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Posts
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Joined
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lol
These powersets where people design them are always hilarious.
Do you purposefully make them overpwoered because you are worried about getting nerfed?
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Quote:QFT. Wormhole changes are nice but I am left with a "who the hell cares" type of feeling because most changes were clearly aimed at Controllers.Worm Hole is much improved. Increased AoE. Aggro-free. A+
Singularity is improved with shorter animation times, but it's no game-changer. B+
Impact mechanic has little to no value for dominators who have assault secondaries. Also, there's rather no point to following your hold with lift/propel normally, so you'll have to change your attack chain just to take advantage. And if you do that, you'll decrease your ability to 'juggle control' enemies that you normally had to do as you didn't have any effective AoE control before your 20s. C-
Propel is faster. But now it's supposed to do splash knockback. Not sure what that's going to do. Useful as part of an attack chain, but now you'll be tossing enemies away from melee if that was your followup. C+
Dimension Shift is still situational (aka skippable). Phasing large groups of enemies isn't the type of control this game was built around. And at level 12 you need a real control to give you some defense in the teens and 20s. It's a long way to 26 and Worm Hole. Even longer til 32 and Singy. Gravity Distortion Field is a decent hold, but on the typical long recharge. Anyway, that leaves you with DS. It's a toggle now and that's better than a click because at least you can turn it off. But the duration was decreased, so by the time you cast it and do a couple things, it's done. Also, you can now phase your allies in the same AoE. Could be good, could be bad. It'll depend on whether you wasted an attack or were unable to buff. I also think it could be a great griefing tool. The real question for me is would I now take this power when I normally skip it? No. F
Overall, I'll give the tweaks a C. Unfortunately, the powers team didn't swing for the fences on their efforts. Instead, they were happy just to get a hit. If nothing had been done, I wouldn't feel any different than I do now: ambivalent.
Gravity controllers will definitely be better, as Gravity is now as advertised for them a big damage set with slightly underperforming control.
Gravity dominators already had a whole assault set for damage, and I am extremely frustrated by the pointlessness of it all for doms. Why was there no effort to adabpt impact for the assault secondary?
I won't say anyone who currently plays a grav/ dom should reroll it as a controller, but a good 50% of them should. Any assault sets without much AOE (like NRG) should probably be rerolled as controllers now since they still get ST damage as a controller but get a whole (de)buff set as a secondary. Grav/ doms with a lot of aoe in the secondary still on the face of it have a point, however... -
Anyone know the answer to this?
Note: I'm not asking if its any good in it...just whether or not it takes it. -
Quote:Sounds good. Regarding "I don't always team, so survivability and still being able to level are important," just remember that these are *very* late blooming sets. They do kind of suck in early levels. I wish it weren't so, but...Thanks guys.
The guides and your opinions are very helpful. I am used to Fire and Dark Blasters and Corrs, but I wanted to try something new I haven't used. Archery fit an idea so I'm rolling with it. I appreciate the thoughts! I've avoided weapon sets b/c I can't stand redraw. I'm hoping with Arc/? i can find a set that it doesnt bother me and if so, it sounds like a Def or Corr Ar/TA could be fun. I don't always team, so survivability and still being able to level are important.
See you out in the fields.
If you stick it out, it all should go well. -
Thanks again for the advice Cathodian. I think I am going partially to take your advice into account and go with the build listed below. As before, the blank in char is the sup dom set proc, which I think is pure awesomesauce given how quickly char animates.
It has a travel power now, but super jump. Although I like fly with many characters, I am just not sure how well is meshes with the ground based imps in any case and hot feet, etc.
I am keeping stealth because (if I toggle sprint on) it is nice to have complete invisibility.
