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Posts
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Joined
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do both. make a sonic/mental.
added bonus: you will rawk.
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AoE attack chain -
Whats up with the 3pm-5pm downtime? Since when is this not done in the mornings???
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Ice/therm is a FANTASTIC combo.
The big main points:
2 heals, 2 shields, frostbite, shiver, and AA with an occasional ice slick thrown in.
Those powers alone pretty much guarantee a team success.
The shields and slows greatly reducing the damage coming in to the team via spike, and over time, lets you easily heal the team up to where it needs to be.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Ice Thermal: Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Thermal Radiation
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Block of Ice -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(5), NrncSD-Acc/Hold/Rchg(11), G'Wdw-Acc/Rchg(25), G'Wdw-EndRdx/Hold(25), G'Wdw-Acc/Hold/Rchg(31)
Level 1: Warmth -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(27), Dct'dW-Rchg(31)
Level 2: Thermal Shield -- ResDam-I(A), ResDam-I(3), ResDam-I(15)
Level 4: Cauterize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(27), Dct'dW-Rchg(31)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Shiver -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(9), P'ngTtl-Rng/Slow(9), P'ngTtl-EndRdx/Rchg/Slow(19), RechRdx-I(19)
Level 10: Plasma Shield -- ResDam-I(A), ResDam-I(11), ResDam-I(15)
Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-EndMod/Acc(43)
Level 22: Frostbite -- TotHntr-Acc/Rchg(A), TotHntr-Acc/EndRdx(23), TotHntr-Immob/Acc(23), TotHntr-Acc/Immob/Rchg(34)
Level 24: Power of the Phoenix -- RechRdx-I(A)
Level 26: Arctic Air -- CoPers-Conf(A), CoPers-Conf/Rchg(34), CoPers-Acc/Conf/Rchg(34), CoPers-Conf/EndRdx(37), CoPers-Conf%(40), EndRdx-I(40)
Level 28: Forge -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/EndRdx(43), AdjTgt-Rchg(46)
Level 30: Thaw -- S'fstPrt-ResKB(A)
Level 32: Jack Frost -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), BldM'dt-Acc/Dmg/EndRdx(46)
Level 35: Glacier -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(36), NrncSD-Acc/Hold/Rchg(36), G'Wdw-Acc/Rchg(36), G'Wdw-EndRdx/Hold(37), G'Wdw-Acc/Hold/Rchg(37)
Level 38: Melt Armor -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(39), ShldBrk-Acc/EndRdx/Rchg(39), LdyGrey-DefDeb/Rchg/EndRdx(39), LdyGrey-Rchg/EndRdx(40)
Level 41: Flash Freeze -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(42), FtnHyp-Acc/Sleep/Rchg(42), FtnHyp-Acc/Rchg(42), FtnHyp-Sleep/EndRdx(43)
Level 44: Heat Exhaustion -- Acc-I(A), Acc-I(45), RechRdx-I(45), RechRdx-I(45), RechRdx-I(46)
Level 47: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(48), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(50), Thundr-Acc/Dmg/Rchg(50)
Level 49: Indomitable Will -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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[u]Set Bonus Totals:[u]<ul type="square">[*]9% DamageBuff(Smashing)[*]9% DamageBuff(Lethal)[*]9% DamageBuff(Fire)[*]9% DamageBuff(Cold)[*]9% DamageBuff(Energy)[*]9% DamageBuff(Negative)[*]9% DamageBuff(Toxic)[*]9% DamageBuff(Psionic)[*]2.25% Max End[*]42% Enhancement(Accuracy)[*]2.5% Enhancement(RunSpeed)[*]4% Enhancement(Confused)[*]5% Enhancement(Immobilize)[*]2.5% Enhancement(FlySpeed)[*]8% Enhancement(Heal)[*]55% Enhancement(RechargeTime)[*]2.5% Enhancement(JumpHeight)[*]2.5% Enhancement(JumpSpeed)[*]5% FlySpeed[*]133.5 HP (13.1%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 5%[*]MezResist(Held) 5%[*]MezResist(Immobilize) 12.2%[*]MezResist(Sleep) 7.75%[*]MezResist(Stun) 5%[*]MezResist(Terrorized) 9.4%[*]13% (0.22 End/sec) Recovery[*]5.04% Resistance(Fire)[*]5.04% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]2.52% Resistance(Toxic)[*]2.52% Resistance(Psionic)[*]15% RunSpeed[/list]
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And shockwave is also very useful. I slotted it with 5 positrons blast for some bonuses, and it actually does some terrific damage in those situations you can use it, before you get static discharge and some +rech and have a full aoe cone attack chain that is :P.
