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Posts
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Judgement attacks do as well. I use Tremor and Void Judgement on my Elec/Earth dom to build domination when there are no enemies around.
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qr; I agree. Once hasten is down around 122s, I would slot more for +Def or +Dmg.
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Executioner's shot is a short(ish) range (40 ft.), long activation, high damage attack. Some people like it, others hate it. You could swap it with Pistols which is a much faster attack, although it does less damage, and keep the same thunderstrike set.
It's not a melee attack, if that's what you're asking. -
There are a lot of serious issues with the build, IMO. Many powers are overslotted, others are underslotted. Many of them slotted for the wrong things. I see you're going for defense, but there are better ways to do it. This is more like what I would do, keeping most of your power choices the same:
Also, keep in mind that Flash Arrow is an unresistable -7.6% ToHit. This is essentially like an extra 7.6% defense, so if you have 38.5% S/L/E defense, after flash arrow, you are safely over the softcap.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Corruptastic: Level 50 Magic Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Trick Arrow
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Dual Wield- (A) Thunderstrike - Accuracy/Damage: Level 50
- (3) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (13) Thunderstrike - Damage/Endurance: Level 50
- (15) Thunderstrike - Damage/Recharge: Level 50
- (15) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (21) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (A) Trap of the Hunter - Accuracy/Recharge: Level 50
- (5) Trap of the Hunter - Endurance/Immobilize: Level 50
- (21) Trap of the Hunter - Accuracy/Endurance: Level 50
- (36) Trap of the Hunter - Immobilize/Accuracy: Level 50
- (37) Trap of the Hunter - Accuracy/Immobilize/Recharge: Level 50
- (39) Trap of the Hunter - Chance of Damage(Lethal): Level 50
- (A) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (7) Positron's Blast - Damage/Range: Level 50
- (7) Positron's Blast - Accuracy/Damage: Level 50
- (19) Positron's Blast - Damage/Endurance: Level 50
- (34) Positron's Blast - Damage/Recharge: Level 50
- (36) Recharge Reduction IO: Level 50
- (A) Tempered Readiness - Endurance/Recharge/Slow: Level 50
- (5) Pacing of the Turtle - Endurance/Recharge/Slow: Level 50
Level 8: Bullet Rain- (A) Ragnarok - Damage/Recharge: Level 50
- (9) Ragnarok - Accuracy/Damage/Recharge: Level 50
- (9) Ragnarok - Accuracy/Recharge: Level 50
- (17) Ragnarok - Damage/Endurance: Level 50
- (17) Ragnarok - Chance for Knockdown: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (11) Luck of the Gambler - Defense: Level 50
- (11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (48) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (13) Luck of the Gambler - Defense/Endurance: Level 50
- (34) Luck of the Gambler - Defense: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50
- (19) Fortunata Hypnosis - Sleep/Recharge: Level 50
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (31) Thunderstrike - Damage/Endurance: Level 50
- (31) Thunderstrike - Damage/Recharge: Level 50
- (31) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (33) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (34) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (A) Shield Breaker - Accuracy/Recharge: Level 30
- (23) Shield Breaker - Accuracy/Endurance/Recharge: Level 30
- (23) Analyze Weakness - Accuracy/Recharge: Level 50
- (A) Siphon Insight - ToHit Debuff: Level 50
- (25) Siphon Insight - Chance for +ToHit: Level 50
- (27) Siphon Insight - Accuracy/ToHit Debuff: Level 50
- (27) Siphon Insight - Accuracy/Recharge: Level 50
- (29) Siphon Insight - ToHit Debuff/Endurance/Recharge: Level 50
- (29) Siphon Insight - Accuracy/Endurance/Recharge: Level 50
- (A) Empty
- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (33) Luck of the Gambler - Defense/Endurance: Level 50
- (33) Red Fortune - Defense/Endurance: Level 50
- (A) Recharge Reduction IO: Level 50