Thanks for the tips though. I think my character is better because of your input.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Smoke: Level 50 Natural Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Immob/Rng(5), Enf'dOp-Acc/Immob/Rchg(5), Enf'dOp-Acc/Immob(7)
Level 1: Flares -- Acc-I(A)
Level 2: Char -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(11), UbrkCons-Acc/Hold/Rchg(11), UbrkCons-Acc/Rchg(13), UbrkCons-Dam%(13), Empty(15)
Level 4: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(17), Enf'dOp-Acc/EndRdx(17), Enf'dOp-Immob/Rng(19), Enf'dOp-Acc/Immob/Rchg(19), Enf'dOp-Acc/Immob(21)
Level 6: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23)
Level 8: Hot Feet -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(25), Armgdn-Acc/Dmg/Rchg(25), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(27)
Level 10: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(33), Amaze-EndRdx/Stun(33), Amaze-Acc/Rchg(33)
Level 14: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(37)
Level 20: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(40)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(42)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
Level 28: Stealth -- LkGmblr-Rchg+(A)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42)
Level 32: Fire Imps -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-Acc/Dmg(43), ExRmnt-+Res(Pets)(43), ExRmnt-Dmg/EndRdx(50)
Level 35: Rain of Fire -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50), Ragnrk-Dmg/EndRdx(50)
Level 38: Blaze -- Apoc-Dmg(A), Apoc-Dmg/Rchg(46), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(48)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45)
Level 44: Embrace of Fire -- RechRdx-I(A)
Level 47: Super Jump -- Winter-ResSlow(A)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 50: Cardiac Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Carnival Radial Superior Ally
Level 50: Rebirth Radial Epiphany
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15)
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 1: Domination
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 31% Defense(Smashing)
- 31% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 8.5% Defense(Energy)
- 8.5% Defense(Negative)
- 6% Defense(Psionic)
- 26% Defense(Melee)
- 7.25% Defense(Ranged)
- 6% Defense(AoE)
- 2.25% Max End
- 6% Enhancement(Immobilize)
- 126.3% Enhancement(RechargeTime)
- 78% Enhancement(Accuracy)
- 5% FlySpeed
- 103 HP (10.13%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 16.25%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 20.5% (0.34 End/sec) Recovery
- 46% (1.95 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 21.66% Resistance(Fire)
- 21.66% Resistance(Cold)
- 10% Resistance(Energy)
- 13.75% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 5% RunSpeed
Set Bonuses:
Enfeebled Operation
(Ring of Fire)- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Char)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Fire Cages)- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Incinerate)- MezResist(Immobilize) 2.75%
- 15.26 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Hot Feet)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Fire Blast)- MezResist(Immobilize) 2.75%
- 11.45 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Flashfire)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Kick)- MezResist(Immobilize) 2.75%
- 15.26 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Boxing)- MezResist(Immobilize) 2.75%
- 15.26 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Cinders)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Combustion)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Tough)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Tough)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Weave)- 10% (0.42 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Stealth)- 7.5% Enhancement(RechargeTime)
(Maneuvers)- 10% (0.42 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Fire Imps)- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
- 10% (0.42 HP/sec) Regeneration
- 10% Resistance(All)
(Rain of Fire)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Blaze)- 16% (0.68 HP/sec) Regeneration
- 30.52 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Fire Ball)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Super Jump)- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Grant Invisibility)- 7.5% Enhancement(RechargeTime)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Brawl)- MezResist(Immobilize) 2.75%
