze wouldn't be too taxing recharge-wise. Smoother attack chain at the cost of some damage in Dominate/Char, and the holds might stack on bosses if only for a little bit.

Posted

Enflame is starting to look like it might be useful ...

3 hours ago, Maxzero said:

Got lucky on the procs beat the pylon regen tick at 67-68 for a 65 sec kill and 717 DPS.

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Posted
13 hours ago, Hjarki said:

I'm not a big fan of trying to re-purpose non-damaging powers that you wouldn't otherwise take into quasi-damage powers. The end result is never really what you want. It's one thing to pile procs in Distortion Field and get 'free' damage. It's quite another to take - and slot - an entire power like Fearsome stare for pair of procs.

 

  1. Fearsome Stare is a "power that you wouldn't otherwise take?" I can't imagine a Dark Miasma build that leaves Fearsome Stare behind.
  2. Fearsome Stare is already in the posted build, so the builder seems to agree. My recommendation was not to add a power, just to find a way to add two slots to an existing power selection.
  3. The end result is exactly what I want: a fast-recharging aoe control and debuff that also does damage. It can be applied on every spawn, and if I'm soloing large groups, twice per spawn. It's the workhorse of endgame Dark Miasma builds and sits alongside Darkest Night as the way Dark Miasma shuts down enemy spawns.
  4. I haven't "slotted the entire power for a pair of procs." I five slotted it with Glimpse of the Abyss for the five piece set bonus, and put the Cloud Senses proc into the sixth slot because the Glimpse proc was so reliable. I'm surprised that you think putting two procs into a power requires abandoning all other slotting priorities for that power. You can often have your cake and eat it, too.

 

FS slotting.PNG

Posted
13 hours ago, Sir Myshkin said:

Dark Blast kind of has to be in the build because there's not enough global recharge present to have Gloom fire off more often, nor bring Dominate down to a more reliable chain... And if I'm going to use the power, I want to keep it proc'd up because that's the only way I'm going to eek out extra damage from it.

That makes sense to me, especially on a build made for soloing.

 

13 hours ago, Sir Myshkin said:

Your suggestions for Fearsome and Servant are legit thoughts. I put Basilisk in Servant for 7.5% over 6.25%.

I do the same: pieces 2-5 of Basilisk and Pieces 2 and 6 of Cloud Senses on my MM, although I replaced piece 2 of Cloud Senses on my DDD defender. Basilisk is definitely hard to say no to - recharge bonuses that big for so few pieces are precious.

13 hours ago, Sir Myshkin said:

Another reason I'm not really hellbent on making Fearsome any better is that it still has a fairly long cooldown

It's a good point. A defender has quite a few more options available when it comes to chaining damage cones than a MM does. Then again, the long cooldown is exactly why it procs at such a high rate. Nearly everything I hit with it takes some damage, and most things I hit with it take both procs in the face. I recommend trying it on Justin before dismissing it.

 

13 hours ago, Sir Myshkin said:

For the Gravitational Anchor... If I were going to suggest swapping that out for any other kind of proc, it would be for another damage one (like Posi). Annihilation -Res just isn't going to bring anything significant to the power that just having the mob tossed over a Tar Patch wouldn't already be effecting everyone, instead of just 1 or 2 in a 10 pack. Random damage is better than the random chance for slightly more damage than normal, but not as much as random pure damage. Savy?

I mentioned both options because it depends on your priorities. If you're teaming, the -res proc will be superior, but if you're solo, I agree with your reasoning. Tar Patch and the -res proc will stack, btw.

 

13 hours ago, Sir Myshkin said:

What I think I might ultimately do is put the Overwhelming KD Proc in Gloom instead

I like that idea! I hope you let us know how it works out.

 

Scrap

Posted (edited)
4 hours ago, Scrapulous said:

 

  1. Fearsome Stare is a "power that you wouldn't otherwise take?" I can't imagine a Dark Miasma build that leaves Fearsome Stare behind.
  2. Fearsome Stare is already in the posted build, so the builder seems to agree. My recommendation was not to add a power, just to find a way to add two slots to an existing power selection.
  3. The end result is exactly what I want: a fast-recharging aoe control and debuff that also does damage. It can be applied on every spawn, and if I'm soloing large groups, twice per spawn. It's the workhorse of endgame Dark Miasma builds and sits alongside Darkest Night as the way Dark Miasma shuts down enemy spawns.

Personally, I find both Darkest Night and Fearsome Stare superfluous since Tar Patch does the same thing - neutralizes enemy attacks after the alpha strike response - and does so while also providing useful debuffs.

 

Indeed, controls in general I don't find particularly useful at 50. For the most part, controls are only useful up to the point where you've built up your defenses. At which point, it's all about damage and damage multipliers. This is slightly less true for Controllers and Masterminds (whose pets never really get tough enough to survive), but that's another story.

 

Pylon tests are a useful metric for Scrappers since they are a close match to how much dps they can actually put out in a practical situation. While their dps will scale down against higher level opponents, it will scale evenly for all Scrappers. For non-Scrappers, you need to start throwing around asterisks.

 

One of those asterisks is -regen. -regen is not a damage multiplier but scales instead with the length of the fight. This means its value does not scale to most content. Outside of trying to solo AV/GM (which is similar to a pylon fight), -regen tends to yield far smaller benefits than a pylon test would show because fights tend to be much shorter. For example, your four minute time actually represents dps more akin to a seven and a half minute time due to the -regen debuffs.

 

Pets are another one of those asterisks. One of the central problems Masterminds face is that as you ramp up the difficulty, their pet damage collapses because the pets are lower level than their master.

 

That being said, I rated Radiation Blast as a 'C' in my long evaluation of procs because the first two nukes are atrocious. Playing it as a traditional stand-back-and-nuke Defender just isn't going to get you good results. However, I do believe there's a build where it would work: Time/Radiation Corruptor. Presuming you can get your defenses high enough, you ignore/mule the basic attack you're forced to take and then build a single target rotation around Proton Volley, Cosmic Burst, Char and Greater Fire Sword. This gives you Apocalypse, Hecatomb, Unbreakable Constraint and Corruptor ATO procs all in your rotation. Your AE consists of Irradiate and Atomic Blast - both of which can mount an extraordinary number of procs due to their PBAoE nature. You can maximize your procs by the conjunction of Farsight + Tactics + Kismet + global accuracy bonuses + defense debuffs negating most of the need for slotting accuracy. Essentially, you're building a Scrapper off a Corruptor base. However, getting enough defense to avoid being crushed in melee range is probably tricky.

