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Posts
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Joined
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Performance Shifter: Chance for +End would not be worth much in Lightning Storm. It would have a chance to give you 10 endurance when you cast LS. After that, nothing. It is really only useful in Auto endurance powers like Stamina or Quick Recovery.
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I'm guessing they still can. They were just more popular back when domination gave a damage buff. Therefore, if you could double or triple stack domination, you'd get a huge damage buff. Now, the damage is still good, but it's not off the charts like it was before. I imagine that's why they aren't the top performers anymore.
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Quote:I think you'll have better luck if you try and softcap positional defense. This is definitely possible... With Power Boosted farsight, you're at 48.5 Melee/52.6 Ranged/51.3 AoE. And surprisingly, I don't think it turned out half bad. Other notable features of the build are perma-Hasten, near perma-Chronoshift, and all with no purples.Hi guys and girls, is it possible too soft cap s/l/f/c/e/n?? ive tried and can only get o 38% on all of them, i know you can do it on a defender easy as they have higher defense numbers. TBH i dont think its possible, but hopfully you forums gurus noticed something ive missed.
Here's the build i have so far:
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Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Sonic Attacks
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Shriek -- Decim-Dmg/EndRdx(A), Decim-Acc/Dmg(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9), Thundr-Dmg/EndRdx/Rchg(9)
Level 1: Time Crawl -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(36), TmpRdns-EndRdx/Rchg/Slow(36)
Level 2: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(25), Thundr-Dmg/EndRdx/Rchg(40)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(7)
Level 8: Kick -- Empty(A)
Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def(11), RedFtn-Def/EndRdx(13)
Level 12: Howl -- SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Dmg/Rchg(33), SMotCorruptor-Acc/Dmg/Rchg(33), SMotCorruptor-Dmg/EndRdx/Rchg(33), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(34), SMotCorruptor-Rchg/Dmg%(34)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(15)
Level 16: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def(17), RedFtn-Def/EndRdx(19)
Level 18: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(23), GSFC-Build%(23)
Level 20: Shout -- Mael'Fry-Acc/Dmg(A), Mael'Fry-Dmg/EndRdx/Rchg(45), Mael'Fry-Dmg/Rchg(45)
Level 22: Sirens Song -- Empty(A)
Level 24: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(27), DarkWD-Rchg/EndRdx(27), DarkWD-ToHitDeb(36)
Level 26: Temporal Selection -- Empty(A)
Level 28: Farsight -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Rchg+(29), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def/Rchg(31), S'dpty-Def/Rchg(31)
Level 30: Screech -- RzDz-Acc/Rchg(A), RzDz-Immob%(34), RzDz-EndRdx/Stun(45), RzDz-Acc/EndRdx(46), RzDz-Stun/Rng(46), RzDz-Acc/Stun/Rchg(50)
Level 32: Temporal Mending -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(37), Mrcl-Heal/Rchg(37), Mrcl-Heal/EndRdx/Rchg(37)
Level 35: Soul Drain -- Erad-Dmg(A), Erad-Acc/Rchg(40), Erad-Dmg/Rchg(42), Erad-Acc/Dmg/Rchg(43), Erad-Acc/Dmg/EndRdx/Rchg(43), Erad-%Dam(43)
Level 38: Chrono Shift -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40)
Level 41: Power Boost -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Distortion Field -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(46), BasGaze-Rchg/Hold(48), BasGaze-Acc/Rchg(48)
Level 47: Slowed Response -- ExVuln-DefDeb(A), ExVuln-DefDeb/Rchg(48), ExVuln-DefDeb/Rchg/EndRdx(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(5), P'Shift-End%(50)
Level 2: 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: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 12.25% Defense(Melee)
- 9.13% Defense(Smashing)
- 9.13% Defense(Lethal)
- 11.94% Defense(Fire)
- 11.94% Defense(Cold)
- 15.38% Defense(Energy)
- 15.38% Defense(Negative)
- 6% Defense(Psionic)
- 16.31% Defense(Ranged)
- 15.06% Defense(AoE)
- 6.3% Max End
- 9% Enhancement(Heal)
- 2% Enhancement(Stunned)
- 1.5% Enhancement(JumpHeight)