- (36) Recharge Reduction IO: Level 50
- (A) Eradication - Damage/Recharge: Level 30
- (37) Eradication - Accuracy/Damage/Recharge: Level 30
- (39) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
- (39) Cleaving Blow - Damage/Recharge: Level 50
- (45) Cleaving Blow - Damage/Endurance: Level 30
- (45) Cleaving Blow - Accuracy/Recharge: Level 50
- (A) Positron's Blast - Damage/Recharge: Level 50
- (37) Positron's Blast - Damage/Endurance: Level 50
- (40) Detonation - Damage/Recharge: Level 50
- (40) Air Burst - Damage/Recharge: Level 50
- (40) Achilles' Heel - Chance for Res Debuff: Level 20
- (48) Touch of Lady Grey - Chance for Negative Damage: Level 50
- (A) Lockdown - Accuracy/Hold: Level 50
- (42) Lockdown - Accuracy/Recharge: Level 50
- (42) Lockdown - Recharge/Hold: Level 50
- (43) Lockdown - Endurance/Recharge/Hold: Level 50
- (43) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
- (45) Lockdown - Chance for +2 Mag Hold: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (42) Luck of the Gambler - Defense/Endurance: Level 40
- (43) Serendipity - Defense/Endurance: Level 40
- (A) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (46) Positron's Blast - Damage/Recharge: Level 50
- (46) Detonation - Damage/Recharge: Level 50
- (46) Air Burst - Accuracy/Damage: Level 50
- (48) Detonation - Accuracy/Damage/Endurance: Level 50
- (50) Recharge Reduction IO: Level 50
- (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
- (50) Basilisk's Gaze - Accuracy/Recharge: Level 30
- (A) Recharge Reduction IO: Level 50
- (50) Recharge Reduction IO: Level 50
Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 2: Swift- (A) Flight Speed IO: Level 50
- (A) Miracle - +Recovery: Level 40
- (A) Jumping IO: Level 50
- (A) Endurance Modification IO: Level 50
- (3) Endurance Modification IO: Level 50
- (25) Performance Shifter - Chance for +End: Level 50
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
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I only see one improvement as far as power selection goes... Assuming you are using Group Fly as a mule, drop it and pick up the ST Hold from your PPP and put two basilisk's gaze in it.
Also, I wouldn't worry about being at 44.5% ranged defense versus 45% ranged defense. Go ahead and drop the enzymes and just replace them with LoTG Def/End and Def/End/Rech.
The only alternative I see, if you really feel like you need that extra .5% is to go with Nerve Alpha.
Also, keep in mind that Flash Arrow is 7.2% unresistable -ToHit, so that combined with your defense will put you well over the softcap. -
Quote:Just a bit of advice when it comes to empathy... Don't take the set because of the heals. Take Empathy because of the buffs; they are far more useful in the higher levels. Make sure that you take and slot Fortitude, Recovery Aura, Regen Aura, and Adrenalin Boost. These powers will make it so that you don't have to heal and you can lay down your -RES on everything. (and IMO, Sonic is the much better choice, unless you just want to make an Emp/Rad. There isn't anything wrong with /Rad and you won't be gimped, but -RES is definitely more useful than -DEF)Hello. I'm building a Defender with MIDS. I want this character to be the ultimate support teammate. I'm not interested in having DPS. Let the other ATs handle that. This character merely exists to keep his/her teammates on their feet and fighting. Therefore, the Primary will be Empathy for the Heals.
The question is about which Secondary Powerset would be best. Sonic's attacks do -RES. Rad's attacks do -DEF. I know the difference. -RES lowers their Resistance (no really!) to the damage done, thereby having the bad guy take more damage than they normally would while -DEF makes bad guys easier to hit. Which is preferable?
Also, is the Leadership pool worth getting? Somewhere on these forums, someone mentioned that the bonuses for the +DEF from Maneuvers, the +DMG from Assault, and the +THBuff from Tactics really aren't worth the END drain that they cause. I should know . . . My Blaster had all 3 three of them and during combat, my END disappeared quicker than chocolate chip cookies disappear from my cookie jar. I respecced out of it and took the Medicine pool instead. Teammates like it when you can rez them.