 

Because it peaked my interest, I threw together a sample "poor man's Scrapper". I couldn't do it out of Corruptor (at least not with significantly more work), but the Defender version (below). Alternatively, two slots could be spent to get a fully buffed Cross Punch (which would close the minor recharge gap on Chrono-shift/Hasten), but I'm not entirely sure on the damage it deals.

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Edited by Hjarki
Posted
10 hours ago, Hjarki said:

That being said, I rated Radiation Blast as a 'C' in my long evaluation of procs because the first two nukes are atrocious. Playing it as a traditional stand-back-and-nuke Defender just isn't going to get you good results. However, I do believe there's a build where it would work: Time/Radiation Corruptor. Presuming you can get your defenses high enough, you ignore/mule the basic attack you're forced to take and then build a single target rotation around Proton Volley, Cosmic Burst, Char and Greater Fire Sword. This gives you Apocalypse, Hecatomb, Unbreakable Constraint and Corruptor ATO procs all in your rotation. Your AE consists of Irradiate and Atomic Blast - both of which can mount an extraordinary number of procs due to their PBAoE nature. You can maximize your procs by the conjunction of Farsight + Tactics + Kismet + global accuracy bonuses + defense debuffs negating most of the need for slotting accuracy. Essentially, you're building a Scrapper off a Corruptor base. However, getting enough defense to avoid being crushed in melee range is probably tricky.

 

Because it peaked my interest, I threw together a sample "poor man's Scrapper". I couldn't do it out of Corruptor (at least not with significantly more work), but the Defender version (below). Alternatively, two slots could be spent to get a fully buffed Cross Punch (which would close the minor recharge gap on Chrono-shift/Hasten), but I'm not entirely sure on the damage it deals.

The first version of the concept behind this thread was a Time/Rad Defender, so there's already a tested build. Worth mentioning that Time gets a lot of bang out of Power Boost or Power Build Up with Farsight (doubles the power and it sticks for the full 120/s). You touched on the biggest problem with -Regen. Time doesn't really have a stable/reliable outsource for -Regen in the build (not at a value that's beneficial enough to compensate for what it costs in DPS loss just to activate it). You can definitely make a Time/* Anything Defender (or Corruptor, really, and Controller, honestly) that can run around with 50%+ Defense to everything and Perma Chrono/Hasten with little effort, but there's just not a secondary it can pair with that can compensate for what it lacks in debuffs. Slowed Response is just not enough -Res, doesn't double on itself at all unlike most of the other Primary sets that have a similar power (Freezing Rain or Tar Patch both have a 10-15/s overlap possible).

 

I tested it, and Bopper tested it, and I even tagged along for one of the Time/DP tests to toss Howling Twilight on a Pylon just so we could see the impact of -500% Regen benefiting Dual Pistols with similar proc-slotting to what Rad can do (plus Suppressive Fire can take the Hold sets, and hits for 500 damage). He still couldn't take a Pylon down as fast as I could with Dark/Dark/Psi. Without that -Regen, we weren't talking about "7 and a half minutes," but more like 10:00. Just -500% Regen cut the difference in half on a bad run, and better on a good run. What's a plus for Dark is that Howling has several other secondary effects so using it doesn't have just one singular purpose. As I said way early on, Time/* as a Proc Monster is functionally walking around as a standard decently performing Scrapper in the 200-250 DPS range.

 

Small touching note on Darkest Night, for what it's worth too. That single power is the difference between my walking into a fight, and walking back out of it alive. It is effectively 22% of my "Defense." With so much given to filling voids with Procs to amplify damage potential, no room for those kinds of set bonuses. Having a group saturated in Darkest Night is what's getting me to 45% "Defense." If I can get a group entangled into Tenebrous/Torrent loop, then I can turn it off and take the group out that way, but it's kind of a necessary power depending on how you build and what teaming experience one is going for (like Solo, limited engagement, or full 50 High-Spec build team, as examples).

 

12 hours ago, Scrapulous said:

I mentioned both options because it depends on your priorities. If you're teaming, the -res proc will be superior, but if you're solo, I agree with your reasoning. Tar Patch and the -res proc will stack, btw.

What I originally said is still the main point, though. Removing a target from combat would be better over making them "slightly squishier." Either Hold it, or kill it. The -Res proc is still going to have the basic probability that the Hold proc did and only hit 1/5 the targets. For those two, if I just trade for a damage proc that has a higher chance to hit more targets, I'm more effectively dispersing damage. In a Solo scenario, this is even more significant a loss. I didn't run a huge amount of tests on it, but at 50, killing 45/46's to test odds, I was taking the mobs out in ~3 applications of Tenebrous. Hunting down some 53/54 Rikti, about 4, with two swipes of Torrent, took out most minions relatively quickly and whittled Lieuts to slivers of health, and then I just had to knock out a boss or two with my "ST Chain." And that was all without dropping Tar Patch before hand.

 

I've been on enough break-neck speed 50 teams that -Res effects are the last thing they're focused on. The person who applied the fastest stack of damage is who's moving the group to the next spawn. It still stands as a YMMV choice. None of the options are necessarily a bad call, but there is a relevant order of importance and I'll stick by the fact that Damage procs are going to be at the top.

Posted
13 hours ago, Sir Myshkin said:

The first version of the concept behind this thread was a Time/Rad Defender, so there's already a tested build.

The build you tested used a rotation including the first two attacks while the build I suggested used a rotation with Char/Greater Fire Sword instead - by my calculations, the second build will deal ~70% more single target dps than the one you presented. So your test wasn't really a judgment on Radiation as a set but rather one specific build for Radiation that didn't necessarily make the best use of it.

 

Note that this is likely to be the case with most builds - Char/Dominate are an enormous boost to dps since they normally replace relatively low dpa attacks. Comparing a build optimized in such a fashion to one that's simply using a basic rotation isn't a 'fair test'.

 

You're also not slotting Distortion Field for damage. With quad procs, Distortion FIeld does ~750 damage per activation. That's a lot of dps to leave on the table when you're comparing builds.

Posted
15 hours ago, Sir Myshkin said:

I've been on enough break-neck speed 50 teams that -Res effects are the last thing they're focused on. The person who applied the fastest stack of damage is who's moving the group to the next spawn. It still stands as a YMMV choice. None of the options are necessarily a bad call, but there is a relevant order of importance and I'll stick by the fact that Damage procs are going to be at the top.

