Wyatt_Earp

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  1. Quote:
    Originally Posted by Oathbound View Post
    If you're noticing a problem with it's radius I suggest you bug report it.

    Paralyzing Blast is listed with a radius of 30feet, which is actually LARGER than typical for a Target AoE hold (normally 20ft). (Normally only PBAoE Holds have a 30 ft radius.)
    Where did you get 30ft? I checked in-game on my elec dom and it says 20ft. radius.
  2. It has a 20ft. radius. Same as the other Ranged AoE holds...
  3. Enhancement Diversification (ED) does not begin taking points away when slotting more than 3, it just lessens the amount of the enhancements... (for example, 3 Damage SOs would give you ~97%. If you slotted 6 damage enhancements, you would get ~110%)

    For the calculations, check the wiki: (ED also applies to IO Sets)
    http://wiki.cohtitan.com/wiki/Enhanc...iversification

    As for set bonuses, yes they have to be slotted in the same power to get them. You can only slot one of each enhancement per power. (unless it's unique, then you can only slot one anywhere in your build)

    For example, you could slot a Thunderstrike (Acc/Dam) and a Thunderstrike (Dam/End) in the same power and you would get a 2% recovery bonus, but you couldn't slot two Thunderstrike (Acc/Dam) IOs in the same power to get the bonus.

    And if you slotted a Thunderstrike (Acc/Dam) in two different powers, you would only get the Acc/Dam enhancements; no set bonuses.
  4. Quote:
    Originally Posted by Jibikao View Post
    Does Poison's Poison Trap have 4s interrupt time? It's been years since I tried it. I remember it has 4s interrupt time?
    Yes... 4s interrupt.

    http://tomax.cohtitan.com/data/power...on.Poison_Trap
  5. Is there a force feedback proc slotted somewhere?

    EDIT: Yeah, it's in kick
  6. Quote:
    Originally Posted by Psylenz View Post
    Back in the day, I was invited to the City of Villains beta. I knew from the beginning that my first villain would be Robots/Poison mastermind. I won't say poison is underdeveloped, but it is challenging. I tried like crazy to make poison trap work. I toe bombed. I pulled around corners. Not only is the power not likely to hit foes, IT'S ALSO VERY DIFFICULT FOR FOES TO SET IT OFF IN THE FIRST PLACE. I even took the time to lay as many traps as possible in a proposed kill zone. This power is the PITS. Even flurry does a LITTLE damage. Even repel can be used for positioning and if you are good for knocking bosses on their butts. Heck, even as hated as blackhole is, the power does what it advertises.

    I have said before, I will repeat here for emphasis. Just port over the poison gas trap from the traps set and call it a day. If that's too much regen debuff for a poison user, just strip that debuff from the power. Even the reliable choke hold for the short duration in poison gas trap would be a huge improvement.
    I have to second this... It's been a long time since I've used poison trap as well, and I definitely also remember it being extremely hard to get it to trigger. I would always see groups of 4 or 5 foes just run right past it.

    Poison Trap is honestly the ONLY power that I've ever come across in this game that can't be construed as even the slightest bit situational. It's kind of baffling why the devs have done nothing with it, considering that Poison (as a whole) isn't overpowered, and IMO is pretty sub par. And now, /Dark MMs get a buff to TG's radius... HA! How's that for fair?


    Not that my lvl 50 Necro/Poison MM is bitter or anything...
  7. Personally, I think they need to do two things to make /Poison a good set for a corruptor. Make poison trap the same power as [Traps.Poison Trap] (and while your at it do this for the Mastermind version as well ) and make NG work on friendly targets.

    Do that, and I would roll a /poison corruptor.
  8. Quote:
    Originally Posted by CptAdder View Post
    Ok lets review Poisons powers
    3. Weaken
    An endurance heavy single target 30 second debuff that hits Tohit for 11.25% and damage by 22.5%
    One correction here.

    Weaken has (in addition to the -ToHit and -Damage) -Special (74.5% which includes another healing debuff)
  9. Wow, that text color is hard to read... XD

    Here is what I would do... I just moved around a few slots to acquire some different defense bonuses and swapped Freeze Ray for Bitter Freeze Ray. This build has 82.5% recharge, but with the defense bonuses, it gives you capped defense (with Fortitude) to S/L/E/N/Range/AoE and only 1-2% from the cap on everything else.