Any advice will be most appreciated. -
So, after a quick test, I can say that the Interface proc does not cause Synaptic Overload to lose it's aggro free qualities. (I'm assuming because it will never fire) Other powers would have to be tested to be sure, but I would imagine the interface proc would do the same for other non-aggro powers.
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Quote:I'm not sure this is how it works. Granted, I've not tested anything, but the description of the interface slot says it '[grants] a chance of effect to most of your damaging attacks'. It would seem that the proc probably won't affect powers that don't do damage... (i.e. Flash Arrow, Mass Hypnosis, Mass Confuse, etc.)From what I understand (and have tested with other similar powers) any debuff proc causes aggro.
When lvl'ing up my TA/A defender, I had the chance for tohit debuff proc in Flashing (Blinding?) Arrow. It always caused mobs to aggro on to me even though the power itself shouldn't cause aggro.
I mentioned this once while on a team and a person said, "you have a proc in it?" I did and then took it out next respec and never had an issue again.
So for my Mind/Emp. Controller; he has 0 interface powers made/crafted because...no point...he was made to put AVs to sleep (for STF/etc)...so...yeah...it kind of stinks
Edit: Which is somewhat silly because if you use an AoE sleep power (or any sleep power) and then debuff them with powers like Fulcrum Shift, Siphon Speed, etc....they don't 'wake up' from it....something with the proc that makes them aggro on to you.
Like I said, I've never tested this, but when I get home tonight, I probably could. I have an Elec Dom with Synaptic Overload with an interface enhancement. I imagine Mind dom's would work similarly... -
Quote:First off, the -KB IOs work all the time, no matter if the power is being used or not...Not trying to second guess you, just curious. Why not put the KB Reduction in Hover? From an END and DEF standpoint, doesn't it make sense to have Hover on during combat rather than flight?
Secondly, this post is 6 months old, so Magentrix may or may not even be around anymore. -
Quote:Don't have mids now, but I will give some general advice with Elec/Earth doms...Hey all.. I'm having trouble making my elec/stone dominator build. Any help would be super appreciated, I really feel like I don't know what I'm doing and I don't know what's worth it.
Should I drop tremor? If so, in favor of what?
Criticize away!
The powers that I use frequently are (in this order):
Chain Fences, Conductive Aura, Tesla Cage, Synaptic Overload, Static Field, and Paralyzing Blast from Elec.
Seismic Smash, Power Boost, Heavy Mallet, Stone Mallet, Fissure, and Tremor from Earth Assault.
I had originally thought that Mud Pots would be awesome since you're already in melee most of the time, but the range is too small and the end cost is too high to be worth it.
I originally had Jolting Chain, but dropped it fairly soon after I started picking up powers like static field, the hammer powers, and tremor.
I actually like Tremor, especially when leveling up and before permadom because slotting a force feedback proc gives you a nice little boost in recharge, and it's quite a bit of control since you can cast it often.
I would suggest slotting the AoE immobilize with end mod. instead of immob duration. That way, when you hit power boost and chain fences, the mobs lose about 1/3 of their endurance. Combined with Conductive Aura, they are drained very quickly.
