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Posts
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I have a dark/dark troller and I soloed the whole preatorian arc as AVs with no problem. I think I had perma hasten though and was 50. If you want I can post my build here, if you think it will help. At work atm though, but can post it when I come back to RL :]
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Quote:I agree with this. 32.5% s/l def is very reliable in terms of survivability for a WP brute. I'd also try to slot about the same amount of n/ne def too though, as WP doesn't have so much resist to it as far as I remember. At least ne won't drain so much end if it won't hit!Idk if it's expensive, but its not impossible to hit soft cap to S/L.
I have seen it done more than once.
I tend to stop at around 32.5% and made a bind to combine some of other inspirations to purples. Then I can spend the rest of my slots on rech or w/e that toon needs.
But of course it's definitely more survivable if you have the softcap to s/l, but you can do without it if you're ready to pop purples to survive. -
I would definitely go with Fire Blast. I doesn't require much attention as the animations are fast and fluid.
I don't see why Arch/kin wouldn't be bad though. I never saw overkill as a liability :3. It's like a ticking clock of doom for your enemies. Your RoA is the countdown to death! Even if your team is fast with SB and all, if you're quick enough (which you are with Siphon speed), you can start your RoA animation just before the tank gets in and the damage will reign on your enemies as the others in the team start laying their debuffs on the mob (Haha, poor Rad debuffers!) and scrappers/blasters think of taking out the minions with AoEs. When the team knows that you can take out everything except the bosses they will start targeting only those. This happens in good teams only though. So get ready hear lots of "plz don't kill ze debuff anchors, focuz on ze others first!" etc.
I wouldn't be concerned with redraw issues. In good teams the only powers you have to use frequently are FS and SB. FS only once per mob and you don't have to spam SB anymore as it's an AoE buff now. I don't think redraw would be annoying in this case.
What I could think of as a better combination is Dual Pistols as its' Hail of Bullets is a PBAoE that you can fire off immediately after FS. Also it only has a tad less damage than RoA. -
Quote:I've come to the conclusion that trying to be uber in the low lvls is just not worth it. The low lvl content isn't so hard that you'd need to IO for it. I don't see why you shouldn't rely on Incarnate powers in this case.only works in 50+ content.
Does nothing if he exemps down to run the other 95% of the game.
Remember; don't rely on incarnate powers to achieve character goals unless you only want to play less than 5% of the game's content.
It's up to everyone to decide that for themself obviously! Just my point of view :] -
I'm completely in love with my Empathy/Archery/Power Mastery Defender that I got to lvl 50 during DXP! Love buffing and healing the team while blasting RoA in every mob! With Aim and Power Build Up it does about 550 dmg! I even started combining it with Pyronic Judgement which is just pure sillyness! I see huge numbers raining down on mobs and I'm sure the team doesn't mind a defender with great buffs and also damage!
I even tried soloing with this toon, which actually goes really well! I can solo +0/x8 mobs with ease! RAs are up most of the time with 80% global recharge and perma hasten with T4 Spiritual. Love IT! -
Quote:Interesting thread.
Probably would be best to preface each combo by AT, because even the worst Tanker combo will solo better than your average defender combo.
So my picks for the Hero ATs would be;
Defender: Empathy/*any* with Sonic/*any* possibly worse
Controller: this one is too Easy ; Grav/Empathy
Blaster : Radiation / Devices (never liked the low damage / fast recharge powers much)
Probably why I cannot get a Peacebringer past the low levels.
Scrapper/Tanker : The Attack sets are all decent, but the Electric Armor defense seems a tad weaker than the rest. The set is solid, but has similarities to Dark and Fire, but those sets both have self-rez and better healing.
Unfortunately for you (or not) my Emp/archery Defender can solo +0/x8 very efficiently. RAs, RoA+AoEs, take out stragglers, if any, and repeat.