- 15.26 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1552;697;1394;HEX;| |78DA6594EB4E134114C767DA2DA5D0D21628050AD4B6404B81D2021A6F0931DC021| |682F20064D50D6C2C2DD95D8C7CF40D1435787907BFE0E545BCBD848AA2C67B3DDD| |F3EF256193CD6FE67F2E7366F6CCAEDC9EF33E5BBC3323A47FB6A09AE6C65C6|F3EF256193CD6FE67F2E7366F6CCAEDC9EF33E5BBC3323A47FB6A09AE6C65C695B2| |FAA56C970AFAAD6AEA1169C4208D7FA76E9A6E6A6D140CDBE315B2A5A46A99059D0| |0DAD3A89D6CD974C53DD2D5864D68CBDEA2CB854DCD20CAD6865AA03DF5AC9CEB1B| |965E9C54DAF3DCB6BEA0E4D82F664A9784B37F56B7A41B7F6FC55F30DCD30B7F49D| |C8FC8E7E9D0B58514DABB250AD806EAA364D6FBCB201FB29BBC45D29444E118E7BE| |03E53B90F3E60363D647E73D46285E815B696A07C12F9E49CC3D65AE6C105A67711| |5C62B695E9118314E944A413950450490095B4A3927654D2894ABE532217C73A5D6| |B956D91ED0AB3EB2AB8CE1CA645DC768965C57D962BE83E079E67F65E002F327F10| |3C9C5FF11C10928AE87B043E660E3C019F3293B44E2B625A9739CFC065E6A93CB80| |AAE301DD4443EECC3877DC4B08F18F611C33E24F9FAE1EB876F02BE09F826E09BA2| |5A82F00DBEA6B5FA1531F8067C0BBE63FE2274E03B74FCE6BA86FF807FC17FCC641| |9AC7C39A2936A0A71AC0C85A59D2F39C936856C613E7719EEE4EF3612627691AD87| |6DA2079A8FB408B408B42069FDC8D10F6D24C04CD332519C77F498EB1AF9C24C1F8| |15F99B9CFE83C3A943862E293AC4D4C81D3F03D0D9E61568E6008314363AC8D8F83| |19700239B24C3FAD93424CEA906F4AFA3973EC05F8127CC5FC49A1A3B85DA3A3AC8| |569FF196899089F6B1B695968599CC98716BA85383B39CEB19F1AB56569F7E8C746| |2DC57E47754DCA039CD33EB34FA9DD78A740CF35A1E79AD173CDE8B978C597F394D| |34AC39FC2BEEDD9134AEE8432754299AEE784926F543C5CE59A52FB0709697B7902| |B57F4B79869A3B8771BCB33E7EDFA0CB507D7CD8A0FF0750D7F3F5| |-------------------------------------------------------------------|
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Quote:Awesome advice by the way! Thanks for getting back to me. I'll have to try it out. One concern is whether or not hover will be very awkward with hot feet (needing to toggle it on when not flying and then turning hover on and using it--awkward but fine as both can be on at the same time; but also just problems maneuvering a little slower because hover is on.)Very cool build! This is way better than anything I could come up with
I will make a suggestion though... You could dump Concealment and take Flight instead.
This would give you Hover, Fly & Afterburner. You will lose Stealth, Grant Invis & Invis. You can slot Hover and Afterburner with LotG. Additionally, you can slot Maneuvers with LotG as it's currently getting GotA's. You will lose 2% end and gain 10% regen. You can slot Flight with +Stealth and you should not have any issues ninja'ing mishes.
Alternatively, you could slot LotG's from one of your conceal powers on Maneuvers and take Phase Shift as an emergency button instead. Just a thought, but maybe I'm missing something
With your build, I do get a travel power, and that is nice for costume reasons if nothing else--no icky fly pack.
I already had the stealth IO in sprint. I put the winter's gift in fly.
You could also nix fly and afterburner and instead get assault and vengeance if you wanted to up damage a little bit.
Thanks again for getting back to me. I'll have to try it and see how it goes.
As an update, I got force of nature and have all of the incarnates at at least tier 3 now. Still no elusive mind as that always seems to take longer.
Phase shift is almost never worth getting as the Warburg mission is quite easy and the temp power seems to last forever. I seemingly get it once on a character and never have to get it again.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Smoke: Level 50 Natural Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Villain Profile:
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Level 1: Ring of Fire Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Immob/Rng(5), Enf'dOp-Acc/Immob/Rchg(5), Enf'dOp-Acc/Immob(7)
Level 1: Flares Acc-I(A)
Level 2: Char UbrkCons-Hold(A), UbrkCons-Hold/Rchg(11), UbrkCons-Acc/Hold/Rchg(11), UbrkCons-Acc/Rchg(13), UbrkCons-Dam%(13), Empty(15)
Level 4: Fire Cages Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(17), Enf'dOp-Acc/EndRdx(17), Enf'dOp-Immob/Rng(19), Enf'dOp-Acc/Immob/Rchg(19), Enf'dOp-Acc/Immob(21)
Level 6: Incinerate KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23)
Level 8: Hot Feet Armgdn-Dmg(A), Armgdn-Dmg/Rchg(25), Armgdn-Acc/Dmg/Rchg(25), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(27)
Level 10: Fire Blast Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31)
Level 12: Flashfire Amaze-Stun(A), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(33), Amaze-EndRdx/Stun(33), Amaze-Acc/Rchg(33)
Level 14: Kick KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 16: Boxing KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 18: Cinders BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(37)
Level 20: Combustion Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 22: Tough S'fstPrt-ResDam/Def+(A), GA-3defTpProc(40)
Level 24: Weave LkGmblr-Def(A), LkGmblr-Rchg+(42)
Level 26: Combat Jumping LkGmblr-Rchg+(A)
Level 28: Hover LkGmblr-Rchg+(A)
Level 30: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42)
