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  1. Luck of the Gambler - one of the Invention Sets for Defence powers.

    Trivia: It is usually used in relation to the sixth member of the set - the one that provides a 7.5% Recharge Set Bonus along with some direct Defense enhancement for the power it is slotted in. This is one of the rarest recipes to show up on the Consignment markets (as it is so useful for virtually any build), and as such is one of the most expensive when it occasionally does turn up on the market. Builds that are trying to maximise their +Recharge set bonus will typically be looking to include at least one of these enhancements - which can make such builds extremely expensive (unless you get lucky and have one drop from a TF or SF).
  2. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Hot Feet is on ranged damage scale, not melee damage scale. (Kane1 March 10th)

    [/ QUOTE ]
    I'm happy to throw this in as an issue if other people agree.

    [/ QUOTE ]

    Whirling hands and ice sword circle are PBAoEs and are on the melee scale. Sounds like an issue to me.

    [/ QUOTE ]
    As explained above, both those have a much shorter range than Hot Feet - Whirling Hands is 8 feet, ISC is 10 feet (while Hot Feet is 20 feet). Same reason PSW is ranged scale too (25 feet range). Not an issue.
  3. It ticks every 2 seconds so it's inevitable that sometimes mobs will manage to walk through. Part of the balance of it being autohit and 100% knockback (as opposed to only chance of knock per tick like Ice Slick) when it does tick. Not an issue IMHO.
  4. Maybe at some stage - depends when I next get the time.
  5. [ QUOTE ]
    [ QUOTE ]
    Disorient duration too short for Wormhole. (Lemur_Lad September 5th)

    [/ QUOTE ]
    Oddly enough, I've never felt that this was an issue. (Flashfire is another question entirely though.) Anyone out there support this?

    [/ QUOTE ]
    Wormhole's duration is actually 25% longer than Flashfire. To balance that it has a considerably smaller AoE.
  6. The last enhancement of the Luck of the Gambler Set is "7.5% Recharge" (and some Defence enhancement too). You only need to slot that one enhancement in a power to get a global 7.5% Set Bonus. This is different from all the other Recharge Set Bonuses which require you to 5 slot a set in a power. This is why it is such an incredibly rare and (when you can find it on the market) expensive recipe.

    Once it is slotted in a power you will be continuously getting the bonus (unless you exemp below the level of the power or more than 3 levels below the level of the enhancements) - you don't need to actually use the power to benefit from its Set Bonuses (that includes the Luck of the Gambler one too).
  7. It shouldn't - in fact it's only the Dominator version which does anyway (the Controller version correctly doesn't). Of course it does mean that Dominator's have the option slotting a 4th damage Proc in AA, so it's not necessarily a bad thing really.
  8. Umm this is the Guide Section. Anything in here is preserved - it doesn't necessarily need to be in the big Guide to Guides, though doing so of course makes it easier for others to find!
  9. Oh and sort of related to that, Proc's aren't affected by exemping like "Set Bonus IOs" are. That is to say a level 50 damage Proc slotted in a level 1 power will have a chance to do damage no matter what level you exemp down to.

    Of course if the power the Proc is slotted in becomes unavailable due to exemping then it goes without saying that the Proc won't have a chance to go off - since the power it is in can't be activated which is what would trigger the Proc.
  10. Appendix: The Maths behind it

    Well I used a spreadsheet to do the calc's which is difficult to show in a guide, but I can walk through one example to show the process used.

    Consider the 3 IO case: 0.991 enhancement and 0.69 extra recharge.

    While Hasten is up it recharges [ 120 * ( 1 + 0.991 + 0.69 + 0.7 ) ] = 405.72 'ticks' of Hasten's 450 seconds recharge. The remaining 44.28 seconds-worth of Hasten's recharge are actually recharged in [ 44.28 / ( 1 + 0.991 + 0.69 ) ] = 16.5 seconds. That gives Hasten a total cycletime (including activation) of [ 120 + 16.5 + 0.73 ] = 137.25.

    In the worst case scenario Hasten has just expired as Domination is activated, therefore ensuring that all of Hasten's downtime (16.5 + 0.73 = 17.25) is applied in the Domination recharge cycle. The first 17.25 seconds are therefore recharged without Hasten, and provide [ 17.25 * ( 1 + 0.69 ) ] = 29.15 'ticks' of Domination's recharge, leaving 170.85 seconds remaining.

    These are recharged with Hasten active, and are recharged in [ 170.85 / ( 1 + 0.69 + 0.7 ) ] = 71.49 seconds. Combined with the initial non-Hastened recharge time that gives us an overall recharge time for Domination of [ 71.49 + 17.25 ] = 88.7, therefore recharging Domination a second or so before it expires.

    With the spreadsheet I set up formulas for this so that I was able to plug in various Set Bonus values till I found the one that had Domination recharge fast enough.
  11. Guide to Perma-Domination with IO's

    Introduction

    Welcome to this Perma-Domination guide that is designed to try and help you to maximise the Recharge boost potential of your Dominator with IO sets, and perhaps even make it capable of achieving perma-domination (having domination recharge before its 90 seconds are up, which allows you to chain-cast it)! Just be warned that it can get very expensive very fast, and will likely involve a lot of time and effort.

    In this guide I assume that the reader has a basic knowledge of IO Sets and their bonuses, but I will go through in detail which sets can offer +Recharge boosts, and how we can use the information to optimize our characters' builds to hopefully provide enough +Recharge boost to allow perma-domination. I have broken down the guide into the following sections:<ul type="square">[*]Introduction[*]Getting Domination Perma[*]+Recharge IO Set Bonuses[*]Case Study: Grav/Ice/Mako[*]Summary[*]Appendix: The Maths behind it[/list]Let's crack on with a look at what we mean by perma-domination, and what we will need to get there.