As for Electric armor, my Elec/Kinetic/mu tanker is indestructible. It can solo labs/warehouse in lambda incarnate trial for example. I literally took out almost every box of sweets in one lambda trial run by itself. Energize is also a much better heal than Dark's and Fire's because it increases your regen greately and also reduces your endurance consumption for 30s or something like that.
Something that's extremely gimped is EM/dark stalker. Sure, it can take out anything with its' huge burst dmg but that's it. After you take out one enemy the rest swarms you and swat you like a fly. Tried and true. -
Quote:Sorry for the confusion. In fact, I'm going to respec the toon and I'm just wondering if it'd be worth the proc and slot. I don't really have any lack of slots in other powers but I was just thinking if it's worth the 100 mil that Javelin volley costs. I'm mainly just trying to get as much recharge set bonuses as possible in this build. So far I've got 80% global recharge and it seems I can't fit in anymore powers that can give me more. With T4 Spiritual Alpha I will have hasten at 118s recharge, so I think it's definitely enough for an empath.I'm a little confused about what we're deciding between.
Are we deciding between, slot RoA with a proc, or leave the last slot empty? In which case, clearly the slot the proc...in fact given the choice between leave it empty or slot something, slot something is almost always the right answer.
But in all seriousness though, if you're going to 6 slot RoA, then the javelin proc, if you can afford it, isn't a bad way to go.
However, what's more relevant is what power is losing a slot so that RoA can get another slot? It might be more beneficial to put that damage proc in a faster recharging AoE that you use more often, or slot for that extra recharge bonus somewhere, or try to hit the defense soft cap to some type. Basically it depends on your play style and current build.
I tried yesterday a mission at +0/8x and I was able to solo it very fast. RAs, pop some purple insps, RoA + AoEs, next mob! Just can't wait to get all other iPowers and this toon can even farm! :O I don't farm! What! Farm is evil!
Quote:The Positron's Blast set is pretty weak for recharge. I'd rather have ROA up as much as possible than have another proc in there. If you've got enough recharge (is there such a thing?), then go with the proc. Otherwise, I'd probably recommend a Common Recharge IO for that 6th slot. -
Hey guy! So, I have a lvl 50 Emp/Archery Defender and now I'm wondering if it's worth putting a second damage proc in RoA. I already have it 5-slotted with positron's blast. I left the dmg/range out and put in the proc. The damage wasn't reduced in the process.
Now I'm thinking if I should put a 2nd proc (Javelin volley) as the 6th slot as its' already got that many slots. The recharge of RoA will still be faster than Aim's and I never use RoA without it.
I came to the conclusion that it'd probably be worth putting the 2nd proc in it NAO!
What do you guys think? -
Sounds promising then!
Here is the build I made fast! Looks really good so far. Now I'm thinking which I should go with; Invulnerability or Elec armor
Villain Plan by Mids' Villain Designer 1,942
http://www.cohplanner.com/
Click this DataLink to open the build!