Interesting. Do you not use Tar Patch or Freezing Rain, then?

 

That res debuff is a 20% damage buff to any source of damage that is applied while it's up, including every other damaging power you use, and every power your team uses. I would much rather my team's defender apply that resist debuff to an AV we're fighting than a damage proc or a control proc, because the effective damage of the -res proc is going to be much higher than that of the damage proc. If the damage proc does 79 damage (unlikely against an AV, but the best case scenario), then the team would need to do only 395 damage over the lifetime of the -res proc to beat it. That's a very low bar on the level 50 teams I find myself in.

 

Scrap

Posted
26 minutes ago, Scrapulous said:

Interesting. Do you not use Tar Patch or Freezing Rain, then?

 

That res debuff is a 20% damage buff to any source of damage that is applied while it's up, including every other damaging power you use, and every power your team uses. I would much rather my team's defender apply that resist debuff to an AV we're fighting than a damage proc or a control proc,because the effective damage of the -res proc is going to be much higher than that of the damage proc. If the damage proc does 79 damage(unlikely against an AV, but the best case scenario), then the team would need to do only 395 damage over the lifetime of the -res proc to beat it. That's a very low bar on the level 50 teams I find myself in.

You're trying to compare two completely different scenarios. A team fighting an AV versus a team clearing mobs are not focused on the same concept. Of which, powers like Tar Patch and Freezing Rain have nothing to do with whether or not a player should include a low probability proc into a cone/pbaoe ability that will only impact one or two mobs out of a group of 10. There is absolutely no sense in talking about using that kind of an ability on an AV in the first place, so no it has no relevance in that context.

 

I mean, if you want to grind Tenebrous Tentacles on auto-fire against an AV for the 20% chance that it might at some point give him a debuff versus using a much more significantly damaging ability, then... I guess? But trying to compare an AV fight against clearing groups of enemies... it's just not the same thing.

 

But I feel like I'm just repeating myself... actually I am repeating my self at this point:

 

Your Mileage Will Vary. Use whichever proc you find benefits your experience best.

Posted (edited)
10 hours ago, Hjarki said:

The build you tested used a rotation including the first two attacks while the build I suggested used a rotation with Char/Greater Fire Sword instead - by my calculations, the second build will deal ~70% more single target dps than the one you presented. So your test wasn't really a judgment on Radiation as a set but rather one specific build for Radiation that didn't necessarily make the best use of it.

 

Note that this is likely to be the case with most builds - Char/Dominate are an enormous boost to dps since they normally replace relatively low dpa attacks. Comparing a build optimized in such a fashion to one that's simply using a basic rotation isn't a 'fair test'.

 

You're also not slotting Distortion Field for damage. With quad procs, Distortion FIeld does ~750 damage per activation. That's a lot of dps to leave on the table when you're comparing builds.

Preface Note: This is both a mixture of a response, and a testing update in general towards this thread.

 

Distortion Field doesn't work that way, so I didn't leave anything on the table. It procs nothing off of being dropped, and its actual triggers are minimal through its duration. I ran it for 3:00+ minutes dropping a new one every 20/s and this is all I got out of the deal:

Spoiler

Distortion Field: Your target takes 85.66 points of bonus smashing damage!
Distortion Field: Your target takes 85.66 points of bonus smashing damage!
Distortion Field: Your Distortion Field holds Rikti Pylon!
Distortion Field: Your target takes 85.66 points of bonus smashing damage!
Distortion Field: Your target takes 85.66 points of bonus smashing damage!
Distortion Field: Your Distortion Field holds Rikti Pylon!
Distortion Field: Rikti Pylon takes 57.39 points of bonus psionic damage!
Distortion Field: Your target takes 85.66 points of bonus smashing damage!
Distortion Field: Your Distortion Field holds Rikti Pylon!
Distortion Field: Your Distortion Field holds Rikti Pylon!
Distortion Field: Your Distortion Field holds Rikti Pylon!
Distortion Field: Your target takes 85.66 points of bonus smashing damage!
Distortion Field: Your Distortion Field holds Rikti Pylon!
Distortion Field: Your Distortion Field holds Rikti Pylon!
Distortion Field: Rikti Pylon takes 57.39 points of bonus psionic damage!
Distortion Field: Your Distortion Field holds Rikti Pylon!
Distortion Field: Your target takes 85.66 points of bonus smashing damage!
Distortion Field: Your Distortion Field holds Rikti Pylon!
Distortion Field: Your Distortion Field holds Rikti Pylon!
Distortion Field: Rikti Pylon takes 57.39 points of bonus psionic damage!
Distortion Field: Your target takes 85.66 points of bonus smashing damage!
Distortion Field: Your target takes 85.66 points of bonus smashing damage!
Distortion Field: Your Distortion Field holds Rikti Pylon!
Distortion Field: Your Distortion Field holds Rikti Pylon!
Distortion Field: Rikti Pylon takes 57.39 points of bonus psionic damage!
Distortion Field: Your Distortion Field holds Rikti Pylon!

 

Now I only tested it with a purple proc and a standard 3.5 proc. You might notice that the purple proc is what went off more often, and they never went off together, it was always only one, or the other, never both in the same instance, and there was anywhere from 5-10/s of delay on what the combat log reported back.

 

Towards the concept of evaluating an assumption on Rad as a set, versus possibilities of what it can be expanded with, Reducing an attack chain down to one or two Rad abilities, and two Epic abilities is no longer contrasting Radiation as a set, but just stealing two powers from it to mosh-pit some attacks together. Radiation Blast as a whole needs something to improve what it's doing, and the testing below will kind of show that.

 

In my original build, I even went and double checked to make sure maybe I didn't post the right thing, I had Time Stop in there with all four hold procs and attempted using that because it provided -50% Regen (it was something to try and contribute to the fight. So I was already actively trying to use those procs regardless. I also stated in the very post you quoted from that Bopper was using a Dual Pistol build with Suppressive Fire proc'd as Char/Dominate and had that power hitting for 500 points of damage, and even he still couldn't get a good swing at the Pylon, and that included me dropping Howling Twilight on one for him to give it -Regen. It was faster, but not substantially. I also don't know how else he was slotted either.