    Getting Domination Perma

    OK well what we mean by Perma-Dom is basically that we want to get our Domination power to Recharge before its effect wears off, which if we are quick enough will allow us to fire it off again without having to build the Domination bar up again! This is possible because the Domination bar remains full while the Domination effect is active, and as long as the bar is over 90% full and the power is recharged, we can fire it off again. So how do we do that?

    Well Domination has a base recharge time of 200 seconds, and the effect lasts 90 seconds. Our aim is to get that 200 seconds down to below 90 seconds - so we have our work cut out! As the power can't be directly enhanced with Recharge enhancers, that means we need to rely on other Recharge boosts to get there.

    One of the most effective ways of doing that is the pool power Hasten - which provides a global +70% recharge boost while it is active. This is basically going to be a pre-requisite in any attempt to achieve perma-dom. Unfortunately Hasten alone won't reduce a 200 second recharge down to 90 seconds - in fact it gets us barely halfway. What's more Hasten suffers from the same issue that we are trying to remedy with Domination: it isn't perma. So the +70% boost isn't even going to be available to us all the time. Even if it was it would only reduce our 200 seconds down to 118 seconds.

    So we need some extra +Recharge Boosts to 'top-up' what Hasten is providing us; in fact we need an average +Recharge boost of about +125% (allowing a second or so overlap). The nice thing of course is that the more additional +Recharge we get, the faster Hasten recharges too, so the more often its +70% will be in effect.

    Traditionally the only way to get the extra recharge boosts required for perma-dom was to get them from other players - in particular characters with radiation emission&gt;accelerate metabolism (+30% recharge) and kinetics&gt;speed boost (+50% recharge). Even then we needed two or three of them to get our domination recharging in less than 90 seconds.

    The Invention System however, has provided us with another source of +Recharge Boosts: IO Set Bonuses. The question is whether we can get enough of them to get Perma-Dom?

    The maths behind it is quite complex (see the Appendix at the end for details), as the amount of global +Recharge affects how much bonus Hasten provides over time; but I will basically give a few examples of the sort of extra Recharge boost that will be required for a given slotting of Hasten, in order for Domination to recharge in 89 seconds or less (i.e. a 1 second overlap allowance), in a worst case scenario (when Hasten has just expired as you use Domination):

    <font class="small">Code:[/color]<hr /><pre>Hasten Slotting Enh Value Set Bonus Rech Req'd
    --------------------------------------------------
    3 Rech SO 95.0% 70%
    3 Rech IO 99.1% 69%
    4 Rech IO 105.4% 67%
    5 Rech IO 111.8% 65%
    6 Rech IO 118.2% 64%</pre><hr />
    The extra recharge required is what we will be looking to achieve that, combined with Hasten, will allow Domination to be chained even in a worst case scenario. In most cases you won't need quite this much as Hasten will often be available for all or most of the 90 seconds that Domination is up, but these are good values to aim for as they will allow a bit of breathing room most of the time.

    Well now we know what we are aiming for, let's look at which IO Set Bonuses can help us in our quest for Perma-Domination!


    +Recharge Set Bonuses

    The following is a list of each IO Set that includes a +Recharge Bonus, broken down by power group, and showing how many enhancements are needed to activate the bonus, and what value of +Recharge each one offers. You can see that virtually all of them require 5 enhancements from the set to be slotted in order to get the +Recharge bonus - the exception being Luck of the Gambler, because its Bonus actually comes from a specific enhancement within the set.

    <font class="small">Code:[/color]<hr /><pre>Set # enhs Rech %
    -------------------------------------------------
    Confuse.Befuddling Aura 5 2.5
    Confuse.Malaises Illusions 5 6.25
    Defense.Kismet 5 3.75
    Defense.Luck of the Gambler 1 7.5
    Defense.Red Fortune 5 5
    Fear.Glimpse of the Abyss 5 6.25
    Fear.Horror 5 2.5
    Fear.Unspeakable Terror 5 5
    Heal.Doctored Wounds 5 5
    Heal.Regenerative Tissue 5 5
    Immobilize.Enfeebled Operation 5 3.75
    Immobilize.Rooting Grasp 5 2.5
    Melee.Crushing Impact 5 5
    Ranged AoE.Positrons Blast 5 6.25
    Ranged.Decimation 5 6.25
    Ranged.Entropic Chaos 5 6.25
    Resistance.Impervious Skin 5 5
    Sleep.Call of the Sandman 5 6.25
    Sleep.Hibernation 5 2.5
    Slow.Curtail Speed 5 2.5
    Slow.Tempered Readiness 5 3.75
    Sniper.Calibrated Accuracy 5 3.75
    Sniper.Sting of the Manticore 5 7.5
    Stun.Stagger 5 2.5
    Stun.Stupefy 5 6.25</pre><hr />
    As you can see we have lots of options available to us (especially at the 6.25% and 5% level), however it is important to remember that we can only stack each particular bonus up to 5 times - so having 6 sets offering 6.25% recharge boost will be no better for us than having just 5 lots of 6.25%. In some cases it may be better to choose a less optimal bonus for one particular power so that we still achieve an overall +Recharge benefit for our character.

    The next stage is to look at our specific Dominator Build, and work out which sets, and therefore bonuses, each available power could qualify for. Then we can start to see what powers we will be wanting to take and how many slots we will need to dedicate to them. It is probably easiest if we look at a Case Study...