claws/invuln: Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Swipe- (A) Kinetic Combat - Accuracy/Damage
- (15) Kinetic Combat - Damage/Endurance
- (31) Kinetic Combat - Damage/Recharge
- (46) Kinetic Combat - Damage/Endurance/Recharge
- (A) Aegis - Resistance/Endurance
- (46) Aegis - Resistance/Recharge
- (46) Aegis - Resistance
- (48) Steadfast Protection - Resistance/+Def 3%
- (A) Kinetic Combat - Damage/Endurance/Recharge
- (3) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (43) Kinetic Combat - Damage/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (5) Reactive Armor - Resistance/Recharge
- (5) Reactive Armor - Endurance/Recharge
- (43) Reactive Armor - Resistance/Endurance/Recharge
- (A) Eradication - Chance for Energy Damage
- (7) Eradication - Damage
- (7) Eradication - Accuracy/Recharge
- (42) Cleaving Blow - Accuracy/Damage
- (43) Cleaving Blow - Damage/Endurance
- (50) Cleaving Blow - Damage/Recharge
- (A) Doctored Wounds - Heal/Endurance/Recharge
- (9) Doctored Wounds - Endurance/Recharge
- (9) Doctored Wounds - Heal/Recharge
- (40) Doctored Wounds - Recharge
- (40) Doctored Wounds - Heal
- (A) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance
- (11) Kinetic Combat - Damage/Recharge
- (15) Kinetic Combat - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (13) Reactive Armor - Resistance/Recharge
- (13) Reactive Armor - Endurance/Recharge
- (48) Reactive Armor - Resistance/Endurance/Recharge
- (A) Empty
- (A) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance/Recharge
- (17) Reactive Armor - Endurance/Recharge
- (40) Reactive Armor - Resistance/Endurance/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (19) Thunderstrike - Damage/Endurance
- (19) Thunderstrike - Damage/Recharge
- (37) Thunderstrike - Accuracy/Damage/Recharge
- (39) Thunderstrike - Accuracy/Damage/Endurance
- (A) Reactive Armor - Resistance/Endurance
- (21) Reactive Armor - Resistance/Recharge
- (21) Reactive Armor - Endurance/Recharge
- (37) Reactive Armor - Resistance/Endurance/Recharge
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Luck of the Gambler - Defense/Endurance
- (25) Luck of the Gambler - Defense
- (25) Luck of the Gambler - Recharge Speed
- (37) Luck of the Gambler - Defense/Recharge
- (A) Eradication - Chance for Energy Damage
- (27) Eradication - Damage
- (27) Eradication - Accuracy/Recharge
- (34) Cleaving Blow - Accuracy/Damage
- (36) Cleaving Blow - Damage/Endurance
- (48) Cleaving Blow - Damage/Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (29) Luck of the Gambler - Defense
- (29) Luck of the Gambler - Recharge Speed
- (A) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance/Recharge
- (31) Reactive Armor - Endurance
- (34) Reactive Armor - Resistance
- (A) Positron's Blast - Accuracy/Damage
- (33) Positron's Blast - Damage/Endurance
- (33) Positron's Blast - Damage/Recharge
- (33) Positron's Blast - Damage/Range
- (34) Positron's Blast - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Defense/Endurance
- (36) Luck of the Gambler - Defense
- (36) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Defense/Endurance
- (39) Luck of the Gambler - Defense
- (39) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Defense/Endurance
- (42) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Recharge Speed
- (A) Mocking Beratement - Taunt
- (45) Mocking Beratement - Taunt/Recharge
- (45) Mocking Beratement - Taunt/Recharge/Range
- (45) Mocking Beratement - Accuracy/Recharge
- (A) Performance Shifter - EndMod
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (50) Performance Shifter - Chance for +End
Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 2: Swift- (A) Empty
- (A) Miracle - +Recovery
- (A) Empty
- (A) Endurance Modification IO
- (50) Performance Shifter - Chance for +End
Set Bonus Totals:- 23% Defense(Smashing)
- 23% Defense(Lethal)
- 6,13% Defense(Fire)
- 6,13% Defense(Cold)
- 18% Defense(Energy)
- 18% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 10,5% Defense(Ranged)
- 4,56% Defense(AoE)
- 5,4% Max End
- 4% Enhancement(Heal)
- 48,8% Enhancement(RechargeTime)
- 25% Enhancement(Accuracy)
- 4% FlySpeed
- 151,8 HP (10,1%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Held) 2,75%
- MezResist(Immobilize) 13,8%
- MezResist(Terrorized) 2,2%
- 6,5% (0,11 End/sec) Recovery
- 50% (3,12 HP/sec) Regeneration
- 2,84% Resistance(Fire)
- 2,84% Resistance(Cold)
- 9% RunSpeed
Elec Armor build looks like this:
Villain Plan by Mids' Villain Designer 1,942
http://www.cohplanner.com/
Click this DataLink to open the build!