I took the Ice mastery APP mainly for sleet and the defense shield. If you can stack up a fair amount of S/L defense, around 25-30%, when you hit power boost (which you typically do before jumping into the spawn), it puts you pretty close to the soft cap for long enough to get them locked down. -
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Here are some ideas... This build gets you to the S/L/E/R softcap. (with 2 caveats... You have to go with T4 Nerve Alpha, and get a Glad. Armor proc.) However, I have a similar build on my Kin/Arch defender and it is very survivable. (just keep some break frees on you)
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Archery
Secondary Power Set: Trick Arrow
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Aimed Shot -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Acc/Dmg:50(3), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(5), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Dmg/EndRdx/Rchg:50(7)
Level 1: Entangling Arrow -- TotHntr-Acc/Immob/Rchg:50(A), TotHntr-Immob/Acc:50(17), TotHntr-Dam%:50(17), TotHntr-Acc/Rchg:50(43), TotHntr-EndRdx/Immob:50(46), TotHntr-Acc/EndRdx:50(46)
Level 2: Flash Arrow -- Cloud-Acc/EndRdx/Rchg:30(A), Cloud-%Dam:30(9), Cloud-ToHitDeb:30(11), Cloud-Acc/ToHitDeb:30(11), Cloud-Acc/Rchg:30(13), Cloud-ToHitDeb/EndRdx/Rchg:30(13)
Level 4: Fistful of Arrows -- Acc-I:50(A)
Level 6: Glue Arrow -- TmpRdns-EndRdx/Rchg/Slow:50(A)
Level 8: Blazing Arrow -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx/Rchg:50(9), Thundr-Acc/Dmg:50(34), Thundr-Acc/Dmg/Rchg:50(37), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42)
Level 10: Aim -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(43), GSFC-Rchg/EndRdx:50(45), GSFC-ToHit/EndRdx:50(46), GSFC-Build%:50(48)
Level 12: Ice Arrow -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(37), BasGaze-Acc/Rchg:30(40), BasGaze-Rchg/Hold:30(40)
Level 14: Snap Shot -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx/Rchg:50(15), Thundr-Dmg/EndRdx:50(15)
Level 16: Poison Gas Arrow -- FtnHyp-Sleep/EndRdx:50(A), FtnHyp-Plct%:50(19), FtnHyp-Sleep/Rchg:50(19), FtnHyp-Acc/Sleep/Rchg:50(21), FtnHyp-Acc/Rchg:50(21)
Level 18: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/Rchg:35(48), KntkC'bat-Dmg/EndRdx/Rchg:35(48)
Level 20: Acid Arrow -- RechRdx-I:30(A), ShldBrk-Acc/Rchg:30(23), ShldBrk-Acc/EndRdx/Rchg:30(31), Achilles-ResDeb%:20(34)
Level 22: Ranged Shot -- ExecCtrt-Acc/Dmg:50(A), ExecCtrt-Dmg/EndRdx:50(25), ExecCtrt-Dmg/ActRdx:50(29), ExecCtrt-Dmg/Rng:50(29), ExecCtrt-Dmg/Rchg:50(31), ExecCtrt-Stun%:50(40)
Level 24: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(27)
Level 26: Assault -- EndRdx-I:50(A)
Level 28: Disruption Arrow -- RechRdx-I:50(A), RechRdx-I:50(43)
Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(42)
Level 32: Rain of Arrows -- Ragnrk-Knock%:50(A), Ragnrk-Dmg/Rchg:50(33), Ragnrk-Acc/Dmg/Rchg:50(33), Ragnrk-Acc/Rchg:50(33), Ragnrk-Dmg/EndRdx:50(34)
Level 35: Oil Slick Arrow -- Ragnrk-Dmg:50(A), Posi-Dmg/Rchg:50(36), RechRdx-I:50(36), Det'tn-Dmg/Rchg:50(36), LdyGrey-%Dam:50(37)
Level 38: EMP Arrow -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-Rchg/Hold:30(39), BasGaze-EndRdx/Rchg/Hold:30(39), BasGaze-Acc/Rchg:30(39)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(45)
Level 44: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45), LkGmblr-Def/EndRdx:50(50)
Level 47: Scorpion Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
Level 49: Hover -- Zephyr-ResKB:50(A), Zephyr-Travel/EndRdx:50(50)
Level 50: Nerve Total Radial Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:30(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(7), EndMod-I:50(23)
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Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 11% Defense(Smashing)
- 11% Defense(Lethal)
- 7.25% Defense(Fire)
- 7.25% Defense(Cold)
- 27.88% Defense(Energy)
- 27.88% Defense(Negative)
- 6% Defense(Psionic)
- 10.38% Defense(Melee)
- 31% Defense(Ranged)
- 8.5% Defense(AoE)
- 2.25% Max End
- 5% Enhancement(Immobilize)
- 63.75% Enhancement(RechargeTime)
- 53% Enhancement(Accuracy)
- 23% FlySpeed
- 80.32 HP (7.499%) HitPoints
- 23% JumpHeight
- 23% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 8%
- MezResist(Immobilize) 5.25%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 23% (0.384 End/sec) Recovery
- 30% (1.341 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 8.165% Resistance(Cold)
- 23% RunSpeed
- 2.5% XPDebtProtection
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Quote:Yeah, I suppose I can see when blizzard is up, you wouldn't have any problems, but what about the other 120 seconds where it's down? Basically just lightning storm and ice storm?Quite fast, actually. Bunch 'em up, debuff their resistance with Freezing Rain, then call down Ice Storm and Blizzard. All three powers can go well over the 16-target cap if you're facing mostly minions: when one minion is defeated, another minion will replace him as the 16th target on the next damage tick, and all three powers have a lot of ticks.