But the fact that at 35 you have not taken mind probe, shockwave, or WOC, to me says that there is something GRAVELY wrong with your build that you are not showing IMO.
BLASTERS DON'T NEED TEAM TP!!! :P -
Your a level 35 sonic/mental and you haven't picked up mind probe yet!!!!????!!?!?!?!?!?
For shame, ASAP. -
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Truth, but i cast it before combat starts.
And wouldnt resummoning a free source of extra 33dps be worth it?
(just a thought, but if we can prove via this that Elec is actually far behind in DPS....think it could see a buff? )
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It still amazes me, and i don't know why they haven't fixed it yet, after pointing it out many times. That VS never got the 12.5% BASE damage increase that all blaster primary attacks got back in, oh what was it issue 8 now?
That and it needs to fire off faster/deal more drain/have tesla cage or some variation or fix thereof. -
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Player99, his point was that all damage buffs (such as those from defiance, buffs like Fulcrum Shift, and enhancements) are added up and then multiplied by the base damage of the attack (not the enhanced damage). A 100 base damage attack will be slotted up to around 200 damage (195ish really, but shush), but a 30% damage buff from defiance will then raise it to 230 damage, not 260 damage. If you hit Build Up (and still had the 30% defiance boost) then the 100 base dmg attack would do 330 damage.
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allright, but in the end, wouldnt i have to add the enhanced damage to the equation anyways?
like:
100 base x Defiance buff= 150 dam x enhanced = 300 damage.
wouldnt that be the same as:
100 x enhanced= 200 dam x def buff = 300 damage?
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The buff from defiance, and any other damage buff in the game applied to you, only increase your BASE damage. Therefore it would be Defiance buff (50) + 100 base x enhanced = 250. -
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Well i guess I'm not the only ignorant one...
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Those sites aren't ignorant. You're just the only one reading in that it has to be in a single second period. When they're refering to axes dealing 56.3 DPS, they're not talking about the axe attacking and dealing 56.3 damage every second. They're talking about an axe that deals 129.5 damage in one attack every 2.3 seconds. It's damage per second in the same way that we measure population density in people per square mile. You don't have exactly 2,000 people every square mile. You have 20,000 living in 10 square miles, which averages out to 2,000 people every square mile. You're reading all of that wrong.
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Wow, did we REALLY have to argue this. I'm sorry empror but until you came back on what was said about that i literally thought your post on "damage in one second" was a joke post. So sad. -
Aye, i wouldn't use obliteration in inferno. I think the recharge is more important than the bonuses from obliteration. Mainly the 5% global recharge.
What i do is keep it 5 slotted instead and save a slot. Then use a Scirocco acc/dam and dam/rech for the 10% regen bonus, then a level 50 cleaving blow dam/rech, and multi strike dam/rech, and dam/end/rech. -
The best single target? aoe?
Single target would be a fire/elec blaster, with fire blast, blaze, charged brawl, havok punch, and shocking grasp.
AoE would be a fire/mental/elec blaster with fireball, fire breath, psy scream, psy shockwave, and static discharge.
Recharge will just let you use those powers to use the best of each of those powers to increase your DPS.
The only thing i wonder though that i don't feel like calculating, is an elec/elec, where VS is attacking while you have a full attack chain. But in most situations you can't count on it an dhave to stop to cast it etc. -
Please post in the other format, its a pain trying to see what powers you took when they are so spread out like that.
The first thing i noticed is WAY too late for combat jumping. It is much more useful with hurdle than most things in your build. Easily put off SS till then, grab a stealth IO if you're THAT squeamish about being seen.
And personally far too late for short circuit too. Even in the low levels its still some half decent aoe damage, even if the end drain isn't fully seen yet. it also has a 95% base acc instead of 75% meaning that in the lower levels it has a much higher success rate of hitting enemies and being reliable on a team for aoe output.
Voltaic sentinel. I personally wouldn't get it with this build. If i did i'd slot it with 2 purps and 2 i think brilliant leadership to get 20% regen out of it.
Really not sure why you have the centriole in static discharge. You will most definitely want a recharge level 50 IO in its place. It has a good range and area with just the positrons blast dam/range, and you are capped for damage otherwise so that daamge in the centriole is pretty much wasted. -
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And sonic also has a single target res debuff which fire has, and sonic has the aoe one, which seems cooler than the rad one target wise. The target might wonder off or die, but put the sonic one on the tank or scrap, and its always running without having to re-apply.
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That is more to the fact of the use of sonic. With nothing to do really about the synergy of the ill/sonic combo.
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Yeah, bubs might make more sense I guess, but i have a bub/arrow def and wanted something totally different, which is why i didn't roll a ill/kin as i have a kin/psy.