claws.elec: Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Swipe- (A) Kinetic Combat - Damage/Endurance/Recharge
- (46) Kinetic Combat - Accuracy/Damage
- (48) Kinetic Combat - Damage/Endurance
- (50) Kinetic Combat - Damage/Recharge
- (A) Reactive Armor - Endurance/Recharge
- (21) Steadfast Protection - Resistance/+Def 3%
- (45) Reactive Armor - Resistance/Endurance
- (46) Reactive Armor - Resistance/Recharge
- (46) Reactive Armor - Resistance/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (3) Kinetic Combat - Damage/Recharge
- (5) Kinetic Combat - Damage/Endurance/Recharge
- (A) Scirocco's Dervish - Accuracy/Damage
- (5) Scirocco's Dervish - Chance of Damage(Lethal)
- (A) Eradication - Damage
- (7) Eradication - Accuracy/Recharge
- (7) Eradication - Damage/Recharge
- (43) Cleaving Blow - Accuracy/Damage
- (45) Cleaving Blow - Damage/Endurance
- (45) Cleaving Blow - Damage/Recharge
- (A) Reactive Armor - Resistance
- (9) Reactive Armor - Resistance/Endurance
- (9) Reactive Armor - Resistance/Recharge
- (43) Reactive Armor - Endurance
- (A) Kinetic Combat - Damage/Recharge
- (11) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance
- (43) Kinetic Combat - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance
- (13) Reactive Armor - Resistance/Endurance
- (13) Reactive Armor - Resistance/Recharge
- (42) Reactive Armor - Endurance
- (A) Recharge Reduction IO
- (15) Recharge Reduction IO
- (15) Recharge Reduction IO
- (A) Reactive Armor - Resistance
- (17) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance/Recharge
- (40) Reactive Armor - Endurance
- (A) Thunderstrike - Accuracy/Damage
- (19) Thunderstrike - Damage/Endurance
- (19) Thunderstrike - Damage/Recharge
- (21) Thunderstrike - Accuracy/Damage/Recharge
- (A) Empty
- (A) Mocking Beratement - Taunt
- (23) Mocking Beratement - Taunt/Recharge
- (23) Mocking Beratement - Taunt/Recharge/Range
- (40) Mocking Beratement - Accuracy/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (25) Reactive Armor - Resistance
- (25) Reactive Armor - Endurance/Recharge
- (40) Reactive Armor - Resistance/Recharge
- (A) Cleaving Blow - Accuracy/Damage
- (27) Cleaving Blow - Damage/Endurance
- (27) Cleaving Blow - Damage/Recharge
- (37) Eradication - Damage
- (37) Eradication - Accuracy/Recharge
- (39) Eradication - Damage/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (29) Doctored Wounds - Endurance/Recharge
- (29) Doctored Wounds - Heal/Recharge
- (34) Doctored Wounds - Heal/Endurance/Recharge
- (34) Doctored Wounds - Heal
- (37) Doctored Wounds - Recharge
- (A) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (33) Positron's Blast - Damage/Endurance
- (33) Positron's Blast - Damage/Recharge
- (33) Positron's Blast - Chance of Damage(Energy)
- (34) Positron's Blast - Accuracy/Damage/Endurance
- (A) Efficacy Adaptor - EndMod
- (36) Efficacy Adaptor - EndMod/Recharge
- (36) Efficacy Adaptor - Accuracy/Recharge
- (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (39) Luck of the Gambler - Defense
- (39) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Defense/Endurance
- (42) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Recharge Speed
- (A) Endurance Modification IO
- (A) Numina's Convalescence - Heal
- (48) Numina's Convalescence - +Regeneration/+Recovery
- (A) Empty
Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 2: Swift- (A) Empty
- (A) Healing IO
- (48) Regenerative Tissue - +Regeneration
- (A) Empty
- (A) Endurance Modification IO
- (50) Endurance Modification IO
- (50) Performance Shifter - Chance for +End
Set Bonus Totals:- 23% Defense(Smashing)
- 23% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 18% Defense(Energy)
- 18% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 10,5% Defense(Ranged)
- 3% Defense(AoE)
- 5,4% Max End
- 33,8% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 25% Enhancement(Accuracy)
- 134,9 HP (9%) HitPoints
- MezResist(Held) 2,75%
- MezResist(Immobilize) 13,8%
- MezResist(Terrorized) 2,2%
- 8% (0,13 End/sec) Recovery
- 62% (3,87 HP/sec) Regeneration
- 2,84% Resistance(Fire)
- 2,84% Resistance(Cold)
- 1,26% Resistance(Toxic)
- 1,26% Resistance(Psionic)
The reason I'm concidering Elec armor is because it covers more resistance than Invulnerability. What do you guys think? I think the build for my /elec brute might be able to survive longer in battle. -
I made a build for my claws/Invuln brute and I got about 38% s/l and 35% n/ne def. This is obviously without Invincibility.