    As far as overcoming the Recovery on the nuke, Adrenalin Boost (which should be permanent on both of you) with one end mod will handle that.
    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Duo: Level 50 Magic Defender
    Primary Power Set: Empathy
    Secondary Power Set: Ice Blast
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(5)
    Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
    Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13)
    Level 4: Frost Breath -- Posi-Dam%(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(17)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Clear Mind -- EndRdx-I(A)
    Level 10: Aim -- RechRdx-I(A)
    Level 12: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(21)
    Level 14: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(23), LkGmblr-Def(25), LkGmblr-Def/EndRdx/Rchg(25)
    Level 16: Assault -- EndRdx-I(A)
    Level 18: Recovery Aura -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc/Rchg(27), P'Shift-Acc/Rchg(29), P'Shift-EndMod/Acc(29), P'Shift-End%(46)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(31)
    Level 22: Ice Storm -- Posi-Dam%(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(33), Posi-Acc/Dmg(33), Posi-Acc/Dmg/EndRdx(33)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal/Rchg(34), Dct'dW-Rchg(34), Dct'dW-Heal(36)
    Level 28: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(43)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(37), ResDam-I(39)
    Level 32: Adrenalin Boost -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(39), EndMod-I(40), RechRdx-I(40)
    Level 35: Freeze Ray -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Rchg/Hold(42)
    Level 38: Blizzard -- Posi-Acc/Dmg(A), Posi-Dam%(43), Posi-Dmg/Rchg(43), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45)
    Level 41: Oppressive Gloom -- Rope-Acc/Stun(A)
    Level 44: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam(46), ImpArm-ResPsi(46)
    Level 47: Soul Drain -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(50)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(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 -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(19)
  10. Quote:
    Originally Posted by Shadow Wail View Post
    016.25 (Global Rech from IO sets)
    020.00 (Increased Attack Speed from Empowerment station)
    070.00 (Rech from Hasten)
    030.00 (Rech from Frenzy)
    ---------
    136.25 (Total Recharge)

    Is this enough for Permahasten?
    You need about 110% global recharge and 3 SOs worth of recharge in Hasten... So, no. Frenzy only lasts 20s so you can't really count on it to apply much to hasten's recharge. Not sure how long the empowerment buff lasts, but even if you take it into account, you'll need about 73.75% more global recharge in order to get perma-hasten.
  11. Wyatt_Earp

    Ice/?/?

    My only concern with Ice/Earth would be the end usage. It should be great in melee range, but I have a permadom Elec/Earth and still run low on endurance between domination recharges.
  12. The Regen Tissue proc would fire when you place the spirit tree. The +Regen would last for 120 seconds on you and only you. IMO, I would put a recharge IO in the base slot and leave it at that. Or just drop the power all together and pick up something more useful.
  13. Quote:
    Originally Posted by Windenergy21 View Post
    Yeah I testd it out last night, All I used was a DO end reduction and he didn't seem to ever run out of endurance. It's only about a 2% maybe more end redux than I have slotted there. So for most things except maybe AV fights he doesn't seem to run out of endurance anywho. Swapping one of the generic level 50 hold IOs for an EoC end/hold would definitely give it enough endurance to withstand most battles.

    As far as the alpha slot, I'd go with the recharge/heal/stun pathway. The recharge for obvious reasons such as keeping HoE up more often. And for healing more. Depending how the build finalizes I might forgo some of the recharge for the to hit debuff that it also brings to stack with what /dark already has.
    IIRC, when slotting Endurance into a pet, it will only affect those powers that could slot that IO. So, an End/Hold IO would only affect Block of Ice whereas, if you could get some endurance reduction in via a Slow set, it would affect all of his powers except for one. Or you could obviously go for a generic Endurance IO that will affect all of his powers.
  14. Quote:
    Originally Posted by Carnifax_NA View Post
    Err, where are the enhancements?

    I can only assume IO Muling is the reason Stone Cages is 6 slotted while Stalagmites, Fossilize, Gasses and Quicksand are a little underslotted? (not to mention Tough not having any slots at all, even if you're softcapped surely it's nice to have 2 extra slots in here just as a fallback? )
    Actually, I would think that Tough would be a complete waste on any build that is soft-capped to S/L. If you think about it, you're only taking 5% of S/L damage already, then Tough is stopping 12.75% on top of that (roughly 20% slotted). So, in total, Tough is really only giving you 1% damage resistance to S/L compared to a build with no S/L defense. For the endurance cost 1% S/L resistance is not worth it, IMHO.
  15. With my Kin/Arch defender, I went with capped S/L/E/R defense, and it is definitely possible to get off a Fulcrum Shift/RoA before everything is dead as long as you are the first one in the middle of the spawn.

