Alef_infinity

Apprentice
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  1. Quote:
    Originally Posted by Armath View Post
    While they are not the same, i don't know where you picked those numbers from, because they are all incorrect.
    I'm dead certain the numbers he used are the correct Arcanatime adjusted times. Your numbers are the base ones that don't take that inherent delay into accord.
  2. So, after giving some careful consideration to how to best survive the kind of playstyle I like on my Elec/Kin (staying close to melee range), I decided to go for Stone Mastery. I didn't want to at first, but then I realized it was perfectly justificable within my character concept as transformation magic, and I even designed a demonic looking stone-beast costume specifically to go with Rock Armor, one that I'm reasonbly happy with and will be even happier with once APP customization comes out (the lava look would go well with the Fire and Ice pieces I'm using).

    Some fiddling, and here was the build that resulted. I'm not quite happy with the complete lack of a long-range travel option (Super Jump most likely), and I would really like to change that. But I have a hard time thinking of what I'd drop for it, and there're other options to fill in for that (Ninja Run, Magic Carpet which I got for another character but which could work for this one), jetpacks). Maybe Hasten since I already have decent global recharge and Siphon Speed? Or Siphon Power, which is less necessary post-FS, though it has some use on solo AVs without surrounding mobs? Not sure either of those would be worth it.

    Also be sure to have Incarnate powers turned on since it's not softcapped without it--on this build, I don't care in the slightest about being exemplar-friendly.

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Rainbow Silver Rocky: Level 50 Magic Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Tesla Cage -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21), SWotController-Rchg/Dmg%(40)
    Level 1: Transfusion -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(3), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Heal(11)
    Level 2: Siphon Power -- Acc-I(A)
    Level 4: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Acc/Immob(5), Enf'dOp-EndRdx/Immob(7), Posi-Dam%(7), TotHntr-Dam%(9)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11)
    Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(17), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-Acc/Rchg(25), Efficacy-EndMod/Acc(25)
    Level 10: Siphon Speed -- Acc-I(A)
    Level 12: Static Field -- LgcRps-Acc/Rchg(A), LgcRps-Acc/Sleep/Rchg(13), LgcRps-Sleep/Rng(13), LgcRps-Acc/EndRdx(17)
    Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def(15), LkGmblr-Def/EndRdx/Rchg(46)
    Level 16: Increase Density -- S'fstPrt-ResDam/Def+(A)
    Level 18: Paralyzing Blast -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(40), SWotController-EndRdx/Rchg(43), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(43), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(46)
    Level 20: Speed Boost -- Zephyr-ResKB(A)
    Level 22: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(37), AdjTgt-ToHit/Rchg(39), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(39)
    Level 24: Vengeance -- LkGmblr-Rchg+(A)
    Level 26: Synaptic Overload -- CoPers-Conf/EndRdx(A), CoPers-Conf/Rchg(27), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(29), CoPers-Conf%(29)
    Level 28: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 30: Electric Fence -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(31), Enf'dOp-Acc/EndRdx(31), Enf'dOp-Acc/Immob/Rchg(31), Dmg-I(33), Dmg-I(33)
    Level 32: Gremlins -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(34), ExRmnt-EndRdx/Dmg/Rchg(34), Acc-I(34)
    Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(40)
    Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dam%(43)
    Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 47: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(48), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Rchg(50)
    Level 49: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Freedom Phalanx Reserve
    Level 50: Agility Core Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  3. It's set bonuses that do that. Enhancement values, like the ones you get from Hamis, don't go away (though they do get lowered to a level-appropriate value like all other enhancement values from enhancements).
  4. Quote:
    Originally Posted by Two_Dollar_Bill View Post
    I ha ve an Assault Rifle / Sonic Resonance Corruptor, with a build more similar to your "recharge" build. Unfortunately, even with very good resists, he can still be extremely squishy and has to choose carefully when to use his big AoE attacks. So, I keep trying to introduce more ranged defense.

    I think the "defense" build needs work. It's missing the Steadfast Protection +3% Defense unique, and the Performance Shifter proc. It will have brutal endurance issues with Sonic Disruption. Although Aegis is a great set for AoE defense, I think that five-slotting Sonic Barrier and Sonic Haven is a waste of slots that could give you more important bonuses elsewhere, even if your AoE defense ends up below soft-cap.

    I'm not really a fan of frankenslotting, and my Corruptor is an alt that I don't consider high enough priority to buy purples or Hami-O's for. A low-budget alternative would be to 3-slot the shields with Aegis for the 1.56% AoE bonus, and then five-slot Cutting Beam and Piercing Beam with the unloved-but-cheap Detonation set for 1.88% AoE defense. You'd still lose some AoE defense, but you'd gain two enhancement slots and a lot of Inf.

    On the "recharge" build I would drop the Aegis Status Resistance unique. Sonic Dispersion makes you immune to most crowd control, and reducing the duration of a sleep effect will not save you from needing to restart Disruption Field.
    I would also add another slot of endurance cost reduction to Assault.
    You could argue that three-slotting Hasten for recharge is worth the largely-wasted third slot... though you can achieve the same effect with two slots and some boosters. In any case, I do not think that Aim and Power Build Up are worthy of three slots, at least not while you have attacks that could use more slots. You could add procs to Charged Shot and Single Shot, or just frankenslot in a triple or a quad IO for better enhancement values.
    Thank you very much for the response!