I will post the build when I get from work.
I haven't seen any brutes with Invulnerability lately so I'm thinking it might be a bit underpowered...?
Anyone got any experience in this kind of set up? -
I'm at work so I can't open the build to see the stats.
What I would do is get rid of Power Surge and get CJ. You will get more defense and you can also cram in a LoTG.
As for taunt I would put one more slot in it for the 2.5% s/l bonus from mocking baretement, whatever it's called. Just remove one slot from power surge (which will be CJ).
I would put only 4 slots in Electrical Fences, since you will still get the s/l bonus. I would skip Summon Striker, even though it gives the 6.25% rech bonus and put the slots in tough. This way you will get more s/l and n/ne def and more s/l res.
My Elec/Kinetic melee Tanker has 44% s/l and 30% n/ne def and it's tough as nails. I can easily solo the warehouse/lab in Lambda for example.
Your build looks pretty solid. and I think it can do really well as you have even more end drain than my tank. -
On my Stone/kin controller I didn't get Quicksand at all. I though it wasn't worth a power slot as Stone already has many -def powers. Depends on what kind of troller you are of course...
Since Quicksand recharges quite fast and as I can remember doesn't use so much end, I think you can just aswell put a dmg proc in it. As for Snow storm, I would put 2 End Rdx in it as it has a huge end consumption. I wouldn't probably add any procs in it as slots are quite valuable on controllers/defenders. -
Quote:Hmm... so I guess that shuts Mind Control out. What I can choose between now is Illusion (I already have an uber slotted ill/rad), Ice and Grav. I'd maybe choose Ice in this case for the nostalgy of my first toon ever being an Ice/Emp. Only got him to lvl 18 though!Mind's control ability is overrated. Total Dom and Mass Confuse combined have only the same uptime as Flashfire. Mass Hypnosis + Terrify make up for the shortfall but the advantage isn't as significant as some people think. TK is terrain dependent, endurance heavy and has a low target cap. What Mind does have a lot of is single-target control options. It's fun in the low levels to juggle bosses with Levitate and turn off Mary's hurricane in the KHTF, but at high levels where the game is all about steamrolling large spawns of enemies with the occasional AV or three thrown in, it's pretty lackluster.
I think Grav has the upper hand as it has a stun, Dimension Distortion, while Ice has the slow/confuse field.
Any thoughts about this? Ice vs Grav! What are your opinions? -
Quote:It's unfortunate then because I already have a lvl 50 plant/thorns dominator and a plant/storm troller :PIf Illusion isn't an option I'd suggest Plant. My Plant/Emp/Primal has been a blast to play 1-50. You end up being a green machine, quite capable of handling yourself while also turning team-mates into God Mode.
You get lots of AOE damage, especially once you proc Roots and Carrion Creepers up.
Elec/Emp sounds like it'd be fun too but would have low damage.
Yes, I think Elec/emp would be quite fun too. I don't care too much about damage, but i think it might lack some control as the "AoE stun" is in this case an AoE sleep, which will be broken quite easily with DoTs and AoEs. Also I don't think it's worth jumping into the mob and drain them as it might cost me my life which is contradicting to what an emp wants to do; keep your team mates alive. -
Quote:Well from my own experience with a stone/DB tank, I was able to tank Lord Recluse in LRSF without a scratch just with Granite Armor+Rooted. If you really want to get everything out of your survivability, also go for fighting pool; Tough and Weave.So this is my first thread about my first tank toon. Just got him to lvl 50 and would really like some help on how to set him.