    Alternatively, as the others have noted, you can FS one spawn, then on the next one drop RoA, if you queue up FS while RoA is activating, you'll get the buff before your target is dead.

    Lastly, yes, you will inevitably drop RoA on many a dead mobs on your way to 50... So be prepared for that... =)
  16. Quote:
    Originally Posted by LavosZERO View Post
    That isn't even close to what I would use. Doesn't even make sense.
    Well, that's one way to not get any more help... And there isn't anything necessarily wrong with the build. Maybe you should try making your own?
  17. Yeah, I had hoped mud pots would be really good too. I would definitely try it, but I found the end cost to be too high. I frequently drain my endurance bar and am only saved by Domination. (Even with Conductive Aura running and standing in Static Field)
  18. Thread is 5 months old, in case anyone is curious.
  19. Here is what I did with my Elec/Earth Dom. She has the Rare Damage/Immob Alpha at the moment.

    I always thought I would try and fit jolting chain back in, but just couldn't do it... Mud Pots is pretty weak. I had high hopes for it, but the radius is just too small to be worth the big endurance cost. Another power that I always thought I would fit in would be Ice storm. However, when I got up to that level, I didn't need another location AoE with a longer than average cast time since you already do a large amount of damage.

    This build has perma-dom with 33% Smashing/Lethal defense. However, when you hit power boost (which you should do just before every alpha) S/L defense jumps to 42% so it gives you a good chance at dodging most of the initial attacks.

    Hopefully this gives you some ideas.