    ...What. I thought I had slotted that Steadfast +3% unique, but it looks like I had completely forgotten to. I feel so embarrassed now and I'll have to do a considerable reworking of the build to account for that. Also, the experience you've recounted with your own Corruptor has encouraged me to go for a corrected version of the defense build instead of working further on the recharge build. I want to be able to pretty much constantly go pewpew without worry.

    I agree, the cones' slotting was ridiculous and I wasn't exactly too happy with it. I now have more slots to get values I'm happy with in those powers without particularly ridculous frankenslotting. Though I still did frankenslot Piercing Beam, but I got a recovery bonus out of the deal and I valued having 2.5 second less recharge time on it more than I did the single 6.5% recharge and 9% accuracy bonus I would've gotten out of 5-slotting Positron's Blast. The set bonuses would be more valuable if I was going for enough recharge to help offset the loss of recharge enhancement. Also, Cutting Beam now has more range which I'm particularly happy with.

    Yeah, I was a bit worried about endurance. I'll have to try to search out extra ways to scare up endurance reduction and recovery.

    And, now I've come up with a defensive build I'm far happier with. The most expensive items in it're probably the LotGs and the PvP +3% defense unique, but the latter frees up enough slots I really do think it's worth it. And I can just play with just-3%-shy-of-softcap until I've gotten enough merits to purchase the unique on her.

    Do note that it's made with the assumption of Alpha slot availability. Every single bonus of the Cardiac Core Paragon just works so well for this character. Resistance, endurance reduction, range, it's all useful. I consider it okay to build her mainly toward playing at level 50. I already have plenty of characters I can viably play at levels below 50.

    Villain Plan by Mids' Villain Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Spin Turquoise: Level 50 Magic Corruptor
    Primary Power Set: Beam Rifle
    Secondary Power Set: Sonic Resonance
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Charged Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34)
    Level 1: Sonic Siphon -- Acc-I(A)
    Level 2: Cutting Beam -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx/Rng(3), Det'tn-Acc/Dmg/EndRdx(3), Det'tn-Dmg/Rchg(5), Det'tn-Dmg/Rng(11), AnWeak-Acc/Rchg(43)
    Level 4: Single Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(36)
    Level 6: Disintegrate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(25)
    Level 8: Sonic Barrier -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(9), Aegis-ResDam(9)
    Level 10: Sonic Haven -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(13), Aegis-ResDam(13), GA-3defTpProc(48)
    Level 12: Lancer Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(15), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(40)
    Level 14: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17), LkGmblr-Rchg+(46)
    Level 16: Disruption Field -- EndRdx-I(A), EndRdx-I(50)
    Level 18: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(46), Zephyr-Travel(48)
    Level 20: Sonic Dispersion -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(21), Aegis-EndRdx/Rchg(21), Aegis-ResDam/EndRdx/Rchg(23), Aegis-ResDam(23), S'fstPrt-ResDam/Def+(36)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(25), HO:Cyto(42)
    Level 24: Boxing -- Empty(A)
    Level 26: Piercing Beam -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(39), Det'tn-Dmg/Rchg(40), Det'tn-Acc/Dmg(42), RechRdx-I(43)
    Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(29), Aegis-EndRdx/Rchg(29), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(33)
    Level 30: Weave -- LkGmblr-Rchg+(A), HO:Cyto(31), HO:Cyto(31)
    Level 32: Overcharge -- SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Dmg/Rchg(36), SMotCorruptor-Dmg/EndRdx/Rchg(39), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(39), SMotCorruptor-Rchg/Dmg%(40), SMotCorruptor-Acc/Dmg/Rchg(43)
    Level 35: Clarity -- RechRdx-I(A)
    Level 38: Afterburner -- LkGmblr-Rchg+(A)
    Level 41: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(42), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(46)
    Level 44: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(48)
    Level 47: Aim -- RechRdx-I(A)
    Level 49: Sonic Cage -- HO:Endo(A)
    Level 50: Cardiac Core Paragon
    Level 0: Marshal
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    ------------
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(15), P'Shift-End%(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  5. With the release of the updated Mids, I was able to update this build to account for the ATO, and could see that I was only short on Ranged by 2%. I fixed that. Here's the updated build. It's pretty much the same except that it's slightly less endurance efficient and has 2% more Ranged Defense.