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Ill/thermal -
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I am skeptical of your criticism of the combination. Illusion/Sonic seems perfectly fine to me. Sonic shields are useful for Phantasm, even before Sonic Repulsion. Sonic debuffs are quite useful for effectively buffing the damage output of the otherwise unbuffable Phantom Army. Sonic Cage could be used to fill in for Illusion's lack of direct control.
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As would thermal shields or bubbles. And the -resist with phantom army is about the only one i see. And sonic cage eww. AV battles only, nothing to consider overtaking a primary control. -
Ah, that i did. That would explain it. Though seems weird then that things like invincibility would bother to stack for .75 seconds?
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Blaze should not be affected, because of fire blasts zero mitigation. Having it super damage really fast IS its mitigation.
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The point that I'm trying to make is that Blaze does more damage than any other non-snipe blast except for Blazing Arrow (which only wins because its ticks are guaranteed) but takes the exact amount of time to animate as a tier 1 blast. It's DPA is through the friggin' roof compared to all of the others out there.
Blazing Arrow: 86.73 DPA (171.73 dam, 1.98 sec animation)
Power Burst: 59.1 DPA (132.63 dam, 2.244 sec animation)
Blaze: 143.7 DPA (170.49 dam, 1.188 sec animation)
Bitter Ice Blast: 108.0 DPA (142.64 dam, 1.32 sec animation)
Telekinetic Blast: 103.2 DPA (122.62 dam, 1.188 sec animation)
Shout: 45.67 DPA (132.64 dam, 2.904 sec animation)
Honestly, Blaze is just too friggin' good. Even discounting the 37.86 additional damage from the bonus DoT (re: secondary effect), Blaze would still be the top attack on that list with 111.6 DPA. It's not as if Blaze is only slightly better. It's that it's substantially better in such a way that no other tier 3 blast can even compete, even ignoring secondary effects.
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BiB however, considering the lines of how low its aoe is, might get a tiny increase in animation. Perhaps to 1.5 or 1.83, but nothing superly major. IF its 1.83s i'd honestly expect to see the impale animation used.
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Honestly, BIB is going to get a much smaller change than Blaze will if/when Castle gets to it, if only because it's on a 20 seconds recharge rather than a 10 second recharge. I still predict that it will get its animation changed to something slower, but not so much as I expect Blaze to get slowed down to.
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You look at that and see reasons to nerf. I look at it and I see a bunch of powers that need a bit of a buff.
Ticking off all the fire and ice blasters that play the game isn't a smart move. But given the recent track record of the developers on execution it could easily go either way.
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As could I and many other players about their subscriptions at this point in the game. Its quite sad to see how much this game has died down since a couple years ago . Nerfing things like this is one big reason for it too :/. So while not saying i would leave the game specifically for this, but it would mean less people to team with, and bring the game closer to dying -
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The point that I'm trying to make is that Blaze does more damage than any other non-snipe blast except for Blazing Arrow (which only wins because its ticks are guaranteed) but takes the exact amount of time to animate as a tier 1 blast. It's DPA is through the friggin' roof compared to all of the others out there.
Blazing Arrow: 86.73 DPA (171.73 dam, 1.98 sec animation)
Power Burst: 59.1 DPA (132.63 dam, 2.244 sec animation)
Blaze: 143.7 DPA (170.49 dam, 1.188 sec animation)
Bitter Ice Blast: 108.0 DPA (142.64 dam, 1.32 sec animation)
Telekinetic Blast: 103.2 DPA (122.62 dam, 1.188 sec animation)
Shout: 45.67 DPA (132.64 dam, 2.904 sec animation)
Honestly, Blaze is just too friggin' good. Even discounting the 37.86 additional damage from the bonus DoT (re: secondary effect), Blaze would still be the top attack on that list with 111.6 DPA. It's not as if Blaze is only slightly better. It's that it's substantially better in such a way that no other tier 3 blast can even compete, even ignoring secondary effects.
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Yes we all know this. This is because fire has ZERO mitigation, outside of killing fast. And its the way it will most likely stay, and should for good reason.
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Honestly, BIB is going to get a much smaller change than Blaze will if/when Castle gets to it, if only because it's on a 20 seconds recharge rather than a 10 second recharge. I still predict that it will get its animation changed to something slower, but not so much as I expect Blaze to get slowed down to.
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Um... 20 seconds? its recharge is 12 seconds dude. Youre thinking of BFR. -
If that were true about set bonuses, then when i have combat attributes up, my acc bonuses would JUMP to double every 10 seconds, which of course they do not.