    Case Study: Grav/Ice/Leviathan

    I use this as an example as it is one of the first I looked at and it is also a combination I happen to have experience with (albeit only up to level 42 at time of writing).

    First we list each power, noting which Sets it allows, and as such which +Recharge bonuses it could be eligible for:

    <font class="small">Code:[/color]<hr /><pre>Gravity Control Allowed Sets Available Rech Bonuses
    --------------------------------------------------------------------------
    Crush Ranged / Immob / Slow 6.25 / 3.75 / 2.5
    Lift Ranged 6.25
    Gravity Distortion Ranged / Hold 6.25
    Propel Ranged 6.25
    Crushing Field Targetted AoE / Immob / Slow 6.25 / 3.75 / 2.5
    Dimension Shift None n/a
    GDF Hold / Slow 3.75 / 2.5
    Wormhole Stun / Teleport 6.25 / 2.5
    Singularity Pet n/a
    -----------------------------------------------------------------
    Icy Assault Allowed Sets Available Rech Bonuses
    -----------------------------------------------------------------
    Ice Bolt Ranged / Slow 6.25 / 3.75 / 2.5
    Ice Sword Melee / Slow 5 / 3.75 / 2.5
    Ice Sword Circle PBAoE / Slow 3.75 / 2.5
    Ice Blast Ranged / Slow 6.25 / 3.75 / 2.5
    Power Boost None n/a
    Frost Breath Targetted AoE / Slow 6.25 / 3.75 / 2.5
    Chilling Embrace PBAoE / Slow 3.75 / 2.5
    Greater Ice Sword Melee / Slow 5 / 3.75 / 2.5
    Bitter Ice Blast Ranged / Slow 6.25 / 3.75 / 2.5</pre><hr />
    There are also a number of common Power Pool choices (inc Mako) that could help us too:

    <font class="small">Code:[/color]<hr /><pre>Pool Power Allowed Sets Available Rech Bonuses
    -------------------------------------------------------------
    Combat Jumping Defense / Leaping 7.5 / 5 / 3.75
    Hover Defense / Flying 7.5 / 5 / 3.75
    Maneuvers Defense 7.5 / 5 / 3.75
    Stealth Defense 7.5 / 5 / 3.75
    Health Healing 5
    Aid Other Healing 5
    Aid Self Healing 5
    Shark Skin Resistance 5
    Water Spout Targetted AoE / Stun 6.25 / 2.5
    Bile Spray Targetted AoE 6.25</pre><hr />
    Note: there are some more exotic choices available too (e.g. Presence and Fighting pool powers that allow Stun and Fear sets), but I will leave those out to avoid things getting even more complicated!

    Our aim will basically be to choose a suite of powers that provide both an effective build, and allow us to achieve a decent number of +Recharge bonuses without having to 'overslot' too much (i.e. slotting powers that we wouldn't normally do, purely so we get the bonus associated with doing so).

    A good starting point is to work out which powers we absolutely want (or have to have) in our build and the recharge bonuses we might get from them, and which powers will allow us to get 5 6.25% bonuses - which will provide a solid foundation for our total recharge bonus goal.

    Crush or Lift: 6.25%
    Gravity Distortion: 0% (choosing a ranged set for a ST hold would be a mistake I think, or at least 5-slotting one would be - and hold sets have no +recharge bonuses)
    Wormhole: 6.25%
    Singularity: 0%

    Ice Bolt: 6.25%
    Ice Blast: 6.25%
    Power Boost: 0%
    Bitter Ice Blast: 6.25%

    Hasten: 0%
    Combat Jumping: 7.5%
    Super Jump: 0%
    Shark Skin: 5%
    Swift: 0%
    Health: 0% (in theory we could get 5% from this but it would require extremely inefficient slotting for a passive - we will leave it for now)
    Stamina: 0%

    These are the powers that I know I'll be wanting in the build (personally I prefer Crush over Lift for the slightly higher damage), and I have also managed to get 5 6.25% bonuses out of them too, as well as a 7.5% and a 5% too. There is room to tweak further of course, depending on what we choose as the remaining powers. We have 24 power choices in total, of which I have so far chosen 15 - so I have 9 left. Our total recharge bonus so far is 43.75%. Ideally we want another couple of 5% bonuses if we can, and the sword attacks are good - so we add those in too:

    Ice Sword: 5%
    Greater Ice Sword: 5%

    We can also add in some 3.75% bonuses too by choosing some other useful powers:

    Crushing Field: 3.75%
    Frost Breath: 3.75%

    And in fact it would probably be better to take the 6.25% bonus from Crush and put it in Frost Breath - as it is much better to enhance Frost Breath for damage than slow, and Crush can still be usefully slotted with an Immob or Slow Set for a 3.75% bonus.

    So we are now at 61.25% enhancement - we're getting there!

    If we add in Maneuvers we could get both the 5% Set Bonus from Red Fortune, as well as the 7.5% from a Luck of the Gambler IO if we 6 slotted it, which would bring us up to 73.75% overall. That is more than we really need though, and as the Luck of the Gambler IOs are so difficult to get hold of we'll leave it with just the Red Fortune bonus for now. We now have 4 power choices remaining - so we could add in Tactics, Vengeance, and two more of the Patron powers to round out the build. Here we have the option of taking either Water Spout or Bile Spray with up to 6.25% bonus potential, but that would mean changing one of our existing 6.25% bonuses (remember we already have our full quota of 5 for those) for a lower bonus (or accepting only a 2.5% bonus for Water Spout). Looking at the list we can see that Ice Bolt could exchange its 6.25% ranged set bonus for a 3.75% slow set bonus - it is a fairly minor damage power anyway so the loss in damage output isn't too bad (and the slow set will still allow a reasonable damage enhancement anyway), and the payoff is that we have now managed to achieve 70% global bonus, which is enough for perma-domination - as long as we have the slots for everything! So lets see how many slots we will have to be using to get our recharge bonuses, and how many we will have left over for anything else:

    <font class="small">Code:[/color]<hr /><pre>Power Slots needed
    --------------------------------
    Crush 1+4
    Crushing Field 1+4
    Wormhole 1+4

    Ice Bolt 1+4
    Ice Sword 1+4
    Ice Blast 1+4
    Frost Breath 1+4
    Greater Ice Sword 1+4
    Bitter Ice Blast 1+4

    Combat Jumping 1
    Maneuvers 1+4
    Water Spout 1+4
    Shark Skin 1+4
    --------------------------------
    Total +48</pre><hr />
    So of the 67 extra slots we get over our career, we are using 48 of them to get our 70% bonus. That leaves us with 19 slots to top up Hasten and to slot up our non-recharge set bonus powers like Gravity Distortion, pets, Health, Stamina, etc. Not a great deal to play with but lets see what a final build might look like:

    Villain Plan by Mids' Villain Designer 1.20
    http://www.honourableunited.org.uk/mhd.php

    Entroponic: Level 50 Technology Dominator
    Primary Power Set: Gravity Control
    Secondary Power Set: Icy Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Crush -- TmpRdns-Acc/Slow:50(A), TmpRdns-Dmg/Slow:50(19), TmpRdns-Acc/EndRdx:50(31), TmpRdns-EndRdx/Rchg/Slow:50(34), TmpRdns-Acc/Dmg/Slow:50(43)
    Level 1: Ice Bolt -- TmpRdns-Acc/Slow:50(A), TmpRdns-Dmg/Slow:50(17), TmpRdns-Acc/EndRdx:50(34), TmpRdns-EndRdx/Rchg/Slow:50(37), TmpRdns-Acc/Dmg/Slow:50(43)
    Level 2: Gravity Distortion -- G'Wdw-Acc/Rchg:50(A), G'Wdw-EndRdx/Hold:50(3), G'Wdw-Acc/EndRdx:50(3), G'Wdw-Hold/Rng:50(5), G'Wdw-Acc/Hold/Rchg:50(5)
    Level 4: Ice Sword -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(7), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/EndRdx:50(13), C'ngImp-Dmg/EndRdx/Rchg:50(15)
    Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(9)
    Level 8: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 10: Ice Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(11), Decim-Dmg/Rchg:40(11), Decim-Acc/EndRdx/Rchg:40(13), Decim-Acc/Dmg/Rchg:40(15)
    Level 12: Swift -- Run-I:50(A)
    Level 14: Super Jump -- SprngFt-EndRdx/Jump:50(A)
    Level 16: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(17)
    Level 18: Health -- Numna-Regen/Rcvry+:50(A), RgnTis-Regen+:30(19)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
    Level 22: Frost Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(23), Posi-Dmg/Rchg:50(23), Posi-Dmg/Rng:50(25), Posi-Acc/Dmg/EndRdx:50(25)
    Level 24: Crushing Field -- TmpRdns-Acc/Slow:50(A), TmpRdns-Acc/EndRdx:50(31), TmpRdns-Rng/Slow:50(37), TmpRdns-EndRdx/Rchg/Slow:50(40), TmpRdns-Acc/Dmg/Slow:50(46)
    Level 26: Wormhole -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(27), Stpfy-Acc/EndRdx:50(27), Stpfy-Stun/Rng:50(29), Stpfy-Acc/Stun/Rchg:50(29)
    Level 28: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(31), RedFtn-Def/EndRdx/Rchg:50(34), RedFtn-Def:50(40), RedFtn-EndRdx:50(46)
    Level 30: Tactics -- EndRdx-I:50(A)
    Level 32: Singularity -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg:50(33), BriL'shp-Acc/Dmg:40(33), BriL'shp-Acc/Dmg/EndRdx:40(33)
    Level 35: Greater Ice Sword -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(36), C'ngImp-Acc/Dmg/Rchg:50(36), C'ngImp-Acc/Dmg/EndRdx:50(36), C'ngImp-Dmg/EndRdx/Rchg:50(37)
    Level 38: Bitter Ice Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(39), Decim-Dmg/Rchg:40(39), Decim-Acc/EndRdx/Rchg:40(39), Decim-Acc/Dmg/Rchg:40(40)
    Level 41: Water Spout -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Dmg/Rng:50(42), Posi-Acc/Dmg/EndRdx:50(43)
    Level 44: Shark Skin -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(45), ImpSkn-EndRdx/Rchg:30(45), ImpSkn-ResDam/EndRdx/Rchg:30(45), ImpSkn-Status:30(46)
    Level 47: Summon Blue Coralax -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg:50(48), HO:Nucle(48), RechRdx-I:50(48), RechRdx-I:50(50), RechRdx-I:50(50)
    Level 49: Vengeance -- LkGmblr-Def:50(A), LkGmblr-Def/Rchg:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination



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    L,)BN-GX(X1+HZU?4$6`OU!$_:KO/35;2CG3JW03U@V-WH\GQ9')&lt;:8ZA0LK;\]A%5]=&gt;4T2`GN!,^J
    +C.88W,/F_@_$[I")Q7\_PU(_R4D^.?T2.)12(._U\Y_S]?T=N;WX"@&gt;D0+P``
    |-----------------------------------------------------------------------------|
    </pre><hr />