    To my eyes, it looks like a pretty solid build if what you most want is survivability. But critiques're always welcome.
    Villain Plan by Mids' Villain Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Spin Turquoise: Level 50 Magic Corruptor
    Primary Power Set: Beam Rifle
    Secondary Power Set: Sonic Resonance
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Charged Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34)
    Level 1: Sonic Siphon -- Acc-I(A)
    Level 2: Cutting Beam -- HO:Nucle(A), HO:Nucle(3), Ragnrk-Dmg/Rchg(3), RechRdx-I(5)
    Level 4: Single Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(36)
    Level 6: Disintegrate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(25)
    Level 8: Sonic Barrier -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(9), Aegis-EndRdx/Rchg(9), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam(11)
    Level 10: Sonic Haven -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(13), Aegis-EndRdx/Rchg(13), Aegis-ResDam/EndRdx/Rchg(15), Aegis-ResDam(15), GA-3defTpProc(48)
    Level 12: Lancer Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 14: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17)
    Level 16: Disruption Field -- EndRdx-I(A)
    Level 18: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(46)
    Level 20: Sonic Dispersion -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(21), Aegis-EndRdx/Rchg(21), Aegis-ResDam/EndRdx/Rchg(23), Aegis-ResDam(23)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(25), HO:Cyto(42)
    Level 24: Boxing -- Empty(A)
    Level 26: Piercing Beam -- HO:Nucle(A), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Dmg(43), RechRdx-I(43)
    Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(29), Aegis-EndRdx/Rchg(29), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(33)
    Level 30: Weave -- LkGmblr-Rchg+(A), HO:Cyto(31), HO:Cyto(31)
    Level 32: Overcharge -- SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Dmg/Rchg(36), SMotCorruptor-Rchg/Dmg%(43), SMotCorruptor-Acc/Dmg/Rchg(45), SMotCorruptor-Dmg/EndRdx/Rchg(45), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(46)
    Level 35: Clarity -- RechRdx-I(A)
    Level 38: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-ResDam(39), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(40)
    Level 41: Electric Shackles -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(46), Lock-Acc/EndRdx/Rchg/Hold(48), Lock-%Hold(48)
    Level 44: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
    Level 47: Aim -- RechRdx-I(A)
    Level 49: Sonic Cage -- HO:Endo(A)
    Level 50: Cardiac Core Paragon
    Level 0: Marshal
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    ------------
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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    I've also attached a recharge oriented build that pretty much assumes enough team support to keep you alive while you blast away (though my attempt at the above softcapped build was because in my experiences you don't always get that amount of team support, especially if you play in PUGs). I might use this as a second build when I'm confident in my team keeping me alive. Because I'm considering it as a second build, it's more on the cheap side - no purples or the like. Because of the cheapness, I might even go with it as my first build. At the least, it has a little more fun in terms of power selections.

    Villain Plan by Mids' Villain Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Spin Recharge: Level 50 Magic Corruptor
    Primary Power Set: Beam Rifle
    Secondary Power Set: Sonic Resonance
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Villain Profile:
    Level 1: Charged Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 1: Sonic Siphon -- Acc-I(A), Acc-I(50)
    Level 2: Cutting Beam -- HO:Centri(A), HO:Centri(7), HO:Centri(7), AnWeak-Acc/Rchg/EndRdx(9), AnWeak-Acc/Rchg(9), ShldBrk-Acc/Rchg(40)
    Level 4: Single Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(13)
    Level 6: Disintegrate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(17)
    Level 8: Sonic Barrier -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(34), ResDam-I(34)
    Level 10: Sonic Haven -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(33), ResDam-I(33)
    Level 12: Lancer Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21), Dsrnt-I(50)
    Level 14: Fly -- Zephyr-ResKB(A)
    Level 16: Disruption Field -- EndRdx-I(A), EndRdx-I(27)
    Level 18: Aim -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 20: Sonic Dispersion -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(27), S'fstPrt-ResDam/EndRdx(29), S'fstPrt-ResDam/Def+(29), Aegis-Psi/Status(50)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
    Level 24: Assault -- EndRdx-I(A)
    Level 26: Piercing Beam -- Posi-Acc/Dmg(A), Posi-Dam%(37), Posi-Dmg/Rchg(37), Posi-Dmg/EndRdx(39), Posi-Acc/Dmg/EndRdx(39), RechRdx-I(39)
    Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(40), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-ToHit/Rchg(42), AdjTgt-EndRdx/Rchg(42)
    Level 30: Hover -- LkGmblr-Rchg+(A), Srng-EndRdx/Fly(46), Srng-Fly(48)
    Level 32: Overcharge -- SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Dmg/Rchg(34), SMotCorruptor-Acc/Dmg/Rchg(36), SMotCorruptor-Dmg/EndRdx/Rchg(36), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(36), SMotCorruptor-Rchg/Dmg%(37)
    Level 35: Clarity -- RechRdx-I(A)
    Level 38: Liquefy -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(43), Lock-%Hold(43), Achilles-ResDeb%(45)
    Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
    Level 44: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), ResDam-I(45)
    Level 47: Force of Nature -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam/EndRdx/Rchg(48), RechRdx-I(48)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 50: Cardiac Core Paragon
    Level 0: Marshal
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Born In Battle
    ------------
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(23), P'Shift-EndMod(23), P'Shift-End%(25)
    Level 1: Brawl -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  6. So, I decided to give Beam/Sonic a try. I've been rather enjoying it since Sonic Resonance gives pretty easy ways to contribute resistance buffs and debuffs to the team while freeing me up to keep beaming away. But now I'm considering possible builds. Not sure whether to go for recharge to get the nuke up more often (if I was using a more recharge intensive secondary, this'd be an easier answer) or try for a defensive build.

    I've currently got a build designed that looks to be pretty tough. With Cardiac, it has 74% Smashing/Lethal resistance, 54% Energy resistance, and a few other scattered resistances. Softcapped for AoE, but it falls a bit short on ranged defense. It's so tight on slots that I had to frankenslot the ranged AoEs with Hamis and a few purple IOs to get the values I wanted within four slots. Overcharge has been left empty because it's slotted with Malice of the Corruptor, giving a bit of extra recharge in a build low on recharge as well as whatever ranged defense the Catalyzed version gives (all I know is that it's more than the 2.5% given by the unupgraded set I currently have).

    Suggestions on how to improve this build (or a recommendation to go for a recharge build) would be appreciated. I tend to mostly team, but occasionally solo now and then. And even on a team, I sometimes get incoming shots. Sleeps and endurance drains are particularly annoying. Suggestions for alternative powers are welcome, but I pretty much want the selected Beam Rifle attacks and at least the core Sonic Resonance support powers.