 

Testing Char & Enflame:

So I hopped back on to test and made some quick alterations to the Time/Rad and swapped Power Master for Flame. Loosing Power Boost is a bad call (in my opinion) but Clarion Radial can at least replicate that effect so I could still test this out (to a degree). The build was already very tight on endurance use, and can only run two toggles at a time for anything to work out. And its a depreciating return, after 6-7 minutes the thing kind of gives out to exhaustion, or sacrifices its last toggle (Res Shield) to limp by for another minute. I ended up doing a multiple-purpose test with this revisit to the Time/Rad, both to try out Char/GFS, and also Enflame.

 

I chose not to use GFS initially (gave it one whirl at the first run and it bottomed out my end halfway into a Pylon). I focused instead of just using Char as a replacement for Time Stop. Just cycling that attack in (PV > CB > Ch w/ XB on chain gaps), I was still looking at 7:30-8:30 minute times, Char wasn't dramatically doing anything different than Time Stop at that point. Past that I started tossing Enflame in to the mix with Posi Dam/Rech, Acc/Dam/End, +Dam, and Ann -Res. Still using the same cycle, I dropped to a consistent 5:20. It was eerily clock-work. Down to the second +/-, I was taking them down exactly. I also tried tossing Hybrid Assault Core in to see if that would change much, but I didn't get much for improvement, only about 20 seconds. This kind of makes sense though considering how much damage this is driving from procs, and those don't have any benefit from +Dam% effects.

 

On GFS:

I initially struggled with my first slotting on GFS (more damage focused), and it burned me out way too fast. Build is too fragile. Changed the slotting up for it eventually, but I passed on it for the time being because I was looking at adding an attack that drew more end that I was already struggling against. It definitely wasn't coexisting with Cosmic Burst, so taking that out meant I was basically not using any of Radiation at that point but Proton Volley, Char, and GFS pretty exclusively. I still cycled in X-Ray to get some triggers for Achilles and cover the ~.5/s gap I had.

 

GFS is the longest animation out of the set, but is doing the same level of damage as Proton Volley, but at a lower DPS due to 1.33/s anim v. 2.5/s. My time to run a Pylon with this ability came in at 5:56. My first attempt I mentioned earlier, despite the mess it became, included GFS and after seeing how badly it was originally killing my end, I swapped over at about 40% health (which was almsot three and a half minutes in to that attempt) in to excluding GFS and finished that Pylon at 7:30. Between those two runs, I'm not seeing GFS as being a reasonable contender for ST focus. However! It does hit like a mean, mean truck as a straight burst attack with four damage procs in it when a target is heavily debuffed with -Res. Yeah, I loaded FOUR into that thing. Without -Res debuffs, that thing only spikes for ~334, up to ~530 under -72% Res Debuff. Cosmic Burst, however, I have hitting for ~280 standard, making it marginally better DPS.

 

Test Results Are In!

Char helped a little bit over using Time Stop slotting the same set of procs, but GFS was (in my opinion) a failure. its animation is a bit too long, and drags the kill time out a bit too far (nearly +40/s). The real winning gem here was Enflame. That simple addition of a flame-pet doing a base average of 9pts for 24 ticks (counted what popped into the log on the activation), and then triggering -12.5% Res Debuff (usually at cast) and then once or twice as follow up during its what I think is 20-30/s duration(?) was a huge push. I'm dead-locked into 5:20 for a Pylon Kill Time (still find that eerie). Still not as good as Dark/Dark/Psi though, but it does show an interesting tactic that could be picked up by other sets that need to stretch for more Debuff tools. It also gives Time a valid tool to work with to bring its times (aha) down.

 

 

Tweaked "Final" Build. This is taking a few things in to consideration like the forced need for Clarion Radial which has a lower coverage window, so included Rune of Protection, had to wiggle some powers back into the build that I stripped for testing, and reoriented slots since I also took GFS back out. Going Psychic the shield gives Psi Res, and Rune's bump gives a decent across-the-board jump. Either way, doesn't really matter too much Char/FireShield or Dominate/MindShield

 

Spoiler

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Edited by Sir Myshkin
fixed something
  • Like 2
Posted (edited)

Proc Monster Updates

I'm so easily side tracked on different proc testing hunts this week that I've not stayed on a focused thing consistently, so I have two builds put together that haven't been tested, but I felt like sharing. One is a "I'd really like this to work out" and the other is "Quite a few have been asking around about this."

 

Traps Build

Traps is something I hope will translate well for use to boost flexibility and give a solid back bone to a Proc Monster focused blast set but I tried pairing it with Water Blast, and that's kind of a tricky set to really maximize. It has a lot of AoE potential, and its ST options are very weirdly bent on trying to make Water Jet do more than it probably should. There are also a ton of questions I have for Traps on what, where, and just how exactly some of these powers work with procs. Specifically Caltrops, Acid Mortar, Trip Mine, Seeker Drones, and Time Bomb. Everyone's always "Time Bomb Sux!" But that thing can take like six damage procs! That's huge! Trip mine is the same way, along with accepting the FF+Rech. Hypothetically speaking, if laying a single Trip Mine procs FF+Rech and reduces it down (based on this build) to 5/s, I can just keep cycling drops one after the other until I hit 45, and that gives me about 25/s to bring a pile into my Trip Patch. Four procs, 45 mines, 12,915 damage... I mean is that practical, no way! BUT IMAGINE! It'd take about 4:00 to set those up (and they have 260 duration, so the top of that chain has ~25-30/s at 45 mines). But if you could walk an AV into nearly 13,000 damage? Have a hidden Acid Mortar and poison trap there too? Just... it would be such joy. But I haven't tested it, so I have no idea how--or if--that has significant value yet.