    On top of the 48 slots we had already "reserved" for the +Recharge Set Bonus powers, we have also managed to 3 slot Hasten and Stamina, 5 slot our ST Hold, 4 slot Singularity, 6 slot the Coralax Pet, and 2 slot Power Boost and Health. Unfortunately we haven't had any slots spare to add to Tactics, and could only add one to Vengeance, but they are both pretty useful anyway (and can be boosted with Power Boost) - and we also didn't manage to get Acrobatics in there (though once Domination is up and running it provided knockback protection anyway). In addition to all the +Recharge we were after, we have also picked up some rather impressive Set Bonuses overall:

    Set Bonus Total
    +Recharge 70%
    +Regeneration 49%
    +Accuracy 32%
    +Recovery 25%
    +Res(Immob) 12.1%
    +HP 9.78%
    +END 9.45%
    +RunSpeed 5%
    +Slow 4.5%
    +Res(Fire,Cold) 4.42%
    +Dur(Stun) 3%
    +Dur(Hold) 2.5%
    +Res(Sleep) 2.2%
    +DebtProtect 2%
    +Damage 2%
    +Def(Fire,Cold) 0.95%

    The individual powers have quite respectable enhancement themselves too, though Ice Blast and Bitter Ice Blast are slightly sub-optimal as they have to use a set which maxes out at level 40 (Decimation) in order to gain a Recharge Set Bonus - but it is only a few percent off what an equivalent level 50 set would provide. Shark Skin's Resistance performance also suffers a bit from having to slot Impervious Skin (which maxes at level 30), but it does mean that you get global Mez Resistance (which is active whether or not the toggle is because it is applied as a Set Bonus) that will help avoid having Domination overcome with stacked mezzes.

    Summary

    Designing any build with IOs can be pretty daunting - but it helps to have a particular goal in mind, and aiming to achieve Perma-Dom offers a pretty clear goal to aim for.

    Still, the process is still quite involved, and there is no single way to do it either. Many powers have several sets to choose from that offer +Recharge Set Bonuses, and the individual enhancements and other Set Bonuses they provide may mean you prefer to slot something different (for example in the Case Study here I slotted Crushing Field with a Slow set rather than an Immob set, as the Set Bonuses seemed to be better suited to the rest of the build).

    In this guide I have provided some of the first steps to consider (which sets provide +Recharge Set Bonuses), as well as a Case Study to show how you might proceed with a specific build. Some builds will be able to get +Recharge Set Bonuses more easily, and //Black Scorpion Patronees will certainly have an easier time thanks to having another +Def power in which to slot a Luck of the Gambler 7.5% IO - however most combinations should be able to achieve a perma-domination build - and even if you don't manage to get Perma-Dom yourself you can fairly easily get enough so that you only need one lot of Accelerate Metabolism or Speed Boost from a team-mate to keep Dom perma.

    Just be warned that this is a very expensive and quite time consuming process - many of the individual IOs (Luck of the Gambler 7.5% in particular) are very pricey and difficult to get hold of, as are some of the whole sets (Decimation and Entropic Chaos can be tricky to get on the Black Market for example).

    Good luck with your quest for Perma-Domination!

    Please feel free to add your perma-dom builds for other combo's to this thread too so we can get a few examples of how it can be done - I'll be adding the few that I've done so far in due course.
  12. [ QUOTE ]
    Question, does Power Boost affect the Damage Resistance debuff of Poisonous Ray?

    [/ QUOTE ]
    Nope, Power Boost doesn't affect any Damage Resistance buff/debuff powers I'm afraid.
  13. Thanks all - down to just 34 Unknowns now I think:

    Unknown Pool [34]

    Cacophony: Endurance/Confuse [10-30]
    Cacophony: Accuracy/Endurance [10-30]
    Cacophony: Accuracy/Confuse/Recharge [10-30]
    Commanding Presence: Damage/Endurance [10-30]
    Commanding Presence: Accuracy/Damage/Endurance [10-30]
    Debilitative Action: Accuracy/Endurance [10-30]
    Debilitative Action: Accuracy/Immobilize/Recharge [10-30]
    Decimation: Damage/Endurance [25-40]
    Decimation: Accuracy/Endurance/Recharge [25-40]
    Edict of the Master: Damage [15-40]
    Entropic Chaos: Damage/Endurance [20-35]
    Gift of the Ancients: Defense/Recharge [15-40]
    Gift of the Ancients: Endurance/Recharge [15-40]
    Impeded Swiftness: Accuracy/Endurance [10-30]
    Impervium Armor: Resistance/Recharge [15-40]
    Impervium Armor: Endurance/Recharge [15-40]
    Impervium Armor: Resistance [15-40]
    Induced Coma: Endurance/Sleep [10-30]
    Induced Coma: Accuracy/Sleep/Recharge [10-30]
    Kinetic Combat: Damage/Endurance [20-35]
    Kismet: Defense/Recharge [10-30]
    Kismet: Defense/Endurance/Recharge [10-30]
    Miracle: Endurance/Recharge [20-40]
    Neuronic Shutdown: Accuracy/Endurance [10-30]
    Pulverizing Fisticuffs: Accuracy/Damage/Endurance/Recharge [10-25]
    Razzle Dazzle: Endurance/Stun [10-30]
    Razzle Dazzle: Accuracy/Endurance [10-30]
    Regenerative Tissue: Healing/Endurance/Recharge [10-30]
    Salvo: Damage/Endurance/Recharge [10-25]
    Salvo: Accuracy/Damage/Endurance/Range [10-25]
    Tempest: Damage/Endurance [15-30]
    Touch of Death: Damage/Endurance [25-40]
    Touch of Death: Accuracy/Damage/Endurance [25-40]
    Unspeakable Terror: Accuracy/Endurance [10-30]

    I've not checked these with ParagonWiki recently so don't know if any of them have been reported there (I can't access it from work).
  14. Well I think it's now almost certain that the Cavern Trial is dropping Pool B's - whether that is by design or not I don't know as Posi never replied to my PM.