    Villain Plan by Mids' Villain Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Spin Turquoise: Level 50 Magic Corruptor
    Primary Power Set: Beam Rifle
    Secondary Power Set: Sonic Resonance
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Charged Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34)
    Level 1: Sonic Siphon -- Acc-I(A)
    Level 2: Cutting Beam -- HO:Nucle(A), HO:Nucle(3), Ragnrk-Dmg/Rchg(3), RechRdx-I(5)
    Level 4: Single Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(36)
    Level 6: Disintegrate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(25)
    Level 8: Sonic Barrier -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(9), Aegis-EndRdx/Rchg(9), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam(11)
    Level 10: Sonic Haven -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(13), Aegis-EndRdx/Rchg(13), Aegis-ResDam/EndRdx/Rchg(15), Aegis-ResDam(15), GA-3defTpProc(48)
    Level 12: Lancer Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 14: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17)
    Level 16: Disruption Field -- EndRdx-I(A), EndRdx-I(43)
    Level 18: Fly -- Winter-ResSlow(A)
    Level 20: Sonic Dispersion -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(21), Aegis-EndRdx/Rchg(21), Aegis-ResDam/EndRdx/Rchg(23), Aegis-ResDam(23)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(25), HO:Cyto(42)
    Level 24: Boxing -- Empty(A)
    Level 26: Piercing Beam -- HO:Nucle(A), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Dmg(43), RechRdx-I(43)
    Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(29), Aegis-EndRdx/Rchg(29), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(33)
    Level 30: Weave -- LkGmblr-Rchg+(A), HO:Cyto(31), HO:Cyto(31)
    Level 32: Overcharge -- Empty(A), Empty(36), Empty(45), Empty(45), Empty(46), Empty(46)
    Level 35: Clarity -- RechRdx-I(A)
    Level 38: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-ResDam(39), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(40)
    Level 41: Electric Shackles -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(46), Lock-Acc/EndRdx/Rchg/Hold(48), Lock-%Hold(48)
    Level 44: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 47: Aim -- RechRdx-I(A)
    Level 49: Sonic Cage -- HO:Endo(A)
    Level 50: Cardiac Core Paragon
    Level 0: Marshal
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    ------------
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(50), EndMod-I(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 28.63% Defense(Fire)
    • 28.63% Defense(Cold)
    • 20.5% Defense(Energy)
    • 20.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 23% Defense(Ranged)
    • 30.81% Defense(AoE)
    • 2.5% Enhancement(Held)
    • 28% Enhancement(Accuracy)
    • 22.5% Enhancement(RechargeTime)
    • 16% FlySpeed
    • 16% JumpHeight
    • 16% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 2.2%
    • 12% (0.2 End/sec) Recovery
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 41% RunSpeed
    • 12.5% XPDebtProtection



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  7. After some thought, I actually might just keep the ST immobilize. It does set up containment more quickly on those few tough targets (as well as not being negated by the Purple Triangles), and my primary complaint, the time it takes to do its damage, doesn't apply as much against those tough targets. And I do enough TFs and trials in general that it's worth taking for situations like that.
  8. Quote:
    Originally Posted by DreadShinobi View Post
    Howling Twilight is also a 500% regen debuff, 62.5% rchg and movement speed debuff, and mass rez, it's a very important power for /dark.
    I'm perfectly aware of this, and I would never skip it. I'm just saying that it's not really a replacement for Heart of Darkness since Heart of Darkness has mag 3 stun so you can reliably nail everything below a boss in one shot, and even throw in an extra Howling Twilight to stun all of the bosses as well (useful at the points in the game where it throws a whole bunch of bosses at you at once).

    As for the argument over ST immobilizes vs. AoE immobilizes... First off, Reppu, you're being way too abrasive. Even if you believe you're telling the truth, the way you say it makes it such a bitter pill that others will tend to reject it offhandedly. In short, you aren't doing yourself any favors. I've seen you claim in another thread that this is just your communication style, but I think you need to learn what situations are appropriate for what conversation styles.

    Now, here's my own answer. I soloed my way through alignment missions and such to make my controller into a Rogue, and I found it very useful for damage dealing. However, I'll probably respec out of it later and replace it with an APP blast. And as others said, if you're primarily teaming, you probably have better things to take. It depends overall on your playstyle and what you generally do. And I'm saying this as one who put damage into all of her Mind Controller's single target controls/attacks as well as Terrify. (I frankenslotted for both damage and control using Damage/Mez Hami's).

    As for the AoE immobilize, it's fairly endurance intensive and not particularly high damage, but it will start to really shine once you get an APP AoE attack to take advantage of its containment and then add on Interface procs and the like. And I probably should get into using it with Darkest Night and the like. I held off on taking it in my leveling build due to what I was primarily doing at the time, but it's probably about time to take it.

    I'll reserve any comments on the AoE hold until I'm high enough level to take it and slot it decently to evaluate it. However, I'll say that right now I'm not really feeling like I'm hurting for control. I do wonder, however, how well it procs. From the looks of the mechanisms it likely won't be quite as potent with procs as Earth Control's AoE hold.

    I stand by my earlier answer that the most truly skippable power is Black Hole (and, temporarily, the two new powers in Dark Affinity). Too bad I took Fade because I thought it made its way onto the Live server in the buffed state. I'll just have to wait for it to become more useful.
  9. Howling Twilight is only magnificence 2 stun. It's a good power, but it won't stop lieutenants. And I use the immobilize for single-target damage while leveling. (Though it can be replaced by an ancillary pool blast later on.)

    In the end, most of the powers have their uses one way or another, depending on playstyle. Black Hole is definitely the most marginal power, though.
  10. Thanks greatly for the critique! I looked at that thread, but I think I'll take another look. Anyway...