Level 32: Fire Imps ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-Acc/Dmg(43), ExRmnt-+Res(Pets)(43), ExRmnt-Dmg/EndRdx(50)
Level 35: Rain of Fire Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50), Ragnrk-Dmg/EndRdx(50)
Level 38: Blaze Apoc-Dmg(A), Apoc-Dmg/Rchg(46), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(48)
Level 41: Fire Ball Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45)
Level 44: Embrace of Fire RechRdx-I(A)
Level 47: Fly Winter-ResSlow(A)
Level 49: Afterburner LkGmblr-Rchg+(A)
Level 50: Cardiac Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Carnival Radial Superior Ally
Level 50: Rebirth Radial Epiphany
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Level 2: Swift Run-I(A)
Level 2: Health Mrcl-Rcvry+(A)
Level 2: Hurdle Jump-I(A)
Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod(15)
Level 1: Brawl KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 1: Domination
Level 1: Sprint Clrty-Stlth(A)
Level 2: Rest Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:
10% DamageBuff(Smashing)
10% DamageBuff(Lethal)
10% DamageBuff(Fire)
10% DamageBuff(Cold)
10% DamageBuff(Energy)
10% DamageBuff(Negative)
10% DamageBuff(Toxic)
10% DamageBuff(Psionic)
31% Defense(Smashing)
31% Defense(Lethal)
6% Defense(Fire)
6% Defense(Cold)
8.5% Defense(Energy)
8.5% Defense(Negative)
6% Defense(Psionic)
26% Defense(Melee)
7.25% Defense(Ranged)
6% Defense(AoE)
2.25% Max End
6% Enhancement(Immobilize)
126.3% Enhancement(RechargeTime)
78% Enhancement(Accuracy)
5% FlySpeed
103 HP (10.13%) HitPoints
5% JumpHeight
5% JumpSpeed
MezResist(Confused) 2.5%
MezResist(Held) 2.5%
MezResist(Immobilize) 16.25%
MezResist(Sleep) 2.5%
MezResist(Stun) 4.7%
MezResist(Terrorized) 2.5%
20.5% (0.34 End/sec) Recovery
46% (1.95 HP/sec) Regeneration
20% ResEffect(FlySpeed)
20% ResEffect(RechargeTime)
20% ResEffect(RunSpeed)
10% Resistance(Smashing)
10% Resistance(Lethal)
21.66% Resistance(Fire)
21.66% Resistance(Cold)
10% Resistance(Energy)
13.75% Resistance(Negative)
10% Resistance(Toxic)
10% Resistance(Psionic)
5% RunSpeed
------------
Set Bonuses:
Enfeebled Operation
(Ring of Fire)
3% Enhancement(Immobilize)
1.88% Resistance(Negative)
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
3.75% Enhancement(RechargeTime)
3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Unbreakable Constraint
(Char)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Enfeebled Operation
(Fire Cages)
3% Enhancement(Immobilize)
1.88% Resistance(Negative)
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
3.75% Enhancement(RechargeTime)
3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Kinetic Combat
(Incinerate)
MezResist(Immobilize) 2.75%
15.26 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Armageddon
(Hot Feet)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Decimation
(Fire Blast)
MezResist(Immobilize) 2.75%
11.45 HP (1.13%) HitPoints
2.25% Max End
6.25% Enhancement(RechargeTime)
Absolute Amazement
(Flashfire)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Kinetic Combat
(Kick)
MezResist(Immobilize) 2.75%
15.26 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Kinetic Combat
(Boxing)
MezResist(Immobilize) 2.75%
15.26 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Basilisk's Gaze
(Cinders)
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
2% (0.03 End/sec) Recovery
7.5% Enhancement(RechargeTime)
Obliteration
(Combustion)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Steadfast Protection
(Tough)
3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Gladiator's Armor
(Tough)
3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Luck of the Gambler
(Weave)
10% (0.42 HP/sec) Regeneration
7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Hover)
7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
10% (0.42 HP/sec) Regeneration
7.5% Enhancement(RechargeTime)
Expedient Reinforcement
(Fire Imps)
Status Resistance 2.5%
3% DamageBuff(All)
6.25% Enhancement(RechargeTime)
10% (0.42 HP/sec) Regeneration
10% Resistance(All)
Ragnarok
(Rain of Fire)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Apocalypse
(Blaze)
16% (0.68 HP/sec) Regeneration
30.52 HP (3%) HitPoints
4% DamageBuff(All)
10% Enhancement(RechargeTime)
Positron's Blast
(Fire Ball)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)
Winter's Gift
(Fly)
20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Luck of the Gambler
(Afterburner)
7.5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Kinetic Combat
(Brawl)
MezResist(Immobilize) 2.75%
15.26 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
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Hi,
You offer well thought-out and reasoned advice that I respect as always. I do, however, have a few comments:
Yeah, with /NRG you often just take power thrust (because you have to), build up, conserve power, power boost, and boost range.