    I might try running a Sky raider respec soon and seeing what drops that gives.
  15. I'm beginning to strongly suspect that the Cavern Trial is not giving rewards from Pool D. There have now been three reports of recipes awarded from the trial that we previously had as Pool B, and the others that have been reported from the trial are ones that 'could well be B' (judging from some of the patterns that have been emerging in the lower level sets).

    The Debilitative Action one mentioned above is one we've got down as Pool A!

    I actually already PM'd Posi a few days ago asking if there was something freaky going on with the Cavern Trial recipe rewards but so far no reply.

    If some more people could try running some Cavern Trials and trying to get a note of all the recipes that are awarded at the end then that could be really helpful in trying to get to the bottom of this - thanks!
  16. [ QUOTE ]
    Both of these have been reported as Pool B, however, I just ran the Caverns Trial twice and I got:

    Induced Coma: Sleep/Range
    Commanding Presence: Acc/End

    [/ QUOTE ]
    Hmm that's a little weird that two recipes reported as B have turned up as rewards for the Cavern Trial. However the Cavern Trial rewards seem a little weird anyway at the moment - a lot of people seem to be getting level 30 recipes when they are auto-exemped down (remember the cavern trial auto-exemps to 15 - so 30 is a really weird level to be rewarding at). Were the recipes you got level 30 too?
  17. [ QUOTE ]
    Just asking here, I notice Pool A is basically your average types of mobs out there. What is the difference between Uncommon and Rare drops, within that pool? Does that just mean uncommon recipes are just a certain percentage to drop, whereas rare is another, albeit lower percentage to drop?

    That's the gist of what I am figuring out, at least....

    [/ QUOTE ]
    I'm not sure I understand exactly what you are asking, but basically each time you defeat a mob you have a chance to get a Pool A recipe (well unless the mob is specifically coded to give no reward - like farmable AV's). The chance is dependent on the rank of the enemy as per this post by Positron:

    [ QUOTE ]
    Minion: 2.666667%
    Lieutenant/Sniper: 5.333333%
    Boss/Elite Boss: 7.999999%
    Archvillain (Rewarding): 100%

    [/ QUOTE ]

    If the roll decides that you are getting a Pool A off a particular mob then the game then decides whether it will be common (basic IO's), uncommon (many Set IO's, costume piece recipes), or rare (some Set IO's, temp power recipes), as per this other post by Positron:

    [ QUOTE ]
    Common:Uncommon:Rare - 32:8:1 (so Common is 78.05%, Uncommon is 19.51%, and Rare is 2.44%)

    [/ QUOTE ]
    As far as Set IO's are concerned, the only difference between Uncommon and Rare recipes (other than the relative chance of them dropping), is that the Rares tend to be better.

    I hope that answers your question.
  18. [ QUOTE ]
    [ QUOTE ]
    Ok I've decided to fill in some of the remaining gaps for sets that look certain to be following these patterns:

    AABBCC (call of the sandman, executioner's contract, ghost widow's embrace, glimpse of the abyss, malaise's illusions, pacing of the turtle, positron's blast, stupefy, trap of the hunter)
    ABCDAC (aegis, luck of the gambler, sovereign right)
    AAAAA (impervious skin)
    ABC (unbounded leap)


    [/ QUOTE ]

    Could I get you to list out exactly how you have allocated Pacing of the Turtle? ParagonWiki is still listing three Pool B's on this one. I know there was debate on this one a while back, and can't remember how things fell out. If I can just get your allocation for the entire set, I'll update the wiki to match your listings.

    [/ QUOTE ]
    I've currently got it as this:

    <font class="small">Code:[/color]<hr /><pre>Pacing of the Turtle: Accuracy/Slow 20-53 Rare A
    Pacing of the Turtle: Damage/Slow 20-53 Rare A
    Pacing of the Turtle: Accuracy/Endurance 20-53 Rare B
    Pacing of the Turtle: Range/Slow 20-53 Rare B
    Pacing of the Turtle: Endurance/Recharge/Slow 20-53 Rare C
    Pacing of the Turtle: +Chance for Recharge Slow 20-53 Rare C</pre><hr />
    I know there was some discrepancy about the second one in the list but as all the other equivalent sets follow the AABBCC pattern I am currently working on the basis of it being some confusion at the time of testing - unless we get another report of it being B anyway.

    As for all the "Chance to's" being Pool C, it certainly looks likely so far (15 out of the 26 are either reported as C or are obviously part of AABBCC sets). A number of the unreported "Chance to's" are in lower level sets that we haven't had many reports on yet though, and some of the other 'Special IOs' (like +knockback protection) aren't Pool C, so I am a little hesitant to unilaterally put all the "Chance to's" as C until we have filled in a few more gaps. I may 'pencil them in' for now though - at least until we have any better information.
  19. Ok I've decided to fill in some of the remaining gaps for sets that look certain to be following these patterns:

    AABBCC (call of the sandman, executioner's contract, ghost widow's embrace, glimpse of the abyss, malaise's illusions, pacing of the turtle, positron's blast, stupefy, trap of the hunter)
    ABCDAC (aegis, luck of the gambler, sovereign right)
    AAAAA (impervious skin)
    ABC (unbounded leap)

    That leaves us with:

    [/ QUOTE ]
    Unknown Pool [62]