    You seem to have missed the part where I said I wouldn't be using Fire or Ice APPs for thematic reasons. This isn't really negotiable. If they fit my character, I would be taking one of them. So I'm basically working with my other options.

    Also, my fault for not explaining that I'm not trying to maximize my personal survival specifically. As you've said, it's not that much of a worry for Illusion Controllers, especially ones with heavy recharge. Manuevers and Power Boost were picked for team support purposes. Time's Junction was for that little extra as well.

    And, I do count doing damage for "team support". That's why I fully enhanced Blind for damage. I know I could've squeezed another 7.5% recharge out of it, but eh. On top of all the recharge I already have, it's marginal. If I could see more places to squeeze out recharge, I'd consider it, but this is near to as much as I can think of getting without delving into the more expensive purples or sacrificing utility powers to get set mules. On the other hand, that's 6 damage difference for every cast of Blind.

    I'm open to alternative power selections that would work better for team support+damage purposes. As long as it isn't too out of place on my character like fire and ice themed powers would be.

    I thought Phantom Army didn't benefit from buffs? Or does that buildup proc bypass that somehow? I suppose since it's basically self-originated and not an outside buff?

    Slotting Slowed Response for recharge was for shortening the time between recasts on fast moving teams. As I said, team support build. However, that third recharge really does do very little, so it's been removed.

    I missed that I'd gone over 5 for the 6.5% recharge bonus. It's been months since my last build, so I forgot to check for that. Whoops! And, yeah, I was worried about endurance but wasn't sure where to free up slots for it. Taking the slots out of Spectral Terror will help with that.

    Also, good point on the Farsight slotting being inefficient. I've switched it out for two Enzymes. Not really necessary, but it gets me the defense in fewer slots.

    I probably would've gotten more mileage out of just slotting two Endurance Reductions into Superior Invisibility, yeah.

    I severely doubt that with the number of slow effects to throw around, that slow proc would have more of a discernible impact in Time's Junction than that tiny bit of added -tohit. Either way the impact of that fourth slot's kinda marginal.

    Some tweaks to my building follows:

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Rose: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Time Manipulation
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Blind -- HO:Perox(A), HO:Perox(7), HO:Perox(7), EoCur-Acc/Rchg(9), G'Wdw-Acc/Rchg(9)
    Level 1: Time Crawl -- Acc-I(A)
    Level 2: Deceive -- CoPers-Conf%(A), CoPers-Conf/Rchg(3), CoPers-Acc/Conf/Rchg(3), CoPers-Acc/Rchg(5), CoPers-Conf/EndRdx(5)
    Level 4: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(31), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43), Decim-Build%(43)
    Level 6: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(11), Dct'dW-Rchg(13), Dct'dW-EndRdx/Rchg(43), Dct'dW-Heal/Rchg(45)
    Level 8: Time's Juncture -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitDeb/EndRdx(46), DarkWD-ToHitDeb(48)
    Level 10: Temporal Selection -- Heal-I(A)
    Level 12: Teleport -- EndRdx-I(A)
    Level 14: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(15), BasGaze-EndRdx/Rchg/Hold(15), BasGaze-Rchg/Hold(17), HO:Endo(17)
    Level 16: Distortion Field -- BasGaze-Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Slow%(34), BasGaze-Acc/Rchg(34), Lock-%Hold(36)
    Level 18: Phantom Army -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg(21), S'bndAl-Dmg/Rchg(21), S'bndAl-Build%(40)
    Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(27)
    Level 22: Superior Invisibility -- LkGmblr-Rchg+(A), EndRdx-I(23), EndRdx-I(23)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 26: Spectral Terror -- Acc-I(A)
    Level 28: Farsight -- LkGmblr-Rchg+(A), HO:Enzym(29), HO:Enzym(29)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(31), HO:Enzym(31)
    Level 32: Phantasm -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-+Res(Pets)(33), HO:Nucle(34)
    Level 35: Slowed Response -- HO:Lyso(A), RechRdx-I(37), RechRdx-I(37)
    Level 38: Chrono Shift -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40), EndMod-I(40)
    Level 41: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(48)
    Level 44: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rng(46), Posi-Dam%(46), Posi-Dmg/Rchg(50), RechRdx-I(50)
    Level 47: Power Boost -- EndRdx-I(A)
    Level 49: Recall Friend -- EndRdx-I(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(36)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc(36), P'Shift-End%(37)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  11. Tankers and brutes are really the only ones who can cap resistances, and that only with highly particular damage types in highly particular armor sets. So, yes, most 6-slot bonuses are skippable.

    As for defense softcap, about 45% is the requirement, or 32.5% if you want to softcap with a single Luck inspiration. Softcap means that for all practical purposes your chance to get hit is as low as it can get. However, softcapping defense isn't purely a requirement for controllers.

    I overall strongly recommend going for recharge on Empathy builds because of your long recharge buffs. Doomguide's build is a decent guide for doing that with your current power selections.

    Alternative power selections you might want to consider: Fire Blast (upping your single target damage), Hot Feet (upping your overall damage), Fire Shield (mostly for the smashing/lethal resistances). It's your choice though. Forgoing the first two will lower your damage output but you can still contribute.

    What's your budget anyway? Your'e looking at anywhere from tens or hundreds of millions using regular sets, to billions if you want to use a lot of purples.
  12. Yes, you can often combine high recharge and high or decent defense builds particularly if you're willing to make the necessary tradeoffs.