 

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Water Blast
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Caltrops -- OvrFrc-Dam/KB(A), Ann-ResDeb%(13), PstBls-Dam%(15)
Level 1: Aqua Bolt -- Thn-Acc/Dmg/EndRdx(A), Thn-Dmg/EndRdx(7), Thn-Acc/Dmg(9), GldJvl-Dam%(9), TchofLadG-%Dam(11), ShlBrk-%Dam(11)
Level 2: Triage Beacon -- Prv-Heal(A), Prv-Absorb%(15), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(27), Prv-Heal/Rchg(34)
Level 4: Water Burst -- Rgn-Dmg(A), Rgn-Dmg/EndRdx(5), Rgn-Acc/Rchg(7), Rgn-Acc/Dmg/Rchg(19), Rgn-Knock%(19), FrcFdb-Rechg%(21)
Level 6: Acid Mortar -- SprWntBit-Acc/Dmg/Rchg(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), GldJvl-Dam%(46), TchofLadG-%Dam(48), ShlBrk-%Dam(48), AchHee-ResDeb%(50)
Level 8: Boxing -- Acc-I(A)
Level 10: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(13)
Level 12: Poison Trap -- SprEnt-Rchg/AbsorbProc(A), SprEnt-End/Rchg(34)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(40), GldArm-End/Res(43), GldArm-3defTpProc(43)
Level 16: Tidal Forces -- RechRdx-I(A), GssSynFr--ToHit/Rchg(17), GssSynFr--Build%(17)
Level 18: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx/Rchg(33), LucoftheG-Def/EndRdx(37), LucoftheG-Def(40)
Level 20: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(21)
Level 22: Whirlpool -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(23), SprDfnBst-Dmg/EndRdx/Rchg(23), SprDfnBst-Acc/Dmg/EndRdx(25), SprDfnBst-Acc/Dmg/EndRdx/Rchg(25), SprDfnBst-Rchg/Heal%(33)
Level 24: Force Field Generator -- LucoftheG-Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(34), ShlWal-ResDam/Re TP(46)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 28: Water Jet -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(29), SprVglAss-Dmg/EndRdx/Rchg(29), GldJvl-Dam%(31), ImpSwf-Dam%(31), Apc-Dam%(31)
Level 30: Assault -- EndRdx-I(A)
Level 32: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def/EndRdx/Rchg(50)
Level 35: Dominate -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), NrnSht-Dam%(36), GhsWdwEmb-Dam%(36), UnbCns-Dam%(43), GldNet-Dam%(45)
Level 38: Geyser -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(39), SprVglAss-Dmg/Rchg(39), FrcFdb-Rechg%(39)
Level 41: Mind Over Body -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), StdPrt-ResDam/Def+(45)
Level 44: Seeker Drones -- CldSns-%Dam(A), Stp-Acc/EndRdx(45), GldJvl-Acc/Dmg(46), GldJvl-Dam%(48)
Level 47: Trip Mine -- FrcFdb-Rechg%(A), Obl-%Dam(50)
Level 49: Vengeance -- LucoftheG-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
Level 50: Intuition Radial Paragon
Level 50: Degenerative Core Flawless Interface
Level 50: Ageless Core Epiphany
Level 50: Assault Core Embodiment
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
------------
------------
Set Bonus Totals:

  • 9.13% Defense(Melee)
  • 7.56% Defense(Smashing)
  • 7.56% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 11.63% Defense(Energy)
  • 11.63% Defense(Negative)
  • 6% Defense(Psionic)
  • 13.5% Defense(Ranged)
  • 6% Defense(AoE)
  • 7.2% Max End
  • 10% Enhancement(Range)
  • 6.25% Enhancement(Max EnduranceDiscount)
  • 24% Enhancement(Accuracy)
  • 77.5% Enhancement(RechargeTime)
  • 8% Enhancement(Heal)
  • 15% SpeedFlying
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 160.2 HP (15.76%) HitPoints
  • 15% JumpHeight
  • 15% SpeedJumping
  • Knockback (Mag -7)
  • Knockup (Mag -7)
  • MezResist(Confused) 58.75%
  • MezResist(Held) 58.75%
  • MezResist(Immobilized) 58.75%
  • MezResist(Sleep) 58.75%
  • MezResist(Stunned) 58.75%
  • MezResist(Terrorized) 58.75%
  • 11% (0.18 End/sec) Recovery
  • 40% (1.7 HP/sec) Regeneration
  • 7.25% Resistance(Smashing)
  • 7.25% Resistance(Lethal)
  • 32% Resistance(Fire)
  • 32% Resistance(Cold)
  • 7.25% Resistance(Energy)
  • 7.25% Resistance(Negative)
  • 8.75% Resistance(Toxic)
  • 8.75% Resistance(Psionic)
  • 15% SpeedRunning

 


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If anyone else wants to beat me to testing it, there's what I'm initially looking at as "functioning" build. Other testing with the Traps primary effects are going to result in some potential changes, obviously.

 

Trick Arrow (Spoiler!)

The other build I put together I've seen get brought up across Defenders, Controllers, and Corruptors collectively about viability, and also for procs, and I was curious what kind of utility could be packed into it given the "Blast" set that pairs here doesn't have a ton of proc flexibility, but the Primary does. I give you Trick Arrow/Archery! What's kind of interesting here, too, is the validity of this set is in need of testing, much like Traps, because a handful of the powers have some interesting options for procs. This is also the one Proc Monster build I wouldn't necessarily even suggest Dominate/Char because it has access to Ice Arrow, which is a Hold and a Slow, and although it has a longer cast time, should hit for a similar amount since it can get packed with one more proc. Dominate hits for something like ~330 damage (just pulling some things from Mid's, this isn't exact), and Ice Arrow will go for ~355.

 

I included EMP Arrow, but I'm not 100% certain that the ability is going to provide enough value. Maybe with a team hitting a major target, that initial burst of -Regen will have enough value, but on its own that's not a lot for Trick/Arch to work with, and it has a pretty long recharge, even when globally enhanced. Speaking of global recharge, this is probably the first  variant build that Hasten isn't full necessary to make work at an efficient level. There are two -Res effect abilities in Trick Arrow, and both can be kept up perma (even with some overlap) on global efforts alone. Hasten does shrink some times, but we're shaving 1-2 seconds off some things, maybe 6-8 off bigger things, but a lot of Archery fires fast, recharges fast, has a higher accuracy, and is just really quick on its own merits. Something that definitely needs testing: Impact of procs on Acid Arrow's rain effect, and Oil Slick. I feel like somewhere back on live there was talk about procs and Oil Slick not playing well together, but in the hypothetical untested (by me) realm, those two powers would generate a stupid amount of damage (when the slick is lit). This one looks like it could be pretty fun.