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I'm curious, how you solo +3/x8 with Ice Storm, Lightning Storm and Blizzard as your only attack powers... I can see you 'surviving' the farm, I guess, but how do you ever kill anything?
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On my Storm/Dark, the set bonuses I went for were Recharge/Recovery/Defense/Damage in that order... Personally, I find that I have no problem doing damage on teams. I don't solo too often, but running at +0x8 is no problem when I do. On teams, my attack chain basically consists of TT+NF which can really put out the damage even if the orange numbers are small by themselves. (There are a LOT of them though)
This guy also feels like the most powerful toon I have. For instance, on the ITF, he can single handedly hold off the dwarf/nova ambush at the end of the first mission with freezing rain, hurricane, tornado, and lightning storm. I won't usually kill many of them, but they are basically unable to do any damage to the team.
I changed around your second build (since I couldn't open the first) to what I would do. This is pretty close to the build I have. I originally went with the Cardiac alpha, but switched to the Spiritual Alpha because I find that Power Sink solves most of my endurance issues.
I think the only power that I changed around was swapping Electric Fence for Thunderstrike. I don't find myself in melee too often and the -KB from Thunderstrike is handy when soloing, so Tornado can chew up single targets.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Dark Aier: Level 50 Technology Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Dark Blast
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: O2 Boost -- Mrcl-EndRdx/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(3), Mrcl-Heal/Rchg:40(15)
Level 1: Dark Blast -- Apoc-Dmg:50(A)
Level 2: Gloom -- Thundr-Dmg/EndRdx:50(A), Thundr-Acc/Dmg/EndRdx:50(3), Thundr-Dmg/EndRdx/Rchg:50(5), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg:50(11)
Level 4: Snow Storm -- EndRdx-I:50(A)
Level 6: Steamy Mist -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(9), LkGmblr-Def/EndRdx:50(11), S'fstPrt-ResDam/EndRdx:30(13), S'fstPrt-ResDam/Def+:30(21), S'fstPrt-ResKB:30(21)
Level 8: Freezing Rain -- UndDef-DefDeb/Rchg/EndRdx:50(A), UndDef-Rchg:50(9), UndDef-DefDeb/Rchg:50(13), Achilles-ResDeb%:20(15)
Level 10: Hover -- LkGmblr-Rchg+:50(A), Zephyr-ResKB:50(31)
Level 12: Hurricane -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(17), DarkWD-Rchg/EndRdx:50(33), DarkWD-ToHitDeb/EndRdx:50(33)
Level 14: Fly -- Zephyr-Travel:50(A)
Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg:50(A), GravAnch-Hold%:50(17), Posi-Dam%:50(23), Posi-Dmg/Rng:50(23), TotHntr-Dam%:50(25), Cloud-%Dam:30(36)
Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
Level 20: Night Fall -- Posi-Acc/Dmg:50(A), Posi-Dam%:50(27), Ragnrk-Dmg/Rchg:50(27), Ragnrk-Knock%:50(34), Cloud-%Dam:30(36), Ragnrk-Acc/Dmg/Rchg:50(48)
Level 22: Combat Jumping -- LkGmblr-Rchg+:30(A)
Level 24: Maneuvers -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(25), LkGmblr-Rchg+:50(46), LkGmblr-Def/EndRdx/Rchg:50(46)
Level 26: Tornado -- C'Arms-Dmg/EndRdx:30(A), C'Arms-EndRdx/Dmg/Rchg:30(31), C'Arms-Acc/Dmg:30(33), C'Arms-Acc/Dmg/Rchg:30(34), Achilles-ResDeb%:20(43)
Level 28: Thunder Clap -- Amaze-Acc/Rchg:50(A), Amaze-Acc/Stun/Rchg:50(29), Amaze-Stun:50(31), Amaze-Stun/Rchg:50(34), Amaze-EndRdx/Stun:50(36)
Level 30: Assault -- EndRdx-I:50(A)
Level 32: Lightning Storm -- Apoc-Dam%:50(A), Apoc-Acc/Dmg/Rchg:50(37), Dev'n-Hold%:50(37), Dev'n-Dmg/EndRdx:50(37), Dev'n-Acc/Dmg/EndRdx/Rchg:50(39), Dev'n-Dmg/Rchg:50(46)
Level 35: Life Drain -- Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(39), Nictus-Acc/EndRdx/Heal/HP/Regen:50(40), Thundr-Acc/Dmg/EndRdx:50(40), Thundr-Acc/Dmg/Rchg:50(40), Thundr-Dmg/EndRdx/Rchg:50(50)