    Let's take a look at Doomguide's linked build because it's a good example of some of those tradeoffs. It lacks a travel power. Not everyone feels like they needs a travel power particularly in this age of good travel temporary powers like Ninja Run and that flying board one, and you might or might not want one. Also, Doomguide took the entire Fighting pool and invested slots into pretty much pure set mule powers (Brawl/Boxing/Kick) just to get defense set bonuses, instead of other things they could've been doing with those slots and power picks.

    Furthermore, this is overall a low damage and high survivability build. It doesn't have much in the way of personal damage so it's more oriented toward supporting the team while they kill. Freeing up slots invested into Kinetic Combat would lower personal survivability a bit but give slots to invest into the APP attacks.

    This is overall what I'd consider a decent build if what you want is a fairly survivable team support build that doesn't do much damage. It's also pretty expensive with all the purples in it. And Doomguide's right that you don't necessarily need to softcap to get good mileage out of building in some defense.

    That's another thing. Goals for the character (and your budget) pretty much determine the build--there're a wide variety of good ways to build controllers.
  13. Quote:
    Originally Posted by Doomguide View Post
    You mention Smoke's debuff being unresistable, which is as I vaguely recall myself. Mids doesn't seem to indicate this is the case. Is Mids wrong or are memories faulty here? By comparison Mids specifically indicates the AA proc is "Non-resistable".
    Just doublechecked. Trick Arrow's Flash Arrow is flagged as unresistable in-game and in City of Data. Smoke isn't. So it still applies against general mobs, but against AVs and the like it'll pretty much be resisted into oblivion.
  14. Really, there're two main build philosophies for Controllers that I see arising the most: Defense and Recharge.

    Defense gives passive safety. More of a safety net for throwing out of your controls without worrying about getting smacked down by something out of left field. Smashing/Lethal and Ranged defenses are just sub-variations that depend on the kind of range you usually play at (S/L for melee range, Ranged for ranged).

    However, a recharge focus helps you achieve constant lockdowns and helps with the numerous long cooldowns controllers have. My own Mind/Emp actually goes for maximizing recharge, completely disregarding passive defense other than running the Psi APP shield. She can keep someone Adrenalin Boosted nonstop and throw out a good number of Fortitudes, as well as having either Mass Domination or Mass Confusion up for almost every spawn (with Terrify about every third spawn if the team's moving fast).

    You need enough recovery to run your powers without running dry, as well.

    In the end, it depends on your desired playstyle which of those two major divides to go for. A bit more relaxed (with the Defense safety net) or highly active (mezzing and debuffing everything in sight before it can hurt you). Powerset combos also play into consideration. Illusion in particular tends to be better served by going for recharge than defense, because of Phantom Army. Elec Control, though, has rather fast recharging controls as its mainstays and if combined with a secondary that doesn't need a lot of recharge is relatively (relatively) low on recharge needs compared with a good number of other control sets. Ice Control also gets a lot of mileage from its Arctic Air toggle.

    A good way to determine what you need is to look at your powers. Do you have really good powers with long recharges that you want up as much as possible? Then a recharge focused build is at least a decent idea there.
  15. Hmm, what did you have in mind? SO build, frankenslotting, IO slotting?

    Assuming SOs or non-set IOs:

    The heals can make do with fewer slots. 4-5 with 3 heal and endurance reduction or recharge reduction (depending on how endurance you find yourself burning).

    You could probably get away with 3 slots in Recovery Aura (all Recharge). It's nice, but Adrenlaine Boost would probably benefit more from an extra 2 heal and another heal or an endurance modifier (depending on how much you play with end-crash-nuking blasters and the like) in addition to the recharges I presume you're planning. Regeneration Aura would also benefit from 6-slotting for recharge+healing.

    With Tactics, you can probably get away with 1 or 2 Accuracy in Fire Imps along with 3 Damage.

    Speaking of Tactics, I'd suggest 4 slots in it and Maneuvers for 1 endurance reduction + 3 tohit or defense, respectively.

    Smoke doesn't need any more than 1 slot, or 3 if you want to maximize its -tohit (which isn't much by itself, but you do have Fortitude and Maneuvers to stack with it, and it's irresistible though level differences will still reduce it). It only need accuracy for PvP, I believe, and the recharge is good enough already.

    Flashfire would go well with 6 slots (2 accuracy, 2 disorient, 2 recharge). Same thing for Cinders except with Hold instead of Disorient.

    Assault is 1-slot for endurance reduction--you can't boost the damage buff it gives.

    Rise of the Phoneix really only needs one slot for recharge.

    You might want to consider Hot Feet for adding extra damage onto there and helping kill the enemies you're apparently thinking of Fire Cage+Fireballing, though it'll add an endurance drain and potentially draw aggro. Depends on how aggressive you want to be (and Fire/Emp doesn't have quite as much personal protection and damage amplification as, say, Fire/Rad or Fire/Cold for example). Most likely a 6-slot for 3 damage and some accuracy and endurance reduction.

    Or Fire Shield for added survival. Extra smash/lethal resistance is nice because of how much uses it.