 

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Flash Arrow -- Acc-I(A)
Level 1: Snap Shot -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Dmg/Rchg(42), SprVglAss-Acc/Dmg/EndRdx/Rchg(43), Thn-Acc/Dmg/EndRdx(43)
Level 2: Aimed Shot -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(5), SprDfnBst-Dmg/EndRdx/Rchg(11), SprDfnBst-Acc/Dmg/EndRdx(13), SprDfnBst-Acc/Dmg/EndRdx/Rchg(13), SprDfnBst-Rchg/Heal%(19)
Level 4: Fistful of Arrows -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(46), Rgn-Dmg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), PstBls-Dam%(50)
Level 6: Ice Arrow -- GldNet-Dam%(A), UnbCns-Dam%(7), GhsWdwEmb-Dam%(7), NrnSht-Dam%(9), ImpSwf-Dam%(9), GhsWdwEmb-Acc/EndRdx(11)
Level 8: Kick -- Acc-I(A)
Level 10: Blazing Arrow -- Apc-Dmg/EndRdx(A), Apc-Dmg(19), Apc-Acc/Dmg/Rchg(34), Apc-Dmg/Rchg(34), Apc-Dam%(37), GldJvl-Dam%(37)
Level 12: Acid Arrow -- Ann-ResDeb%(A), AchHee-ResDeb%(37), TchofLadG-%Dam(40), PstBls-Dam%(42), Ann-Acc/Dmg/EndRdx(50), SprFrzBls-Acc/Dmg(50)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(15), GldArm-End/Res(15), GldArm-3defTpProc(17), StdPrt-ResDam/Def+(31)
Level 16: Aim -- RechRdx-I(A), GssSynFr--Build%(17)
Level 18: Disruption Arrow -- EndRdx-I(A), RechRdx-I(42)
Level 20: Explosive Arrow -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(21), SprFrzBls-Dmg/EndRdx(21), PstBls-Dam%(27), SuddAcc--KB/+KD(27), FrcFdb-Rechg%(34)
Level 22: Weave -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx/Rchg(23), ShlWal-Def/EndRdx(23), ShlWal-ResDam/Re TP(25)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Oil Slick Arrow -- PstBls-Dam%(A), Ann-ResDeb%(43), RechRdx-I(45), TchofLadG-%Dam(46)
Level 28: Ranged Shot -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/EndRdx/Rchg(29), SprVglAss-Acc/Dmg/EndRdx(29), StnoftheM-Dam%(33), GldJvl-Dam%(33), OvrFrc-Dam/KB(33)
Level 30: Maneuvers -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def/EndRdx/Rchg(31)
Level 32: EMP Arrow -- GhsWdwEmb-Acc/EndRdx(A), UnbCns-EndRdx/Hold(45), UnbCns-Acc/Rchg(45)
Level 35: Scorpion Shield -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(36), ShlWal-Def/EndRdx/Rchg(36), ShlWal-Def(36)
Level 38: Rain of Arrows -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(39), PstBls-Acc/Dmg(39), PstBls-Dmg/EndRdx(39), PstBls-Dmg/Rchg(40), Ann-ResDeb%(40)
Level 41: Assault -- EndRdx-I(A)
Level 44: Tactics -- EndRdx-I(A)
Level 47: Super Speed -- BlsoftheZ-ResKB(A)
Level 49: Combat Jumping -- LucoftheG-Rchg+(A)
Level 1: Brawl -- Empty(A), Empty(46)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
Level 50: Intuition Radial Paragon
------------
------------
Set Bonus Totals:

  • 4% DamageBuff(Smashing)
  • 4% DamageBuff(Lethal)
  • 4% DamageBuff(Fire)
  • 4% DamageBuff(Cold)
  • 4% DamageBuff(Energy)
  • 4% DamageBuff(Negative)
  • 4% DamageBuff(Toxic)
  • 4% 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)
  • 8.55% Max End
  • 86.25% Enhancement(RechargeTime)
  • 24% Enhancement(Accuracy)
  • 10% Enhancement(Range)
  • 8% Enhancement(Heal)
  • 15% SpeedFlying
  • 106.8 HP (10.5%) HitPoints
  • 15% JumpHeight
  • 15% SpeedJumping
  • Knockback (Mag -7)
  • Knockup (Mag -7)
  • MezResist(Confused) 30%
  • MezResist(Held) 30%
  • MezResist(Immobilized) 30%
  • MezResist(Sleep) 30%
  • MezResist(Stunned) 30%
  • MezResist(Terrorized) 30%
  • 13% (0.22 End/sec) Recovery
  • 46% (1.95 HP/sec) Regeneration
  • 15% ResEffect(SpeedFlying)
  • 15% ResEffect(RechargeTime)
  • 15% ResEffect(SpeedRunning)
  • 5% Resistance(Smashing)
  • 19.25% Resistance(Fire)
  • 19.25% Resistance(Cold)
  • 5% Resistance(Energy)
  • 5% Resistance(Negative)
  • 8.75% Resistance(Toxic)
  • 8.75% Resistance(Psionic)
  • 5% Resistance(Lethal)
  • 15% SpeedRunning

 


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		|C|
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Side note to Scrap:

On 7/31/2019 at 6:33 PM, Scrapulous said:

It sounds like I've offended you. Sorry if I have.

Eh, it's the internet. The most we can do is take what we read as it reads. Sometimes we miss intent and connotation someone might inflect in mannerism that gets missed in font.

I am reminded of this scene actually:

Spoiler
  • Gregory. I will frown as I pass by, and let them take it as
    they list.
  • Sampson. Nay, as they dare. I will bite my thumb at them;
    which is a disgrace to them, if they bear it. 55

[Enter ABRAHAM and BALTHASAR]

  • Abraham. Do you bite your thumb at us, sir?
  • Sampson. I do bite my thumb, sir.
  • Abraham. Do you bite your thumb at us, sir?
  • Sampson. [Aside to GREGORY] Is the law of our side, if I say 60
    ay?
  • Gregory. No.
  • Sampson. No, sir, I do not bite my thumb at you, sir, but I
    bite my thumb, sir.
  • Gregory. Do you quarrel, sir? 65
  • Abraham. Quarrel sir! no, sir.
  • Sampson. If you do, sir, I am for you: I serve as good a man as you.

 

Edited by Sir Myshkin
Posted

You'll likely be disappointed with your testing results for traps.

-damage procs in acid mortar make no appreciable dent in a single blue con lut. over the life. Even with 2 mortars out.

-achiles is a bit better just based on the fact that it lasts awhile when it triggers.

-damage proc in seekers (i had hopes for this one) i was unable to see it trigger in 10 or so applications. I use a target bind to summon them on target.

-procs in caltrops are nearly useless. I still keep the -res one in there though. I usually triggers once over the life of the power (vs 1 target).

-damage procs in poison trap seem useless

-i haven't tried procs in either of the mines

 

tried them out on my grav/traps as I'm always seeking a bit more damage for an otherwise perfect pairing. 