- 77.5% Enhancement(RechargeTime)
- 3% Enhancement(Accuracy)
- 1.5% Enhancement(SpeedJumping)
- 1.5% Enhancement(SpeedRunning)
- 1.5% Enhancement(SpeedFlying)
- 10% Enhancement(Range)
- 10% SpeedFlying
- 188.7 HP (17.62%) HitPoints
- 10% JumpHeight
- 10% SpeedJumping
- MezResist(Immobilized) 7.7%
- MezResist(Terrorized) 2.2%
- 13% (0.22 End/sec) Recovery
- 40% (1.79 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 13% SpeedRunning
- 2% XPDebtProtection
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Quote:I just wanted to point out that because of the way the math works, -Resist essentially doesn't get resisted. Everytime you fire Disruption Arrow, you will be doing exactly 15% more damage to anyone affected by it than you would have done originally.- I never got into Disruption Arrow. I know some swear by it, but I loathe the graphics, it animates slowly for what it does, it's a one-trick-pony. Solo, Aim gives me more damage on my AoEs, in a boost that doesn't get resisted (unlike debuffs) and on team, I've never felt in made as measurable a difference as Acid Arrow - anything minion or lower dies in seconds even on iTrials, and anything tougher will resist the debuff so that the time gained is almost nil. It's a nice power, but the fact that you can slot no sets and its unbuffable single effect make it far less versatile than the rest of the set. In short, I find it boring.
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With hasten, you start stacking Domination at about 70% IIRC. Then, at around 90-95% it is pretty much up all the time.
And, the Basilisk's Gaze 7.5 recharge bonuses are seperate from the LoTG bonuses as far as the rule of 5 is concerned. -
My numbers:
A/D - 6
A/D/E - 3
A/D/E/R - 4
Proc - 10
D/E/R - 1
E/R - 5
Apparently, I'm making up for everyone else's missing procs... -
The KB IO basically does -99% knockback enhancement. When you put enhancements in a power, the values are additive. So, one KB SO is 60% knockback enhancement, therefore if you had both in the same power you'd end up with -39% KB enhancement (-99% + 60%). Kinetic Crash IOs will eventually turn your KD back into KB.
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Quote:Actually, this is exactly what I was thinking... Not sure about everyone else, but without the IO the power is the same. With the IO, the chance to KD is reduced. Seems much more balanced to me. Obviously it will need tested to see if 40% is right, but it's definitely the right direction.Interesting -- it seems that, if the coffee talk is to be taken literally, then slotting OF into Bonfire will be what 'nerfs' it. Instead of a 100% chance for KB, you'll get a 40% of KD.
Doubt this is what the folks looking for a nerf were really looking for.
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Pauper -
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Quote:I only see one issue with that. If bonfire gives them .06231 -KB, then what about all of the other powers that are slotted with the KB->KD IO? Basically any power with less than 6.231 KB slotted with the IO would also lose it's ability to knock enemies down. Not saying it's a bad idea, but it might be more of a win/win/win/lose, haha.My earlier suggestion for a short-live low magnitude KD resistance on knocked foes would actually do just this. As knock is determined by magnitude, The 'normal' bonfire would be unaffected, as it is 6.231 mag vs. the IO'd bonfire at mag ~.06231. As all other KD magnitudes of 'normal' powers are higher than the .06231 value, critters would be knocked down by those even while resisting the bonfire KD.
The duration of the resistance could be used to tweak the overall effectiveness while allowing the patch+IO to still avoid scattering and allow for knocking down occasionally, but the effect wouldn't be non-stop.
The power works without any hitches on 'normal' bonfire this way, people get to keep their proc and its effect, the patch would be useful but not so much so that enemies could not return fire. It's a win/win/win. -
Personally, I think the only way to fix it is to somehow be able to modify the power only when the IO is in it.
I feel that without the IO, bonfire should act the way it always has. Then, with the IO, if they could make it so it works more like Ice Slick with damage, or even Ice Slick with a lessened chance to KD or more time between ticks.