    I personally find that I don't really use Absorb Pain on my Mind/Emp, with how it puts you in increased danger. I'd suggest shuffling another power earlier to take Fire Shield or taking Hot Feet instead.
  16. Quote:
    Originally Posted by GGG247 View Post
    I built my Fire/Rad for Recharge. You want to have AM up as often as possible, whether you're in a team or solo. Also, with high levels of Rechg, you can have Flashfire up every fight, Cinders and EM Pulse up for AoE Holds, and your debuffs working almost constantly. With the controls you have with Fire/ and /Rad, you'll rarely face an opponent capable of hitting you.
    This is also a perfectly valid way to build. It does mean you'll have to be on the ball with your controls and debuffs instead of relying on defense to do the work for you, but those will go a long way to ensuing your survival. And constant AM and debuffs will definitely boost your and the team's performance.

    You definitely have to be on the ball, though.
  17. I'd appreciate critique on this. Some specific notes about thematic decisions: I've heard the advice about picking Ice or Fire APPs but neither fit the character. Thus, Primal. Also, Teleport is a thematic decision and I picked Recall Friend because of the useful combo with invisibility but it's not particularly important thematically. (Plus I have Assemble the Team now, though it's got that slow recharge.)

    Phantom Army's not quiiiite perma but I can live with being slightly less than a second off. Getting it fully perma would likely require a considerably more expensive build and a few thematic and power sacrifices (picking more LotG mules for example).

    I'm not 100% sure of my pick of Energy Torrent over the resistance armor though.

    Addenda: I just realized I completely forgot about the Spiritual Alpha. Heh.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Rose: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Time Manipulation
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Blind -- HO:Perox(A), HO:Perox(7), HO:Perox(7), EoCur-Acc/Rchg(9), G'Wdw-Acc/Rchg(9)
    Level 1: Time Crawl -- Acc-I(A)
    Level 2: Deceive -- CoPers-Conf%(A), CoPers-Conf/Rchg(3), CoPers-Acc/Conf/Rchg(3), CoPers-Acc/Rchg(5), CoPers-Conf/EndRdx(5)
    Level 4: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43)
    Level 6: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(11), Dct'dW-Rchg(13), Dct'dW-EndRdx/Rchg(43), Dct'dW-Heal/Rchg(45)
    Level 8: Time's Juncture -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitDeb/EndRdx(46), DarkWD-ToHitDeb(48)
    Level 10: Temporal Selection -- Heal-I(A)
    Level 12: Teleport -- EndRdx-I(A)
    Level 14: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(15), BasGaze-EndRdx/Rchg/Hold(15), BasGaze-Rchg/Hold(17), HO:Endo(17)
    Level 16: Distortion Field -- BasGaze-Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/Hold(34), BasGaze-Acc/Rchg(34), Lock-%Hold(36)
    Level 18: Phantom Army -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg(21), S'bndAl-Dmg/Rchg(21)
    Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(27)
    Level 22: Superior Invisibility -- LkGmblr-Rchg+(A), HO:Enzym(23), HO:Enzym(23)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-Acc/EndRdx(36), Abys-Acc/Fear/Rchg(36), Abys-EndRdx/Fear(37), Abys-Dam%(37)
    Level 28: Farsight -- LkGmblr-Rchg+(A), HO:Membr(29), HO:Membr(29), HO:Membr(31)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(31), HO:Enzym(31)
    Level 32: Phantasm -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-+Res(Pets)(33), HO:Nucle(34)
    Level 35: Slowed Response -- HO:Lyso(A), RechRdx-I(37), RechRdx-I(40), RechRdx-I(40)
    Level 38: Chrono Shift -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40)
    Level 41: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(48)
    Level 44: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rng(46), Posi-Dam%(46), Posi-Dmg/Rchg(50), RechRdx-I(50)
    Level 47: Power Boost -- EndRdx-I(A)
    Level 49: Recall Friend -- EndRdx-I(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(11)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    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)
    • 7.5% Defense(Energy)
    • 7.5% Defense(Negative)
    • 3.75% Defense(Ranged)
    • 4.5% Max End
    • 2.75% Enhancement(Terrorized)
    • 8% Enhancement(Heal)
    • 4% Enhancement(Confused)
    • 18% Enhancement(Accuracy)
    • 101.3% Enhancement(RechargeTime)
    • 57.23 HP (5.63%) HitPoints
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 10.5%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 9.4%
    • 15% (0.25 End/sec) Recovery
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 14.1% Resistance(Fire)
    • 14.1% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)



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  18. Having a Fire/Rad, my advice'd be for Defense. Ranged if you tend to play at just enough of a range to catch mobs in Hot Feet/Choking Cloud but stay out of point blank range. Smash/Lethal if you tend to stand toe-to-toe with the enemy. Fire/Rad seems to attract a lot of aggro and mezzes detoggle a lot of your primary powers (you can use Clarion to help with this if you're inclined though). Plus it doesn't need quite as much recharge as some controller combos (though whatever recharge you can sneak in is nice). Though you definitely want +recovery. That combo's a big endurance hog.

    Also, it might be helpful if you included the combo you're asking advice about in your topic title (I.e. "Fire/Rad: What to build for?" or the like). Just something for future threads (I don't recall if you can edit topic titles in this forum).
  19. I'm planning an Ill/Time for conceptual reasons (dimensional bending + mental powers fit the concept), and I'm glad the pairing looks to mesh up fairly well.

    Probably the only disparity will be that PBAoE toggle (which would go better with more melee oriented sets). And I've seen comments about Illusion's pets leading to it favoring a ranged playstyle in that Ill/Rad thread.