If money was no problem whats the ultimate way to set him and with what?
Hes not going to be in PVP, just a normal toon but i want him strong and able to really take damage!!!!!
Any help would be great please....
Thank you
Global: Elissar
As for slotting I'd just go for as much Global Recharge as possible to max out your own damage as Electrical Melee has some capability for that even with Granite's Dmg and Rech debuff. I would 5-slot all Single target attacks with Crushing Impact for the +5% rech bonus and 6-slot Lightning rod and Thunderstrike with Obliteraion. Jacob's ladder can take 5 pieces of Positron's blast. You can leave out Dmg/range as it's not needed and you get a proc on top of that. As for resistive powers I'd probably 4-slot Granite armor with Reactive Armor, if you want everything out of it you can 6-slot it and put in the 2 last slots LoTG: Def and loTG: +rech. Defensive powers you can go with 4x LoTG with the +rech. The LoTGs are quite expensive though but you can get the +rech without spending any money by doing morality mishes. One LoTG:+rech costs 2 hero/villain merits so it takes 4 days to get one. You can also convert normal merits to hero/villain merits and get them like that, so you can get them much more frequent of course. -
I have an elec/kin tank and my main focus was defense and end drain. He has now 45% s/l and 30% n/ne. He's nearly indestructible. I think if you want to make a solid build you should have at least 32.5% s/l defense (one purple insp away fron soft cap). N/NE is not as important as you already have alot of resist against NE, but it's a very nice add if you can get some eradications slotted in. I have noticed that Energize doesn't really make that much differense.
As Destiny iPower I got Rebirth. Once you get it to T4 you have a permanent 50 hp/s regen which keeps you alive against pretty much anything. I chose as my alpha Cardiac: res/end, got it T4 now. As Judgement I have the end draining branch of Ion which is totally kick azz combined with Mu Mastery and Power Sink. In any case Power sink + electric fences + ball lightning drains all end from the enemies, but Ion is good if you you have a bigger mob as Power sink can only drain 10 enemies at once.
With this build I have many times tanked AM in Keyes trial without any support and without dying, except in cases when you're unlocky to get hit by one of his big hitters and the wave :P.
Anyway, hope this gives you some insight in the build. -
Quote:Anything should work. Especially with the recent addition of iTrials, content is varied enough to warrant a number of different tactics. Illusion is fine but doesn't strike me as better than other sets.
I will say I specifically disagree that "melee" oriented sets don't pair well with Empathy. Empathy provides a very powerful Regen effect, a self heal, and a recovery aura to deal with the typically high endurance costs of these sets.
I also disagree with the characterization of Electric Control as low in control. It is not a steamroller set. But Electric has a non-aggro-Confuse-from-stealth power that is so abusable during iTrials and other places where teams have to break apart that IMO it deserves a spot at the top. IMO CoH is evolving very quickly away from a game where the main objective is to obliterate groups of mostly easy enemies who stand in tight clumps and don't move around much. Aggro-less powers are a huge asset once the focus becomes "complete the objective" instead of "kill everything you see." Especially against enemies who have high base accuracy and are almost guaranteed to kill you if you engage too many of them directly.
I agree with you. Even though they are melee/close ranged control sets, it doesn't mean that they don't fit well with Empathy since it has many powers as the Healing aura and PBAoE buffs since you usually go close to the mob anyway to heal tankers/scrappers and other suicidal team mates.