This is not because the melee attacks in NRG are useless, however. It is just because you are making an all-ranged build.
Time Bomb really is useless. You are almost always better off just placing another trip mine, and anyone who thinks otherwise is (IMO) deluding themselves. I have at least never really heard (even in this thread where people are scrambling for faux-reasons) of a valid reason for taking time bomb.
If time bomb had a much shorter recharge, or trip mine did not exist, it would be different. But that's not the case. Trip mine does exist, and time bomb does have an absurdly long recharge. -
Not to sound like a broken record (because I have said this in other threads) but TA/A def has very close damage to A/TA cor. This is because the strengths of the sets are AOE damage. Rain of arrows and oil slick have comparable numbers whether they are defender or corruptor. Yes, the more minor attacks will do better with the cor but that is not really all that important in the larger scheme of things. The def will have better debuffs and be better able to softcap its own defense because of def mods.
I personally would either go with the blaster or the defender and not play a corruptor for this combination. -
Quote:Except archery is all ranged with no PBAOEs and 1 cone so there is nothing really great synergy wise here. And there will still be redraw. Kinetics is also one of the few sets that works well with crashing nukes, but again that is not relevant here.Fulcrum Shift -> Rain of Arrows -> Everything dead.
Including you, if you don't build for defense. :P
Yes, rain of arrows is awesome and yes kinetics boosts damage. I still back my claim to no particular synergy though.
Edit: This is not to say it wouldn't work great as a combo. Both are strong sets. -
Quote:Is this a joke? '06 registration date so you figure it almost has to be...I was just wondering, do defenders get /kin? I was just playing my brute and it was SO INVIGORATING to kill an enemy in 1 shot with a "long bow" temp power I got, im thinking /kin might pair well.
I know /Kin is awesome for pumping up those damage numbers
But yes, defenders get kinetics, as a primary, so it is kin/.
I don't think it has any particular synergy with Archery, but certainly kin is a solid set and you can't go wrong there... -
Quote:+1 I agree with this message.Q:
A: Hm... how can we make a power even more useless than Black Hole but leave just enough rare edge cases where it might potentially have a minor use despite another power in the same set always working better so that a few people will say that it's "not that bad"?
That's probably what they were thinking. Because anything else would indicate a disconnect with reality. -
For clarity again, the superior hide IO will proc automatically 100% of the time if in any single target attack whose base recharge is 15 sec or more even if:
(1) You have global recharge enhancements in it that make it much faster (this seemed covered above)
AND (2) You have enhancements slotted in the power that make recharge faster?
I am just wanting to make sure. I put it in energy punch on my EM stalker but this seems like a big mistake now (and I only have 1 respec remaining.) -
BR is a fun niche set with redraw (that does slow you down when you alternate with other abilities) that does solid ST damage and is average otherwise.
Fire is a monster that does great AOE and ST damage.
You can decide based on what you want. I have both types of characters.
For what its worth, I have currently gone back to my Beam/NRG blaster. It is (somewhat) gimp but still fun. -
I think it goes very well in char and dominate because they are so quick activating that it doesn't slow you down at all. It is maybe not a big deal in a normal mission but helps I find if trying to pummel an AV into submission.
For gravity, I think putting it in a damage proc'd AOE immob is probably a good bet (although I am always underwhelmed by the damage of the proc'd out aoe immob in gravity.) -
A lot of these time bomb strategies would be good if the set didn't have trip mine, but it does.
In 99% of cases, you are better off just laying down another trip mine and not slotting time bomb. Trip mine has a base 20 sec recharge (which can be made positively sprightly and quick in today's IO game) and time bomb has a 360 recharge.
Do you really want to: (a) Take this other power in time bomb; and (b) slot the time bomb so that it is useful? When you could just drop another trip mine and be functionally identical in most cases?