Now this begs the question, when are they going to fix Ice Control? -
Quote:I have to agree with Reppu. As much fun as it is to combine Bonfire+Hotfeet+Oil Slick Arrow, it is pretty ridiculous. As good as some of those powers are, they are not a permanent, immediate lock down of nearly any spawn in the game. Honestly, this proc makes my Fire/TA controller BORING...Very few (Read: One enemy type in one enemy group, which are phased out eventually) resist KB. Bonfire, with this proc, is the most powerful KB Power in the game. It is easily permable, it has an extremely short cooldown, and it entirely locks down almost every single enemy group in the game.
Burn isn't remotely overpowered, I don't know why that was included.
Phantom Army is powerful, but it's not game-breakingly. Nor is it easily permable (Bonfire is off the bat.)
Chrono Shift isn't game-breakingly powerful. I don't know what this was included.
Rage is stupid.
Hurricane is considered fairly terrible sans in some indoor maps, and even then repel has an amusing way of working. Also the KB is chance to, not 100% constant.
Dark Affinity lost it's God Power in exchange for survivability. Fearsome Stare is stupidly powerful but Terrorize isn't the best CC mechanic.
Seeds of Confusion is stupid.
Lightning Rod is okay. It's good but it's not nearly as powerful as Seeds of Confusion or maybe Fearsome Stare.
Sorry. Just because there are a few freakishly powerful powers, does not mean an IO should turn a power into a power it was never designed to be, and thusly be the best power in the game of it's type (AKA: KD Lockdown).
PS: Bonfire was already changed once because it use to operate like this on Purple Patch enemies. I will be making sure it loses the accessibility of this IO. Sorry. And if it doesn't? Oh well. Fire breaks the game then. -
There isn't any secret, I think killing all of your pets is the only way to force it to happen. (Other than sending one of them in all by themself)
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I see a lot of places where things are overslotted to chase bonuses (Triage Beacon, Acid Mortar, Stamina, Web Grenade, Seeker Drones) and others that are underslotted (Poison Trap) and Cutting Beam is not slotted for damage when it's your only AoE outside of Overcharge. Also, you skipped Piercing Beam which is good damage and has -Res for those AVs.
Here is what I would do with a Beam/Traps. S/L/E/N/R softcap, S/L/E iCap with Agility Alpha, and 78% global recharge with better slotting in the key powers, IMO.
Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Corruptor
Primary Power Set: Beam Rifle
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Single Shot -- KinCrsh-Acc/KB(A), KinCrsh-Dmg/KB(42), KinCrsh-Rchg/KB(43), KinCrsh-Rechg/EndRdx(43), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(46)
Level 1: Web Grenade -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Acc/Rchg(50)
Level 2: Cutting Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Dmg/Rng(5), Posi-Acc/Dmg/EndRdx(40), UndDef-Rchg/EndRdx(40)
Level 4: Caltrops -- RechRdx-I(A), RechRdx-I(5), ImpSwft-Dam%(19)
Level 6: Triage Beacon -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-EndRdx/Rchg(7), Mrcl-Heal/Rchg(7)
Level 8: Disintegrate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(40)
Level 10: Aim -- RechRdx-I(A), RechRdx-I(11)
Level 12: Acid Mortar -- UndDef-Rchg(A), UndDef-Rchg/EndRdx(13), UndDef-DefDeb/Rchg/EndRdx(13), Achilles-ResDeb%(39)
Level 14: Lancer Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(15), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(25)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), RedFtn-Def/EndRdx(17)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 20: Poison Trap -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Acc/EndRdx/Rchg/Hold(23), Lock-%Hold(31)
Level 22: Kick -- Empty(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Piercing Beam -- SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Dmg/Rchg(27), SMotCorruptor-Acc/Dmg/Rchg(27), SMotCorruptor-Dmg/EndRdx/Rchg(34), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(37), SMotCorruptor-Rchg/Dmg%(37)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), RedFtn-Def/EndRdx(29)
Level 30: Seeker Drones -- Cloud-Acc/Rchg(A), Cloud-ToHitDeb/EndRdx/Rchg(31), Cloud-Acc/EndRdx/Rchg(31)
Level 32: Overcharge -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(33), Ragnrk-Knock%(34), UndDef-Rchg/EndRdx(34)
Level 35: Trip Mine -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37), FrcFbk-Rchg/EndRdx(50)
Level 38: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(39)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), RedFtn-Def/EndRdx(42)
Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 47: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), RedFtn-Def/EndRdx(48)
Level 49: Super Speed -- EndRdx-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: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Empty(A)