    Quote:
    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Tectonic Spark: Level 50 Mutation Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Earth Assault
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Tesla Cage
    • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
    • (3) Basilisk's Gaze - Accuracy/Recharge: Level 30
    • (3) Basilisk's Gaze - Recharge/Hold: Level 30
    • (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
    Level 1: Stone Spears
    • (A) Endurance Reduction IO: Level 30
    Level 2: Chain Fences
    • (A) Efficacy Adaptor - EndMod: Level 21
    • (5) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 30
    • (7) Efficacy Adaptor - EndMod/Recharge: Level 32
    • (7) Efficacy Adaptor - Accuracy/Recharge: Level 38
    • (9) Efficacy Adaptor - EndMod/Accuracy: Level 32
    • (9) Efficacy Adaptor - EndMod/Endurance: Level 34
    Level 4: Stone Mallet
    • (A) Crushing Impact - Damage/Endurance: Level 33
    • (11) Crushing Impact - Damage/Recharge: Level 34
    • (11) Crushing Impact - Accuracy/Damage/Recharge: Level 34
    • (13) Crushing Impact - Accuracy/Damage/Endurance: Level 35
    • (13) Crushing Impact - Damage/Endurance/Recharge: Level 30
    Level 6: Tremor
    • (A) Obliteration - Damage: Level 36
    • (15) Obliteration - Damage/Recharge: Level 36
    • (15) Obliteration - Accuracy/Damage/Recharge: Level 32
    • (17) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
    • (17) Obliteration - Chance for Smashing Damage: Level 39
    • (19) Force Feedback - Chance for +Recharge: Level 21
    Level 8: Conductive Aura
    • (A) Efficacy Adaptor - EndMod: Level 35
    • (19) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 36
    • (21) Efficacy Adaptor - Accuracy/Recharge: Level 31
    • (21) Efficacy Adaptor - EndMod/Accuracy: Level 22
    • (29) Efficacy Adaptor - EndMod/Recharge: Level 30
    Level 10: Hasten
    • (A) Recharge Reduction IO: Level 30
    • (23) Recharge Reduction IO: Level 30
    • (23) Recharge Reduction IO: Level 30
    Level 12: Static Field
    • (A) Fortunata Hypnosis - Sleep/Recharge: Level 50
    • (25) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50
    • (25) Fortunata Hypnosis - Chance for Placate: Level 50
    • (27) Fortunata Hypnosis - Accuracy/Recharge: Level 50
    • (27) Fortunata Hypnosis - Sleep/Endurance: Level 50
    Level 14: Super Speed
    • (A) Celerity - +Stealth: Level 15
    Level 16: Power Boost
    • (A) Recharge Reduction IO: Level 50
    • (29) Recharge Reduction IO: Level 50
    • (50) Recharge Reduction IO: Level 50
    Level 18: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    • (31) Serendipity - Defense/Endurance: Level 39
    • (31) Red Fortune - Defense/Endurance: Level 25
    Level 20: Heavy Mallet
    • (A) Crushing Impact - Damage/Endurance: Level 33
    • (31) Crushing Impact - Damage/Recharge: Level 35
    • (33) Crushing Impact - Accuracy/Damage/Recharge: Level 34
    • (33) Crushing Impact - Accuracy/Damage/Endurance: Level 35
    • (33) Crushing Impact - Damage/Endurance/Recharge: Level 32
    • (34) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
    Level 22: Kick
    • (A) Empty
    Level 24: Paralyzing Blast
    • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
    • (34) Basilisk's Gaze - Endurance/Recharge/Hold: Level 29
    • (34) Basilisk's Gaze - Accuracy/Recharge: Level 30
    • (36) Basilisk's Gaze - Recharge/Hold: Level 30
    Level 26: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 12
    Level 28: Weave
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    • (36) Serendipity - Defense/Endurance: Level 40
    • (36) Red Fortune - Defense/Endurance: Level 25
    Level 30: Seismic Smash
    • (A) Crushing Impact - Damage/Endurance: Level 33
    • (37) Crushing Impact - Damage/Recharge: Level 35
    • (37) Crushing Impact - Accuracy/Damage/Recharge: Level 34
    • (37) Crushing Impact - Accuracy/Damage/Endurance: Level 35
    • (39) Crushing Impact - Damage/Endurance/Recharge: Level 32
    • (39) Essence of Curare - Accuracy/Hold/Recharge: Level 43
    Level 32: Synaptic Overload
    • (A) Coercive Persuasion - Contagious Confusion: Level 50
    • (39) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
    • (40) Coercive Persuasion - Accuracy/Recharge: Level 50
    • (40) Malaise's Illusions - Accuracy/Endurance: Level 30
    • (40) Coercive Persuasion - Confused/Endurance: Level 50
    • (42) Coercive Persuasion - Confused/Recharge: Level 50
    Level 35: Gremlins
    • (A) Expedient Reinforcement - Accuracy/Recharge: Level 35
    • (42) Expedient Reinforcement - Accuracy/Damage: Level 30
    • (42) Expedient Reinforcement - Damage/Endurance: Level 31
    • (43) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 30
    Level 38: Fissure
    • (A) Positron's Blast - Accuracy/Damage: Level 32
    • (43) Positron's Blast - Damage/Endurance: Level 50
    • (43) Positron's Blast - Damage/Recharge: Level 34
    • (45) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    • (45) Positron's Blast - Chance of Damage(Energy): Level 50
    • (45) Recharge Reduction IO: Level 50
    Level 41: Sleet
    • (A) Undermined Defenses - Defense Debuff/Recharge: Level 44
    • (46) Undermined Defenses - Recharge/Endurance: Level 44
    • (46) Undermined Defenses - Defense Debuff/Endurance: Level 35
    • (46) Undermined Defenses - Recharge: Level 44
    • (48) Achilles' Heel - Chance for Res Debuff: Level 10
    Level 44: Frozen Armor
    • (A) Luck of the Gambler - Recharge Speed: Level 42
    • (48) Luck of the Gambler - Defense/Endurance: Level 29
    • (48) Gift of the Ancients - Defense/Endurance: Level 36
    Level 47: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    Level 49: Assault
    • (A) Endurance Reduction IO: Level 50
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Domination
    • (A) Empty
    Level 2: Swift
    • (A) Run Speed
    Level 2: Hurdle
    • (A) Jumping
    Level 2: Health
    • (A) Miracle - +Recovery: Level 36
    Level 4: Ninja Run
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 50
    • (50) Performance Shifter - EndMod: Level 50
    • (50) Performance Shifter - Chance for +End: Level 50
    ------------
    Set Bonus Totals:
    • 17% DamageBuff(Smashing)
    • 17% DamageBuff(Lethal)
    • 17% DamageBuff(Fire)
    • 17% DamageBuff(Cold)
    • 17% DamageBuff(Energy)
    • 17% DamageBuff(Negative)
    • 17% DamageBuff(Toxic)
    • 17% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 5.5% Defense(Ranged)
    • 3% Defense(AoE)
    • 1.8% Max End
    • 4% Enhancement(Confused)
    • 102.5% Enhancement(RechargeTime)
    • 61% Enhancement(Accuracy)
    • 5% FlySpeed
    • 57.23 HP (5.627%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 9.1%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 4.7%
    • MezResist(Terrorized) 2.5%
    • 17.5% (0.292 End/sec) Recovery
    • 30% (1.274 HP/sec) Regeneration
    • 4.095% Resistance(Fire)
    • 4.095% Resistance(Cold)
    • 5% RunSpeed
  20. Quote:
    Whoops, I forgot to mention my Alpha Slotting problem :P