Level 38: Dark Pit -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(39), Stpfy-Acc/EndRdx:50(43), Stpfy-Stun/Rng:50(48), Stpfy-Acc/Stun/Rchg:50(48)
Level 41: Electric Fence -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(45)
Level 44: Charged Armor -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:30(45), GA-3defTpProc:30(45), TtmC'tng-ResDam/EndRdx:50(50)
Level 47: Vengeance -- LkGmblr-Rchg+:50(A)
Level 49: Power Sink -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(7), P'Shift-EndMod/Acc:50(29) -
Quote:FYI, you don't have to be hero side to have access to the hero APPs. It's only if you want access to the Villain PPPs do you have to be a Villain.I just pulled my perma-dom'd Mind/Psi off the shelf so I could run her over to hero-side for the Ice armor. She's now softcapped and perma-dom'd. The difference before and after is pretty striking. I was running on +1/4 on the way through the alignment changing arcs and now I'm at +1/8. The only time I run into problems is when I get into a troublesome Arachnos spawn (too many resists to confuses, holds, etc.) or when I get slowed (or forget to fire Hasten in time) and dom falls. That will be less problematic when I hit 50 and get purple sets slotted.
I will say that pre-respec I was not at 35%, probably closer to 30%, but it will give you an idea. -
I know this is the controller forums, but I have a lvl 50 Elec/Earth Dom that is a melee monster. If you aren't too thrilled with the controller secondaries (i would suggest /Rad or /TA as well), you could always go for a Dominator. /Earth fits with Elec/ very well as many of the powers from both sets work very well in melee and when it comes to single target attacks, /Earth can really put the smack down. I imagine that /Elec, /Icy, and /Psi Doms would also mesh pretty well, though that's more of an educated guess.
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Rad doesn't have any heal over time... It just has a small pbaoe heal similar to healing aura in empathy.
As for empaths being obsolete... No, there is nothing wrong with empathy. Having said that, this game has very few situations where there is a need for a 'healer'. Empathy is a good set, not because of the 3 heal powers it has. It's because of all the other powers in the Empathy set. Once you get up to higher levels, the most important buffs that you will be casting are Fortitude, Adrenalin Boost, Recovery Aura and Regeneration Aura, and Clear Mind. These buffs are far more useful in keeping your team alive than the healing powers because they can keep your team from taking damage.
Also, just a forewarning... The term 'Healer' on the defender board is almost like a 4 letter word since we've all seen the idiot team leaders who won't start a mission until they have a healer, even though it just isn't necessary for 95% of this game. Most of us here just avoid those teams like the plague... -
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By 'Darkest Night' I assume you mean Shadow Fall?
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Quote:Not sure what you mean by 'that's probably too much'... There's nothing wrong with taking all 9 mind powers. None of them are bad, really... Though TK can be situational.Okay, pretty new to the game, kind of jumped in with both feet by picking a dominator but I'm happy with my choice...just not sure I'll be happy with my choices! Note I am playing partners with one other corruptor, am about to lvl to lvl 8:
- Mesmerize, flares
- Dominate
-Medicine Heal other (May have picked this too soon)
-Fire Breath
Plan for future:
Telekinesis
Total Domination
Mass Confusion (Would like to take Terrify but that's probably too much)
Fiery Embrace
Consume (Thus will not take Stamina)
Concealment Stealth
Flight Fly
Im finding my biggest problem may knowing when to pick what. What do you think?