Posted
9 hours ago, Frosticus said:

You'll likely be disappointed with your testing results for traps.

-damage procs in acid mortar make no appreciable dent in a single blue con lut. over the life. Even with 2 mortars out.

-achiles is a bit better just based on the fact that it lasts awhile when it triggers.

-damage proc in seekers (i had hopes for this one) i was unable to see it trigger in 10 or so applications. I use a target bind to summon them on target.

-procs in caltrops are nearly useless. I still keep the -res one in there though. I usually triggers once over the life of the power (vs 1 target).

-damage procs in poison trap seem useless

-i haven't tried procs in either of the mines

I've come to expect, at this point, that what I get from a Single Target testing experience is going to be far different than a multiple-target testing experience. So things like Caltrops and Poison Trap, and how they create fields, different run of it, yeah? When you did your testing, did you have your pet damage logged? Not all abilities, especially ones like Traps (or just about anything that creates/drops/pseudo-pets a patch wont show up in standard combat logs.

 

Take Oil Slick, as an example. All proc damage and notifiers for that ability only show up as Pet Damage, and that is not (by default) in the combat log. I dropped a couple of procs in the power and could only see the feedback of their damage with that added to the log. For the record, it actually hits decently enough; almost always at the drop, and then once or so after, and for an above-average amount which is a little odd, but works for me.

 

Once I get to it my plan is to really hammer-home of over-loading proc possibilities in all the powers and see which ones stick, and which ones are duds by measure of overall capacity, and their ST capacity.

Posted
11 minutes ago, Sir Myshkin said:

I've come to expect, at this point, that what I get from a Single Target testing experience is going to be far different than a multiple-target testing experience. So things like Caltrops and Poison Trap, and how they create fields, different run of it, yeah? When you did your testing, did you have your pet damage logged? Not all abilities, especially ones like Traps (or just about anything that creates/drops/pseudo-pets a patch wont show up in standard combat logs.

 

 

I didn't check the pet combat log. I just sat webnading a blue con lut (and later some green minions).  damage procs in the above mentioned powers were not doing much. I had hopes that a proc in mortar would be similar to a proc in lightning storm, but it doesn't seem so.

 

I may try them out vs some full groups though. And I haven't extensively tested, just put in like 15 min. So ymmv.

Posted (edited)

Trick Arrow Tested Archery Confirmed

 

Wanted to do something fun that was low stress and could give me a ballpark idea if I think this might end up being a way for me to return to using Archery. So this is till on the Test Server for now, but I took the previously posted TA/A build and ran its procs through the gambit. Came back with some interesting results, some unexpected, some sadly expected.

  • Rain of Arrows does proc a couple of times, but not any more significantly than I've found with many other PBAoE/AoE style abilities so far. Much of my testing experience with RoA came back acting just like it did when I tested Tenebrous Tentacles. Unlike other "Rain" style powers though, this one is just dropping a patch with a delay that ends up doing a burst of damage at the end of the animation to anything in its field which sucks cause, just like other "Rain" powers, things can run out so...make sure you:
  • Explosive Arrow! Pretty standard expectation on abilities that can take the FF+Rech proc at this point, use it on a mob with 8-10 in it and you'll almost certainly get that +100% Recharge. Something I didn't fully consider when I looked at slotting this power was that the KB is a chance, not a guarantee, and it honestly doesn't happen that often, and I wanted some more for-sure butt-planting, so I ended up pulling Overwhelming proc to this power to permanently give it KD all the time. Doing Explosive right before RoA is nice too, stall out, do that extra burst damage, and pick off the left overs. Between the two powers pretty much any minion in the path should be dead, or close to it. Enough that a quick follow-up of First of Arrows will tag the remainder and leave you down to low-health Lieuts and Bosses at 50%.
  • My two main attacks became Ranged Shot and Ice Arrow. Yes, Ice Arrow, the ability that doesn't even have inherent damage to begin with! The values I got back were just really good, and competed with Ranged Shot for which would return the most damage on any one given activation. Ranged Shot not having more options for Procs really bugs me, but not much I can do about it with Archery's lack of other mechanics. Honestly, there should be something else there. Some kind of bleed out effect, or something. Anything. An "Ammo Round" effect maybe, why not? That'd be pretty cool. I ended up focusing my main cycle of attacks as Blazing, Ranged, and Ice, with Blazing being the best third option, but one where I wanted a shorter animation half the time, but knew trading off Aimed/Snap was a bad call.
  • Acid Arrow is a Proc Monster's dream. It takes both -Res, and has access to three damage procs. Bit of a trade-off considering we need Acc/Dam/End enhancement in there still so we can only put two of the Damage Procs. I feel like their might be a timeout on the procs here though. I didn't analyze the combat data, but it felt like (initially) I couldn't get a refresh of the -Res procs until after I'd cleared the duration of the original proc'ing arrow, but once that passed, I'd get a sure-fire hit on all procs after (usually, again didn't pour over the data).
  • Oil Slick is a monster ability against a non-moving target. It procs well too, but not the -Res one, only damage based reflected. The ability has three ticks (initial, 10, and 20/s), but all these procs only show up as Pet Damage, so that has to be turned on to see it occur. And interesting effect between Acid and Oil. If I drop Oil Slick, give 1.32 seconds for the game to acknowledge the Slick was down, I could then hit the Pylon with Acid Arrow, which would proc an Energy Damage proc, which came out as an AoE, and would spark Oil Slick every time. Took me a few tries to realize there was a delay in the game's response though, but since Acid is so consistent on proc'ing, all I had to do was give a tick in between and it'd ignite the patch for free usually.
  • EMP has a horrible recharge, and its -1,000% Regen debuff only lasts 18 seconds, but it is desperately needed. Well, within marginal reason. The build can run without it, but it does faster/better with it.

I gotta say, TA/A was a blast to test out, and I also really enjoyed D/D/Psi too, I don't know if I can house so many fun proc builds. Something I do know for certain with this build is that it is VERY fickle to timing and what/when/how powers are played/dropped. I know Disruption Arrow has a 30/s duration and 20/s recharge, but I kept firing it anyway to make sure I didn't miss/forget it. That might have been a bit detrimental to performance. I mentioned before, too, that this build can run without needing Hasten. In normal gameplay, or with teams, totally viable. In the Pylon Run, not so much. I bottomed out when trying, all my blue went away rather quickly. In order to get a sufficient trial done, I slotted Ageless to get by. I think if a more aware/focused amount of attention was given to power timings and the like, the time to kill a Pylon might smoother out a little better than what I did just trying to balance a general cycle without watching fades off the Pylon directly.