I already have a lvl 50 Illusion controller so that's out of questio to me. I don't see a point playing the same primary set twice to lvl 50. I'm probably going to go with Mind control, maybe even gravity, as it's the only one I've never taken past lvl 10-ish. Mind control could probably go well as a concept with Empathy too. I'm usually quite picky about concepts as I usually get bored playing a character without a one. -
I have an elec/km/mu tank that's nearly indestructible. Sure, Kinetic melee is not made for huge AoE dmg and farming. The build is based on s/l defense, which is 45%, and n/ne is 30% and also about 50% global recharge. Still, i can take out huge mobs fairly fast, even as a tank.
My point being; choose something/elec brute, get about 30% s/l and n/e def and you'll be farming your rikti in no time. You will most likely survive anything with that much defense, just pop a purple if it starts looking hairy. As primary fire melee/dark melee/elec/SS all are fine. Since you'll be farming for yourself, I don't think you should be too picky maxing out your dmg as you should also try to enjoy it. If you go DM, Pyre Mastery is probably the best choise as it as best AoE damage. -
I have never played an Empath before so I'm wondering...
What would be a good primary for an Empath troller? Thinking of Mind control/ice control/elec control mainly because I've tried the other sets quite thoroughly. Any advice with pros/cons? Also, what would you recommend as IO bonus focus?
I heard that Mind control is the heaviest control set nowadays. Ice would be nice for general mitigation, I guess, and Elec seems to be quite solid too. Any positive/negative personal experience with any of these combos?
Thanks! -
It's a long time ago... but I remember on my plant/thorn perma dom I 6-slotted it with ragnarok. I know it's pricey but with the KB it's really nice. The enemies are all flipping around n' stuff!
If not affordable then I'd probably frankenslot it for recharge and as much dmg as possible, with some procs as gravy. I wouldn't try to go for set bonuses as Positron's blast doesn't give much rechage, thinking about 47%. More recharge means more mayhem!
It depends of course on what type of troller you are. If you're not so dependable on the carrions, which many trollers/doms are, then you can of course go for 5x posi with proc ( leave dmg/range out) and add a 50 rech IO on top of it. You should get close to 90% recharge and also the 6.25% recharge bonus. Posi blast has so much dmg embedded in it anyway that you will get over 90% dmg from it.
Nowadays,
Furnace Ablaze -
I've recently been leveling my elec/km tank. At the moment I'm closing the gap between 49 and 50 and I've thinking about my incarnate power choises.
The main aim of my tanker is just to tank reasonably good with elec armor so I focused on getting as much s/l def as possible. As my epic powers I chose Mu Mastery (electric fences and ball lightning), with which I drain the enemies dry of end combined with Power Sink. I will also fit in as much regeneration as possible. With Energize i have about 45 hp/s. These are my approximate 'specs';
50% global rech
45% s/l def
30% n/ne def
Now to my Incarnate choises:
Alpha: I was thinking of getting the recharge/healing as I don't have much recharge set
bonuses because of the s/l softcap. Healing obviously for the regeneration.
Destiny: Rebirth for extra regeneration and survivability
Judgement: Electric one and branch for the end drain for extra pwnage
Interface: Reactive for the uber 75% proc
Lore: No clue whatsover. Any suggestions? I chose seers for my fire/elec tank for the invulnerable buffing pet which is nice but I would like to try something that could possibly deal damage and debuff. The elemental 'storm' pets looked nice with elec blast powers, would this be a possible choise?
What are your thoughts?
Thanks!
Nowadays,
Furnace Ablaze -
Great guide! I recently made a WP/Ice tank and it's lvl 18 now, 20 more bubs for ice patch! Yay! All the slows and kb's from ice patch should be able to mitigate alot in order for the regen to kick off big time! Love it!
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I find getting as far as possible with s/l and n/e defense will be just enough for a WP tank. They usually help you survive against almost anything. I made a build for my WP/ice melee tanker and got 43-44% s/l and n/e. Even without aiming to go far with cold and fire defense I got them to over 35%, without any set bonuses. This with Weave and Combat jumping pool powers added to defense from Heightened senses. As an addition I put 2-3 pieces of numina's convalesence (however you spell it) to all my heal powers and 3-4 pieces of Luck of the Gamler to boost the regen rate.
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