    Cacophony: Endurance/Confuse [10-30]
    Cacophony: Accuracy/Endurance [10-30]
    Cacophony: Confuse/Range [10-30]
    Cacophony: Accuracy/Confuse/Recharge [10-30]
    Commanding Presence: Damage/Endurance [10-30]
    Commanding Presence: Accuracy/Damage/Endurance [10-30]
    Debilitative Action: Accuracy/Endurance [10-30]
    Debilitative Action: Accuracy/Immobilize/Recharge [10-30]
    Debilitative Action: +Chance for Stun [10-30]
    Decimation: Damage/Endurance [25-40]
    Decimation: Accuracy/Endurance/Recharge [25-40]
    Decimation: +Chance for Buildup # [25-40]
    Edict of the Master: Damage/Endurance [15-40]
    Edict of the Master: Accuracy/Damage/Endurance [15-40]
    Edict of the Master: Damage [15-40]
    Entropic Chaos: Damage/Endurance [20-35]
    Entropic Chaos: +Chance for Heal Self [20-35]
    Gift of the Ancients: Defense/Recharge [15-40]
    Gift of the Ancients: Endurance/Recharge [15-40]
    Gift of the Ancients: Defense/Endurance/Recharge [15-40]
    Gift of the Ancients: Defense [15-40]
    Gift of the Ancients: +Run Speed [15-40]
    Impeded Swiftness: Accuracy/Endurance [10-30]
    Impeded Swiftness: Range/Slow [10-30]
    Impeded Swiftness: +Chance for Smashing Damage [10-30]
    Impervium Armor: Resistance/Recharge [15-40]
    Impervium Armor: Endurance/Recharge [15-40]
    Impervium Armor: Resistance [15-40]
    Impervium Armor: +Psionic Resistance [15-40]
    Induced Coma: Endurance/Sleep [10-30]
    Induced Coma: Accuracy/Sleep/Recharge [10-30]
    Induced Coma: +Chance for Recharge Slow [10-30]
    Kinetic Combat: Damage/Endurance [20-35]
    Kinetic Combat: Damage/Recharge [20-35]
    Kinetic Combat: Damage/Endurance/Recharge [20-35]
    Kinetic Combat: +Chance for Knockdown [20-35]
    Kismet: Defense/Recharge [10-30]
    Kismet: Defense/Endurance/Recharge [10-30]
    Miracle: Endurance/Recharge [20-40]
    Miracle: Healing/Recharge [20-40]
    Miracle: Healing [20-40]
    Miracle: +Recovery # [20-40]
    Neuronic Shutdown: Accuracy/Endurance [10-30]
    Neuronic Shutdown: Accuracy/Hold/Recharge [10-30]
    Neuronic Shutdown: +Chance for Psionic Damage [10-30]
    Pounding Slugfest: +Chance for Stun [15-30]
    Pulverizing Fisticuffs: Accuracy/Damage/Endurance/Recharge [10-25]
    Razzle Dazzle: Endurance/Stun [10-30]
    Razzle Dazzle: Accuracy/Endurance [10-30]
    Razzle Dazzle: Accuracy/Stun/Recharge [10-30]
    Razzle Dazzle: +Chance for Immobilize [10-30]
    Regenerative Tissue: Healing/Endurance/Recharge [10-30]
    Salvo: Damage/Endurance/Recharge [10-25]
    Salvo: Accuracy/Damage/Endurance/Range [10-25]
    Tempest: Damage/Endurance [15-30]
    Tempest: +Chance for Endurance Drain [15-30]
    Touch of Death: Damage/Endurance [25-40]
    Touch of Death: Accuracy/Damage/Endurance [25-40]
    Touch of Death: +Chance for Negative Energy Damage [25-40]
    Unspeakable Terror: Accuracy/Endurance [10-30]
    Unspeakable Terror: Fear/Range [10-30]
    Unspeakable Terror: Accuracy/Fear/Recharge [10-30]

    [/ QUOTE ]
    As you can see these are all part of sets that max-out between 25 and 40, which means that is where I would appreciate people keeping an eye out in particular. Hopefully with a few more drops we can ascertain some of the patterns that these sets follow (they don't seem to follow the other ones that I have found so far) and fill in some more gaps.
  20. Well I would be extremely surprised if that particular enhancement wasn't a Pool C, as the set otherwise fits the "standard" AABBCC pattern perfectly (that and we already have it down as Pool C from other reports anyway).

    I think the first option is most liketly and the flag for the "Pool C recipe reward" was attached to the AV for that TF rather than the actual TF complete for some reason - either that or there was a bit of confusion as to when the recipe actually dropped. Did others in the group get recipes upon completing Clamor instead of the end of the TF too?
  21. Here's my latest summary and list of remaining unknowns:

    Pool A - Mobs [288]
    Pool B - Missions [44]
    Pool C - TF/SF (inc LRSF / STF reward) [39]
    Pool D - Trial [9]

    Unknown Pool [85]