As for Stamina, you get it automatically. You might find that Consume is overkill with Stamina and Domination refilling your blue bar.
IMO, the powers I would take from Mind are:
Mesmerize
Levitate
Dominate
Confuse
Mass Hypnosis
Total Domination
Terrify
Mass Confusion
From Fire, I would take:
Flares
Fire Breath
Fire Blast
Embrace of Fire
Combustion
Blaze
Then fill in your travel power, any other pools you want and top it off with the /Ice epic and take Sleet at 41. -
Quote:As I reread what I wrote about that proc, I realize I didn't quite explain what was happening. The proc does work, and it does stun them. There is just no graphical effect when it happens. However, IMO, it still isn't worth it because it doesn't seem to happen very often... And 2 out of the 6 or 7 times that it did proc, it happened while the enemy was also held, so he would only stumble around after the hold wore off.I'm still tempted to try taking it, then using it on some weak mobs and running a power analyzer on them just to be sure. It would so awesome if it worked.
I'm still 2 levels away. Anyone want to help talk me down from the ledge, ... before I jump?
And go ahead and give it a try... Just be prepared to use a respec to drop it. -
This thread having piqued my curiosity, I did a little testing with this horrid power...
When the trap goes off, it does a hit roll and places a sleep effect on any foe hit by it... It was confusing at first because the sleep animation is the same as the hold animation from char/choking cloud, but don't be mistaken, it is definitely a sleep.
In addition to the sleep effect, the lingering cloud does a pulsing hold/end drain, so enemies that enter after the initial sleep do have a chance of being held albeit a low chance, as has been stated already.
Now, for procs...
Energy Manipulator: Chance for Stun: It looks like this proc can go off on the initial burst as well as the pulsing hold/end drain ticks. I couldn't figure out how to get it to show up in the chat log, so I can't say exactly how it works, but it definitely didn't seem useful. In about 10 minutes of running around in large groups and placing it, I only saw it proc a handful of times. Also, there was no noticeable effect on the enemies that I saw it work on. Not even the light colored rings that usually show up around someones head when they are stunned.
Fortunata Hypnosis: Chance for Placate: This proc is totally useless as I suspected. It did proc on the mobs pretty frequently, but it definitely didn't cause them to stop attacking me. I guess they were placated to the poison trap.
Call of the Sandman: Chance to Heal: Never saw this one go off. Not when I placed the proc nor was there a heal on the poison trap... Not a big deal since the IO is generally pretty useless anyhow.
Conclusion: Don't take the power... It IS as awful as everyone says it is. -
Quote:For the energy manipulator proc, it would probably check only once on any enemies in range when the trap goes off. You would have to test this though because it's hard to tell from 'city of data' exactly how it works...Ok, so I've been looking into my proc options. Apparently it only accepts sleep and end Mod sets.
So, suppose I put Energy Manipulator: 10% Chance to Disorient on it. Do you think that would proc once/second (like the end mod effect does), once per 10 seconds (like most recurring powers), or never?
If I were doing Ninjas/Poison I might also consider trying Fortunate Hypnosis: Chance to Placate, though it would only fire once when the sleep effect fires. It probably wouldn't benefit me very much on mercs, though, unless it lasts a long time.
As for the Chance to Placate, it would only fire on you when you place the poison trap. (pretty sure this would do nothing) Then, the trap would have a chance to placate the foes in range, most likely once when the trap goes off. (again, this would apply a placate effect to the enemies so they wouldn't target the trap. This should have no effect on you) I would also have to test this one, but I imagine that the placate proc would end up being completely useless since it will proc on the trap rather than you.
Both of those procs are cheap, so you could buy them and try it out without too much of an investment.
Even if either of them work, I still doubt it will make the trap worth anything.