Level 4: Health -- Mrcl-Rcvry+(A)
Level 4: Hurdle -- Empty(A)
Level 4: Stamina -- EndMod-I(A), P'Shift-EndMod(48), P'Shift-End%(50)
Level 50: Agility Radial Paragon
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Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 8.5% Defense(Melee)
- 7.25% Defense(Smashing)
- 7.25% Defense(Lethal)
- 8.81% Defense(Fire)
- 8.81% Defense(Cold)
- 19.75% Defense(Energy)
- 19.75% Defense(Negative)
- 6% Defense(Psionic)
- 22.25% Defense(Ranged)
- 11.63% Defense(AoE)
- 4.05% Max End
- 47% Enhancement(Accuracy)
- 10% Enhancement(Range)
- 78.75% Enhancement(RechargeTime)
- 18% SpeedFlying
- 72.29 HP (6.75%) HitPoints
- 18% JumpHeight
- 18% SpeedJumping
- Knockback (Mag -3)
- Knockup (Mag -3)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilized) 2.5%
- MezResist(Sleep) 2.5%
- MezResist(Stunned) 2.5%
- MezResist(Terrorized) 2.5%
- 21.5% (0.36 End/sec) Recovery
- 56% (2.5 HP/sec) Regeneration
- 2.5% Resistance(Smashing)
- 4.1% Resistance(Fire)
- 4.1% Resistance(Cold)
- 3.13% Resistance(Negative)
- 21% SpeedRunning
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Yeah, I definitely like Musculature for this guy. However, I created it before all the new alphas came out, so Agility or Intuition look like they could work as well.
Also, one other thing, I don't think you want the heal proc in Jolting Chain. It will only have a chance to go off on the first target. After that, it might have a chance to go off on the enemies. (Don't know about that though) In any case, the Devastation: Chance to Hold proc or a damage proc is much better here. -
My Elec/Earth dom is one of my favorites, and when incarnated out is extremely strong. I took my build and modified it a bit to get closer to S/L soft cap. One thing I will note, personally, I think getting to the soft cap is not as important here because you have Power Boost. When it's on (which is about 50% of the time, and most importantly it should be used just before you jump into the middle of a spawn), you'll be close to the incarnate soft cap for S/L.
As for endurance usage, I find that you can burn through your bar just about as fast as domination recharges. Sometimes, I have to either eat a blue, or let up on the attacks just before domination hits in order to keep from bottoming out.
Hopefully this can give you some ideas.
Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Tectonic Spark: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Earth Assault
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Stone Spears -- Empty(A)
Level 2: Stone Mallet -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Dmg/EndRdx/Rchg(9)
Level 4: Tremor -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(13), Oblit-Dmg(43)
Level 6: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(13), Enf'dOp-Acc/EndRdx(15), Enf'dOp-Immob/Rng(15), Enf'dOp-Acc/Immob/Rchg(17), Enf'dOp-Acc/Immob(17)
Level 8: Conductive Aura -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(19), Efficacy-EndMod/Acc(19), Efficacy-EndMod(21)
Level 10: Kick -- Empty(A)
Level 12: Static Field -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(21), FtnHyp-Acc/Rchg(23), FtnHyp-Sleep/EndRdx(23), FtnHyp-Sleep(40)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(48)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 18: Power Boost -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 20: Weave -- LkGmblr-Rchg+(A), S'dpty-Def/EndRdx(29), RedFtn-Def/EndRdx(43), Krma-ResKB(46)
Level 22: Super Speed -- Clrty-Stlth(A)
Level 24: Heavy Mallet -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(33), CoPers-Acc/Rchg(33), CoPers-Conf/EndRdx(33), CoPers-Conf%(34), CoPers-Conf(48)
Level 28: Seismic Smash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(36), SAotDominator-Rchg/+Dmg%(36)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), S'dpty-Def/EndRdx(37), LkGmblr-Def/EndRdx(46)
Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(37), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg/Rchg(39)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Fissure -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(40), Ragnrk-Dmg(43), Posi-Dam%(48)
Level 41: Sleet -- UndDef-DefDeb/Rchg(A), UndDef-DefDeb/Rchg/EndRdx(42), UndDef-Rchg(42), Achilles-ResDeb%(42)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-EndRdx/Rchg(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Assault -- EndRdx-I(A)
Level 49: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(50), BasGaze-Rchg/Hold(50), BasGaze-EndRdx/Rchg/Hold(50)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(40), P'Shift-End%(46)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 50: Musculature Core Paragon
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So, if Power Thrust has 16.62 mag KB, if you put the overwhelming force proc in it, it basically is like a -99% KB enhancement. If you look at the power in your enhancement window, you'll see the math.