    Aegis: Resistance/Endurance [25-53]
    Cacophony: Endurance/Confuse [10-30]
    Cacophony: Accuracy/Endurance [10-30]
    Cacophony: Confuse/Range [10-30]
    Cacophony: Accuracy/Confuse/Recharge [10-30]
    Call of the Sandman: Accuracy/Recharge [20-53]
    Celerity: Endurance [15-53]
    Commanding Presence: Damage/Endurance [10-30]
    Commanding Presence: Accuracy/Damage/Endurance [10-30]
    Debilitative Action: Accuracy/Endurance [10-30]
    Debilitative Action: Accuracy/Immobilize/Recharge [10-30]
    Debilitative Action: +Chance for Stun [10-30]
    Decimation: Damage/Endurance [25-40]
    Decimation: Accuracy/Endurance/Recharge [25-40]
    Decimation: +Chance for Buildup [Unique] [25-40]
    Edict of the Master: Damage/Endurance [15-40]
    Edict of the Master: Accuracy/Damage/Endurance [15-40]
    Edict of the Master: Damage [15-40]
    Entropic Chaos: Damage/Endurance [20-35]
    Entropic Chaos: +Chance for Heal Self [20-35]
    Executioners Contract: Accuracy/Damage [20-53]
    Executioners Contract: Damage/Endurance [20-53]
    Executioners Contract: +Chance for Stun [20-53]
    Ghost Widow's Embrace: Accuracy/Recharge [20-53]
    Gift of the Ancients: Defense/Recharge [15-40]
    Gift of the Ancients: Endurance/Recharge [15-40]
    Gift of the Ancients: Defense/Endurance/Recharge [15-40]
    Gift of the Ancients: Defense [15-40]
    Gift of the Ancients: +Run Speed [15-40]
    Glimpse of the Abyss: Accuracy/Recharge [20-53]
    Glimpse of the Abyss: Endurance/Fear [20-53]
    Impeded Swiftness: Accuracy/Endurance [10-30]
    Impeded Swiftness: Range/Slow [10-30]
    Impeded Swiftness: +Chance for Smashing Damage [10-30]
    Impervious Skin: Resistance/Endurance/Recharge [10-30]
    Impervium Armor: Resistance/Recharge [15-40]
    Impervium Armor: Endurance/Recharge [15-40]
    Impervium Armor: Resistance [15-40]
    Impervium Armor: +Psionic Resistance [15-40]
    Induced Coma: Endurance/Sleep [10-30]
    Induced Coma: Accuracy/Sleep/Recharge [10-30]
    Induced Coma: +Chance for Recharge Slow [10-30]
    Kinetic Combat: Damage/Endurance [20-35]
    Kinetic Combat: Damage/Recharge [20-35]
    Kinetic Combat: Damage/Endurance/Recharge [20-35]
    Kinetic Combat: +Chance for Knockdown [20-35]
    Kismet: Defense/Recharge [10-30]
    Kismet: Defense/Endurance/Recharge [10-30]
    Luck of the Gambler: Defense/Endurance [25-53]
    Luck of the Gambler: Defense [25-53]
    Malaise's Illusions: Endurance/Confuse [20-53]
    Malaise's Illusions: +Chance for Psionic Damage [20-53]
    Miracle: Endurance/Recharge [20-40]
    Miracle: Healing/Recharge [20-40]
    Miracle: Healing [20-40]
    Miracle: +Recovery [Unique] [20-40]
    Neuronic Shutdown: Accuracy/Endurance [10-30]
    Neuronic Shutdown: Accuracy/Hold/Recharge [10-30]
    Neuronic Shutdown: +Chance for Psionic Damage [10-30]
    Pacing of the Turtle: Accuracy/Slow [20-53]
    Positrons Blast: +Chance for Energy Damage [20-53]
    Pounding Slugfest: +Chance for Stun [15-30]
    Pulverizing Fisticuffs: Accuracy/Damage/Endurance/Recharge [10-25]
    Razzle Dazzle: Endurance/Stun [10-30]
    Razzle Dazzle: Accuracy/Endurance [10-30]
    Razzle Dazzle: Accuracy/Stun/Recharge [10-30]
    Razzle Dazzle: +Chance for Immobilize [10-30]
    Regenerative Tissue: Healing/Endurance/Recharge [10-30]
    Salvo: Damage/Endurance/Recharge [10-25]
    Salvo: Accuracy/Damage/Endurance/Range [10-25]
    Sovereign Right: Accuracy/Damage [25-53]
    Sovereign Right: Accuracy [25-53]
    Stupefy: Endurance/Stun [20-53]
    Stupefy: +Chance for Knockback [20-53]
    Tempest: Damage/Endurance [15-30]
    Tempest: +Chance for Endurance Drain [15-30]
    Touch of Death: Damage/Endurance [25-40]
    Touch of Death: Accuracy/Damage/Endurance [25-40]
    Touch of Death: +Chance for Negative Energy Damage [25-40]
    Trap of the Hunter: Accuracy/Recharge [20-53]
    Trap of the Hunter: Endurance/Immobilize [20-53]
    Unbounded Leap: Endurance [15-53]
    Unspeakable Terror: Accuracy/Endurance [10-30]
    Unspeakable Terror: Fear/Range [10-30]
    Unspeakable Terror: Accuracy/Fear/Recharge [10-30]

    Please keep up the good work everyone!
  22. [ QUOTE ]
    Tonight I did it with another toon and when LR died i got his debt xp and INF, and then the mission INF and a rare recipe before I chose my reward. It was another Aegis: End/Rech.

    Then I chose my reward and it was a ghost widow embrace end/range/rech.

    So i might have been mistaken in my previous post but i'm almost certain that it came as a selected rewards. If that is the case then I got it from 2 different pools.

    [/ QUOTE ]
    No that's still consistent I think - at the end of the STF you'll get one Pool C anyway (for generic TF completion) before you pick your reward, and at that point you have the option to pick up a second Pool C. You also have the 10% chance for a Pool B of course from completing the last mission, as well as chance for a Pool A from Recluse himself. It's actually possible to get an A, B, and 2 C's at the end of the STF.

    Pool C is certainly what Aegis End/Rech "should" be (the Aegis set seems to follow the ABCDAC pattern).