 

I am curious to how much total damage Acid and Oil slick end up becoming responsible for. I don't think I ever had a moment where Acid Arrow wasn't dealing damage/overlapping itself, and Oil Slick once ignited, does an insane amount of burning damage as well.

 

So I had a couple of test runs, one at 6:10, and one done at 5:26. The first one I realized I didn't ever hit EMP Arrow, the second I did (three times I think). I did make some modifications to the build based on my test run, and I also did something fun and new for this one, a video! I wanted to make it a little fun, thematic, so it starts off to the death of another Pylon, follow along with the audio track, it'll be an amusing 6:00 ride 🙂

 

 

 

And updated build:

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Flash Arrow -- Acc-I(A)
Level 1: Snap Shot -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Dmg/Rchg(42), SprVglAss-Acc/Dmg/EndRdx/Rchg(43), Thn-Acc/Dmg/EndRdx(43)
Level 2: Aimed Shot -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(5), SprDfnBst-Dmg/EndRdx/Rchg(11), SprDfnBst-Acc/Dmg/EndRdx(13), SprDfnBst-Acc/Dmg/EndRdx/Rchg(13), SprDfnBst-Rchg/Heal%(19)
Level 4: Fistful of Arrows -- PstBls-Acc/Dmg/EndRdx(A), PstBls-Acc/Dmg(46), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rng(48), PstBls-Dam%(48), Rgn-Knock%(50)
Level 6: Ice Arrow -- GldNet-Dam%(A), UnbCns-Dam%(7), GhsWdwEmb-Dam%(7), NrnSht-Dam%(9), ImpSwf-Dam%(9), GhsWdwEmb-Acc/EndRdx(11)
Level 8: Kick -- Acc-I(A)
Level 10: Blazing Arrow -- Apc-Dmg/EndRdx(A), Apc-Dmg(19), Apc-Acc/Dmg/Rchg(34), Apc-Dmg/Rchg(34), Apc-Dam%(37), GldJvl-Dam%(37)
Level 12: Acid Arrow -- Ann-ResDeb%(A), AchHee-ResDeb%(37), TchofLadG-%Dam(40), PstBls-Dam%(42), Ann-Acc/Dmg/EndRdx(50), SprFrzBls-Acc/Dmg(50)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(15), GldArm-End/Res(15), GldArm-3defTpProc(17), StdPrt-ResDam/Def+(31)
Level 16: Aim -- RechRdx-I(A), GssSynFr--Build%(17)
Level 18: Disruption Arrow -- EndRdx-I(A), RechRdx-I(42)
Level 20: Explosive Arrow -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(21), SprFrzBls-Dmg/EndRdx(21), PstBls-Dam%(27), OvrFrc-Dam/KB(27), FrcFdb-Rechg%(34)
Level 22: Weave -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx/Rchg(23), ShlWal-Def/EndRdx(23), ShlWal-ResDam/Re TP(25)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Oil Slick Arrow -- PstBls-Dam%(A), RechRdx-I(45), TchofLadG-%Dam(46), ImpSwf-Dam%(46)
Level 28: Ranged Shot -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/EndRdx/Rchg(29), SprVglAss-Acc/Dmg/EndRdx(29), StnoftheM-Dam%(33), GldJvl-Dam%(33), Dvs-Dmg/EndRdx(33)
Level 30: Maneuvers -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def/EndRdx/Rchg(31)
Level 32: EMP Arrow -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(43), BslGaz-EndRdx/Rchg/Hold(45), BslGaz-Rchg/Hold(45)
Level 35: Scorpion Shield -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(36), ShlWal-Def/EndRdx/Rchg(36), ShlWal-Def(36)
Level 38: Rain of Arrows -- Rgn-Dmg/EndRdx(A), Rgn-Dmg(39), Rgn-Dmg/Rchg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(40), PstBls-Dam%(40)
Level 41: Assault -- EndRdx-I(A)
Level 44: Tactics -- GssSynFr--ToHit/EndRdx(A)
Level 47: Super Speed -- BlsoftheZ-ResKB(A)
Level 49: Combat Jumping -- LucoftheG-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
Level 50: Intuition Radial Paragon
------------
------------
Set Bonus Totals:

  • 4% DamageBuff(Smashing)
  • 4% DamageBuff(Lethal)
  • 4% DamageBuff(Fire)
  • 4% DamageBuff(Cold)
  • 4% DamageBuff(Energy)
  • 4% DamageBuff(Negative)
  • 4% DamageBuff(Toxic)
  • 4% DamageBuff(Psionic)
  • 6% Defense(Melee)
  • 6% Defense(Smashing)
  • 6% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 11% Defense(Energy)
  • 11% Defense(Negative)
  • 6% Defense(Psionic)
  • 12.25% Defense(Ranged)
  • 6% Defense(AoE)
  • 8.55% Max End
  • 93.75% Enhancement(RechargeTime)
  • 24% Enhancement(Accuracy)
  • 10% Enhancement(Range)
  • 8% Enhancement(Heal)
  • 15% SpeedFlying
  • 106.8 HP (10.5%) HitPoints
  • 15% JumpHeight
  • 15% SpeedJumping
  • Knockback (Mag -7)
  • Knockup (Mag -7)
  • MezResist(Confused) 30%
  • MezResist(Held) 30%
  • MezResist(Immobilized) 30%
  • MezResist(Sleep) 30%
  • MezResist(Stunned) 30%
  • MezResist(Terrorized) 30%
  • 11% (0.18 End/sec) Recovery
  • 46% (1.95 HP/sec) Regeneration
  • 15% ResEffect(SpeedFlying)
  • 15% ResEffect(RechargeTime)
  • 15% ResEffect(SpeedRunning)
  • 5% Resistance(Smashing)
  • 19.25% Resistance(Fire)
  • 19.25% Resistance(Cold)
  • 5% Resistance(Energy)
  • 5% Resistance(Negative)
  • 8.75% Resistance(Toxic)
  • 8.75% Resistance(Psionic)
  • 5% Resistance(Lethal)
  • 15% SpeedRunning

 


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		|F|
		|-------------------------------------------------------------------|

 

Edited by Sir Myshkin
  • Like 5

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