This is true times 10-million for ATs like corruptors, etc., that get ffg and will have capped defense so can trip mine when they want to. It is still largely true for blasters, because that time bomb also would have been interrupted if the trip mine was. -
You are right. Storm is another top contender for control. Not better than TA I would say but definitely up there.
-
Thanks! Yeah, I saw that and was changing the post just as you replied. Ah well...It would have been awesome to slot a ST hold as 4-slot basilisk plus the superior and then normal procs, but obviously the devs are wise to our powergaming.
-
-
Hi everyone,
This is just an update to the build. I am still listing the build above this one so people know it is possible to do this without a glad +3% def, since I think many people might have thought it was impossible.
Below is an updated build and the one I plan on using. It has a little better defense, a little better recharge, and the fire imps for the times you want them. Yes, they tend to die a lot, but in the right circumstances where things are controlled enough that they aren't taking damage, they can add a lot of dps.
I have all of the IOs slotted in the build now. I like that it is all fire conceptually and it is nice that it has softcapped defense and if I am in the middle of a mission and want to go afk or whatever, I don't lose dom because of having to juggle 2 clicks.
It is fairly accoladed out because it is an old character, but I still have to get force of nature and elusive mind. I have all of the others.
Since it is an old character that I have not played for a while because I was not satisfied with both fire mastery and soft-capped defense, it isn't really iTrialed out much at all. I ran enough to get the cardiac slotted up to a level shift, but no paragon. I can keep you updated if anyone cares.
Definitely my most expensive build by far. The empty in char is the new Sup. Asc. of Dominator proc.
It probably would have been a million times easier to go with ice mastery and frozen armor and sleet and ice storm, but I couldn't tolerate looking at the icy fire-themed character and it would drive me crazy...
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Smoke: Level 50 Natural Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Immob/Rng(5), Enf'dOp-Acc/Immob/Rchg(5), Enf'dOp-Acc/Immob(7)
Level 1: Flares -- Acc-I(A)
Level 2: Char -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(11), UbrkCons-Acc/Hold/Rchg(11), UbrkCons-Acc/Rchg(13), UbrkCons-Dam%(13), Empty(15)
Level 4: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(17), Enf'dOp-Acc/EndRdx(17), Enf'dOp-Immob/Rng(19), Enf'dOp-Acc/Immob/Rchg(19), Enf'dOp-Acc/Immob(21)
Level 6: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23)
Level 8: Hot Feet -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(25), Armgdn-Acc/Dmg/Rchg(25), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(27)
Level 10: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(33), Amaze-EndRdx/Stun(33), Amaze-Acc/Rchg(33)
Level 14: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(37)
Level 20: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(40)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(42)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
Level 28: Stealth -- LkGmblr-Rchg+(A)
Level 30: Maneuvers -- GftotA-Def(A), GftotA-Def/EndRdx(42)
Level 32: Fire Imps -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-Acc/Dmg(43), ExRmnt-+Res(Pets)(43), ExRmnt-Dmg/EndRdx(50)
Level 35: Rain of Fire -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50), Ragnrk-Dmg/EndRdx(50)
Level 38: Blaze -- Apoc-Dmg(A), Apoc-Dmg/Rchg(46), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(48)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45)
Level 44: Embrace of Fire -- RechRdx-I(A)
Level 47: Invisibility -- LkGmblr-Rchg+(A)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 50: Cardiac Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Carnival Radial Superior Ally
Level 50: Rebirth Radial Epiphany
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15)
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 1: Domination
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 31% Defense(Smashing)
- 31% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 8.5% Defense(Energy)
- 8.5% Defense(Negative)
- 6% Defense(Psionic)
- 26% Defense(Melee)
- 7.25% Defense(Ranged)
- 6% Defense(AoE)
- 2.25% Max End
- 6% Enhancement(Immobilize)
- 126.3% Enhancement(RechargeTime)
- 78% Enhancement(Accuracy)
- 5% FlySpeed
- 103 HP (10.13%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 16.25%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 22.5% (0.38 End/sec) Recovery
- 36% (1.53 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 21.66% Resistance(Fire)
- 21.66% Resistance(Cold)
- 10% Resistance(Energy)
- 13.75% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 5% RunSpeed
Set Bonuses:
Enfeebled Operation
(Ring of Fire)- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Char)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Fire Cages)- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Incinerate)- MezResist(Immobilize) 2.75%
- 15.26 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Hot Feet)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Fire Blast)- MezResist(Immobilize) 2.75%