    But it looks like that toggle is primarily a defensive power and controllers are already strong on providing defense. It might be entirely possible to just run in to debuff the targets that can't be so easily controlled and just ignore the toggle the rest of the time. I'll have to play with it once it goes live and see. I've no plans of going on Beta because I'd rather spend my time on a character I could keep after Beta ends and there're already plenty of people providing useful feedback in there.
  20. I'd love a review of those powers and the removing of that restriction from most or all of them. As a particular oddity, it's irritating having Stalagmites as the odd standout for my flying magical girl Dominator that I can't use from the air. I don't mind generally playing from the ground as constantly flying isn't a part of her concept, but I end up often taking to the air for one reason or another just because flight's useful and then I can't use that single power out of all my powers.

    But, yeah, the ground-only restriction is in many ways a legacy from the days of random weird conceptual restrictions.
  21. Arcanaville's earned a degree of respect with me due to being, well, well-thought out and basically correct very frequently. Much of this is likely due to her apparently saving her arguments until she has enough to backup them--in other words, not playing her cards until she's gathered a full hand of aces.

    She isn't infallible, of course. No one is infallible. But she's earned respect from me just from reading the thought she put into her posts. (Myself I don't exactly do that, but I actually like being correctly pointed out as wrong, because I always learn something from it. It's for this reason that I sometimes make arguments I'm not 100% certain of, just to see how they hold up under others' scrutiny.)

    And I tend to see a lot of complaints in the forums that don't particularly seem to bear out in-game. Anecdotal evidence like "I still see plenty of blasters in-game" (my personal experience) isn't worth nearly as much as statistical evidence, but the fact remains that Blasters're still popular enough by all statistical evidence released by the devs. Continuing to argue with that is just plain ridiculous, because you have no real basis to refute the devs' statistics other than anecdotal experience which is... worth far less than statistics.

    All this "blasters are numerically inferior" silliness has little bearing on the reality of what people choose to play. And speaking frankly? All those arguments about a buffer/debuffer always being a better choice? Those 'inferior numbers'? Do you know what I numerically would prefer most of all to have on a team with sufficient support to keep everyone alive and a fair amount of offensive buffs/debuffs? Not yet another buffer/debuffer. No, I'd want a Blaster or two to leverage those offensive buffs most efficiently.

    There're two sides to force multiplication. The multiplication and the force. The buffing/debuffing ATs bring a ton of multiplication to the table, but blasters bring a lot of force to the table, that none of the debuff/buff archetypes can really match (even the most uber damaging debuffers/buffers will be outdone by the most uber damaging blasters benefiting from the same debuffs and buffs). With the alternatives being melee oriented characters who basically waste powers on survival that isn't necessary in such a team setup and have to waste time closing in, etc... Yeah.

    Blasters really only lose out to the supposedly 'outperforming' melee ATs in terms of self-sufficiency. That self-sufficiency isn't worthless (it brings some things even on a team, such as higher alpha-soaking capabilities), but not everyone exactly thinks in terms of self-sufficiency. If they did, blasters wouldn't still be popular at level 50.

    In the end? If plenty of people still like playing blasters, but you don't see what makes them so great? What does that indicate? It indicates more than anything that blasters just aren't the AT for you. If they really were that broke, people wouldn't be playing them so much. That's all.

    We'd still need to see statistics for Incarnates, but I'll make a wager: Blasters will still be popular. Maybe the numbers'll be different, but overall I predict popularity.
  22. Quote:
    Originally Posted by _Ail_ View Post
    But this was specifically done just for doms to counteract the "gravity is better for controllers" argument. It is funny that people still make the argument though and seemingly have completely forgotten about the lift fix. "The grass is always greener on the other side," and human psychology is more at play than anything else here I think with all of the complaints.

    I honestly think many people who complain about gravity just don't really play the set or want it to be another fire control or something. It really only needs very minor fixes to be absolutely competitive.
    Oh, I agree that it only really need minor fixes, too. All the propositions about major shifts to the set, and I'd be happy with just a couple of animation time fixes (on Propel and Wormhole) and some power tweaks to Wormhole. Plus ST Dimension Shift or I suppose I can just skip it. Hell, even if they only fix Wormhole, it would make the set drastically more playable on my Grav/Storm controller. That's how little it would take.

    I just thought the damage increase to Lift would be nice. I guess I'm just too used to Levitate on Mind Control. Do you have a link or reference on it being done specifically for Dominators for that reasoning, by the way? I had assumed it was just an oversight.
  23. Oh, okay. I wouldn't object to turning Dimension Shift into AoE Lift. Really, all Gravity Control needs are fixes to Propel's animation time, something to make Dimension Shift a bit more useful (even just turning it into a ST Intangible would be a notable improvement in usability) and Wormhole's animation time, aggro timing, and radius as well as possible swapping with Dimension Shift's place in the levels.

    Plus giving Controllers the damage fix that Dominator Lift got. =P

    But yeah, those would make Gravity just fine as a set.
  24. I've heard Lift right now's actually a power worth replacing the tier 1 Assault attacks with. If they changed it into an AoE, that niche would be lost. Not to mention change of IO slotting. In the end, AoE Lift would be too drastic a change for not enough justification.

    Honestly, Gravity would become a lot more playable with just fixes to Propel and Wormhole, enough to almost completely fix it. Completely throwing Dimension Shift out and replacing it wouldn't be that disruptive, most likely. Far less disruptive than an AoE change to Lift.
  25. Alef_infinity

    Let's speculate!

    Quote:
    Originally Posted by Carnifax_NA View Post
    "Domination no longer receives Recharge Bonuses from any source. This has been done to make playing as a Dominator more exciting and closer to the intended experience"


    Again, when asked, about the upcoming news for dominators, a red name specified they were only talking about powersets