Now, I think you're a little confused about KD vs. KB. Technically they are the same effect. Anything mag 1 or greater is KB. (The greater the mag, the farther the enemy flies back) Anything with a mag of less than 1 is KD, and AFAIK there is no difference between 0.001 KB and 0.999 KB. Also, you have to take into effect the enemies level relative to you. Lower level enemies will get hit with more mag KB. Higher level enemies will get less mag KB.
Also, Power Boost does not boost KB anymore. I believe it used to, but hasn't for a while. -
Personally, I don't find many uses for Force Bubble at all. It is just way too big. It's great for dead ends in office maps... Turn it on and shove everyone against the wall. Other than that, I find it spectacularly useless. YMMV.
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Quote:When I read this, a thought came to mind. In order to get DP players to use Cryo and Toxic rounds, maybe there needs to be more of an incentive. What if, in addition to the debuffs they give, make it so that when combining effects on enemies, it gives a chance for an extra effect. For example,Dual Pistols could be a great Blaster set if the Swap Ammo effect was more useful. I mean, imagine it, constantly swapping Ammo type during battle to wipe enemies out. Fire off Bullet Rain with Cryo Ammo to slow them down, Empty Clips on them with Toxic Rounds to weaken them, and finally jump in with Hail of Bullets and Incendiary Ammo and finish them off.
Toxic + Cryo = 10% chance for a hold
Cryo + Incendiary = 10% chance for knockdown
Toxic + Incendiary = 10% chance for minor DoT
Something like that would give a benefit to switching ammo. Any enemy hit by all three effects would have a 10% chance for each effect. This way, it might mean that the powers themselves can stay the same while adding a little extra mitigation and damage overall.
Not sure if that was along the same lines of what you were thinking... -
Quote:First off, Power Boost and the Vanguard Medal will both stack and give an additive boost. 98% for Power Boost and 66% for Vanguard accolade will result in a 164% boost to mez durations.Hello all.
I have a question concerning the stacking of - or working together of - Domination, PB, and the Vanguard accolade powers.
If one of these powers is activated, can another be activated as well and have the duration boosts stack? For example, if I activate the Vanguard accolade(+66.00% boost to Mez durations) and then immediately activate Domination(+50.00% boost to Mez durations) will the 2 powers work together to enhance the duration of Mez powers I use?
And using the example above, would the total boost to Mez durations be 116% or 100%?
Oh, and one more please, what is the '100.00 rage on self' I see described in the Domination description?
Domination will not stack with those two because it doesn't boost mez duration, it boosts mez magnitude. It turns your mag 3 hold into a mag 6 hold (meaning you can hold a boss in one application), but the duration stays the same.
100 rage on self means that it fills your domination bar. -
Yeah, I believe you need to have above 90% global recharge (+Hasten) in order to keep domination up all the time. At around 75%, you should be able to keep dom up for 2 or 3 cycles, but it will drop shortly after that because hasten isn't up enough just yet. When you get to about 95%, you really shouldn't have any problem keeping it up. (Unless you get hit with -Recharge as DrGamma pointed out)
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Personally, I found it terrible on my Elec/Earth dom for the reasons already stated. Very small radius and the end drain is noticeable. (I don't usually waste time waiting for the enemies to clump together when I can just leave them in place, and hit Power Boost to drain them with CA and CF) YMMV
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No, it's garbage. The radius on it is really small (8 ft., I think), and the confuse doesn't last for very long. As always, YMMV, but even with the Contagious Confusion proc, it wasn't effective enough for me. (IMO, the biggest issue is the tiny radius)
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