- 11.45 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Flashfire)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Kick)- MezResist(Immobilize) 2.75%
- 15.26 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Boxing)- MezResist(Immobilize) 2.75%
- 15.26 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Cinders)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Combustion)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Tough)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Tough)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Weave)- 10% (0.42 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Stealth)- 7.5% Enhancement(RechargeTime)
(Maneuvers)- 2% (0.03 End/sec) Recovery
(Fire Imps)- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
- 10% (0.42 HP/sec) Regeneration
- 10% Resistance(All)
(Rain of Fire)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Blaze)- 16% (0.68 HP/sec) Regeneration
- 30.52 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Fire Ball)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Invisibility)- 7.5% Enhancement(RechargeTime)
(Grant Invisibility)- 7.5% Enhancement(RechargeTime)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Brawl)- MezResist(Immobilize) 2.75%
- 15.26 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
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Quote:I know you might not like this answer, but it doesn't make up for the difference in more debuffs. It makes up for the difference in:For me, when I step way back from Trick Arrow and take in the big picture... my problem is this:
For a set that's all about debuffs, and exclusively about debuffs, there's a noticeable lack of pushing the limits of what debuffs can do in CoH's game mechanics. -Tohit, -defense, -damage, -resistance, -speed? Whoop de doo, the same five debuffs as every other debuff set. No -range? No -secondaryeffects? No +healresistance? No -mezresistance? No -debuffresistance? No +endcost? No -recovery (to targets, I mean, not to yourself)?
What a shame. To have a dedicated debuff set in an 8 year old game and not even attempt to explore debuff mechanics in novel ways. And this has nothing to do with power level or performance. Even if TA were outperforming other sets, it still feels like a huge missed design opportunity.
*Damage--Oil slick is spawn killing
*Control--Can you honestly say that any other defender primary has more control? ST and AOE hold, AOE sleep, AOE slow, ST immob. Dark gives it a run for its money but that's it, and dark doesn't have the damage of TA.
Unfortunately, this is often not what people are looking for in a defender.
I think that it *could* use some mild buffs, but I think many people who play it don't: (a) realize it's late-blooming qualities; and (b) don't play to its strengths. -
I just want to underline what Trickshooter said.
Go TA/A defender.
Both rain of arrows and oil slick are comparable on a defender to how they are on more damaging ATs like corruptor. Now just realize that since these two abilities can kill a +2/x8-+3x8 (depending upon enemy type and whether or not you have laid debuffs down) spawn all by themselves, you don't really care if fistful of arrows or whatever is doing a little less damage because that is completely irrelevant.
Also, as Trickshooter said, be aware that the set is very late blooming. It's like the permadoms in the days before when the damage buff also came with domination...one day you go from sucking to kicking ***, and it is unfortunate that you suck for so long because it is deceptive. -
Hi all,
A recent thread found that if you are going to 1-slot stamina you should put a perf shifter +end proc in it rather than a level 50 IO.
What about in comparison to a level 50+5 EndMod IO? Is the perf shifter proc still better or does the +5 edge it out?
Thanks! -
Hi all,
Sorry if this is old news, but I obtained a superior ascendency of the dominator proc on the live servers. This is just a couple of notes about it.
On my fire/fire dom, I couldn't slot it into hot feet (where it would have been great) so it is apparently no-go for slow powers and maybe just immob/fear/sleep/confuse/hold/stun that the set helps out.
It seems to work well in char. This would be particularly true if char was part of your attack chain. It procs frequently (seemingly every single time you use the ability) and stacks 3 times (although the description text says 5.) The bonus lasts about 20 seconds.
Each time it procs, it gives you a damage bonus of 21.25% for ALL of your attacks. What this means is that if you use it in a spammy power like char, you can have a permanent 63.75% damage bonus from it, which isn't at all shabby I think.
The recharge bonus it says it gives you does not show up on my power monitor as a global recharge bonus and is probably just for that power. This is a little unfortunate because you want to put it in a spammy power with a low recharge so you can get the stacking damage bonus, so you don't really get much benefit from the increased recharge.
You wouldn't want to put it in something like flashfire, for example, because you wouldn't be able to spam it enough to get the stackng damage bonus whenever you want. It seems best in ST hold or AOE/ST immob.