Now this DOES do this for things like invincibility, i can sit there and watch its defense/to hit combat attributes double every time it "tics" but the acc and rech bonuses for example do not. Whatever the mechanic is for set bonuses, it is not as you described. -
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I am going to paraphrase Castle, you should not compare any Tier 3s to Bitter Ice Blast and Blaze because they are not what Tier 3 blasts should be. Blaze and Bitter Ice Blast are going to get nerfed hard in terms of damage when Castle gets around to.
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If you really think this, can you make the list of what gonna be nerfed hard when Castle gets around it ? Following this reasoning, I see at least a few dozen of things.
And when all those things that make sets uniques and not clones to each other gonna be drown in the swamp of normalization (ala i13 pvp), there wont be alot of "super" left in this game
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I think the point of it is that they're powers that operate significantly outside of the acceptable bounds of what is considered "normal". They're significant outliers from a basic balance perspective because they were balanced without consideration for their animation times. If you want an example of a similar power getting kicked back in line, just look at Energy Transfer. Its damage wasn't touched, but its DPA was brought back in line (though still incredibly high) by increasing the animation time. You can probably expect something similar seeing as the damage the two powers mentioned deal isn't that far out of normalcy. It's the time in which that damage is dealt in.
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Blaze should not be affected, because of fire blasts zero mitigation. Having it super damage really fast IS its mitigation.
BiB however, considering the lines of how low its aoe is, might get a tiny increase in animation. Perhaps to 1.5 or 1.83, but nothing superly major. IF its 1.83s i'd honestly expect to see the impale animation used. -
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The buff from Aim has long expired for Time Bomb by the time it detonates.
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Which outside of its horrendous wait time, is one reason i suggest time bomb has a 4s cast time, 5s wait time. Its still long in my book, but can at least benefit from aim. Its long rech and interruptibility account for its damage IMO. -
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No guides for psychic? I am running Psychic/Energy right now, and really liking it. This might be the blaster I take all the way.
Any tips?
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Avoid Teams... -
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Sonic repulsion can be placed on your phantasm to make him sturdier.
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I have a level 50 Illusion/Sonic and I don't know how I never thought of this. I don't know that my current build has room for Sonic Repulsion, or how well I could handle the endurance cost, but it seems like a useful trick.
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Its about the ONLY real synergy between the combo.
IMO ill/sonic is about one of the only controllers i would never suggest. The knockback of phant hurts the use of sonic disruption too much, as it does for liquefy. And there are no real synergies between the combo outside of an actual use for sonic repulsion, which isnt really much of a use overall.
ILL/FF is more common for a good reason. Allowing you to choose your knockback with repulsion field and your movements, the defense from group invis and superior invis stack, and the knockback from phant won't be affecting anything.
Likewise with ill/thermal, which is a close but much better combo than ill/sonic IMO, having the damage being buffed on to the players, and not locationally debuffing not interfereing with the phants knockback. (melt armor is a one time clickthat is used before the phant would use his energy torrent) -
I always get both. The stacking slows just murders a mob's recharge. I would even get it with snowstorm. The double -rech of SS and shiver from range is very nice.
In that case however i would probably skip AA as hurricane would make it kinda useless to have as they would never be in melee. But would probably pick it up later to house the contagious confusion purple set which is really cheap.
I still wish they would tweak shiver back. There is no reason for it to have its recharge it has now after they nerfed all the other controls. -
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I've never found Stone Cages that much of a problem --- assuming that the mobs have already been rounded up and concentrated. It's only a problem if it's done to scattered mobs.
Then again, on my tankers I like Salt Crystals as an ancillary power. I really don't care about the sleep, although some of the sleep sets have valuable bonuses that are usually pretty easy to get; nobody slots up sleep, it seems. If the sleep is broken immediately, so what? I have attacked everything around me, up to 10, in a radius that's much larger than any of the PBAoEs available in my secondary. And everything it hits is therefore subject to tanker taunt for more than 10 seconds.
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IIRC salt crystals is a 25 foot radius -
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Cages and Stalagmites are horrendous as far as obscuring-the-screen graphics go
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Stalagmites is one of the most innocuous control powers with respect to graphics.
People should be spayed and neutered for using stone cages when in remotely tight quarters (anything with a roof).
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Stalagmites isnt bad as it only lasts a second for the animation. But stone cages i've been saying for YEARS needs to be toned down so the cages only go to waist high length like frostbite does. -
Salt crystals gets a cheap purple set in it. In addition to looking cool, the large debuff it applies, and its fast animation, its not a bad power at all.
True i would say its the most skippable of aoe controls in the set, but i still wouldn't want to lol.
The most skippable is stone prison, but its still good for low level damage and AV battles.
On my earth/sonic i have the entire earth set, plus liquefy as controls, its very fun.