    The issue was that, as you can see, I can only get perma-hasten by using siphon speed 3 times in a row. I can't help thinking how this is somewhat dumb, as it makes it very occasional for my recharge. Do you guys think this would be a reason to pick the Spiritual Boost?
    Just a note from personal experience. With all of my Kin trollers/defenders (1 at 50 and 3 or 4 at 38+) once you get past 65% recharge, you notice very little difference. During combat, triple stacked siphon speed is pretty much a common occurrence. The first IO build I did with my lvl 50 kin defender had over 100% global recharge (somewhere in the neighborhood of 117% IIRC). It is mostly just a novelty to say that with Gaeas of the Kind Ones, you can buff yourself to over 300% recharge. I quickly respec'd into a ranged softcap build (and subsequently a very expensive S/L/E/N/R softcap build) that is much more useful.

    My plant/kin currently sits at lvl 44 collecting dust because I find him so incredibly boring to play. Partly because it's so easy, and partly because it's so repetitive. (I don't quite know how it's more repetitive than any other build in this game, but it feels that way to me)

    Anyhow, my advice would be go for about 65% global recharge, add some ranged and/or smashing/lethal defense, and go with the nerve alpha (to me, it's a no brainer on a kin because you don't really need damage, recharge or endurance).

    Here's an example of what I would suggest for a Plant/Kin.
    Quote:
    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    PlantKin: Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Flight
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Strangler -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(13), Thundr-Dmg/EndRdx(17), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(43)
    Level 1: Transfusion -- Theft-Acc/Heal(A), Theft-Acc/EndRdx/Heal(17), Theft-Acc/EndRdx/Rchg(37), Theft-Heal/Rchg(39), H'zdH-Heal/EndRdx/Rchg(40)
    Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Acc/Dmg/EndRdx(5), Posi-Dam%(5), RechRdx-I(37)
    Level 4: Siphon Power -- Acc-I(A)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
    Level 8: Seeds of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(34), CoPers-Conf%(37)
    Level 10: Siphon Speed -- TmpRdns-Acc/Slow(A), TmpRdns-EndRdx/Rchg/Slow(11), Acc-I(11), RechRdx-I(25)
    Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), RedFtn-Def/EndRdx(25)
    Level 14: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(23), GSFC-Build%(23)
    Level 16: Increase Density -- S'fstPrt-ResKB(A), GA-3defTpProc(50)
    Level 18: Vines -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(21)
    Level 20: Speed Boost -- EndMod-I(A)
    Level 22: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Knock%(48)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(27), HO:Perox(27), ImpSwft-Dam%(31), ImpSwft-EndRdx/Rchg/Slow(31), RechRdx-I(34)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), RedFtn-Def/EndRdx(29)
    Level 30: Hover -- LkGmblr-Rchg+(A)
    Level 32: Fly Trap -- C'Arms-Acc/Dmg/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(33), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), S'bndAl-Build%(34), S'bndAl-Acc/Dmg/Rchg(40)
    Level 35: Transference -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Rchg(36), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc(36)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), FrcFbk-Rchg/EndRdx(50)
    Level 44: Seismic Smash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(46), EoCur-Acc/Hold/Rchg(46)
    Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), Ksmt-Def/EndRdx(48)
    Level 49: Earth's Embrace -- H'zdH-Heal/Rchg(A), Dct'dW-Heal/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A)
  21. Quote:
    Originally Posted by TankShock View Post
    Ok, I'm definitely missing something. Are you guys counting Hasten for your PermaDom? My calculations are that you need a global of 105-110 for Hasten to go Perma, which then makes Dom perma as well. Under 100% Global and your Hasten will occasionally drop, which is more of a MostlyPermaDom.

    I'd be more than happy to find out I'm wrong. And I'd definitely be interested to see how lvl22 gets Perma.
    Basically, you don't need hasten up 100% of the time to have permadom. It only needs to be up most of the time.

    As has been said, 70% is the minimum for perma, but with my dom, I'd usually only get 1 or 2 cycles of permadom before hasten's downtime overlaps too much with domination's recharge. When I respecced to get to 88.75% is when I had permadom 100% of the time. (as long as you don't forget to hit it between missions XD)
  22. Quote:
    Originally Posted by Amy_Amp View Post
    If somebody is specifically looking for something in broadcast, you likely might want to avoid them.
    And this.
  23. If I'm not mistaken, Blizzard is blaster level damage. It is on defenders, and I assume it is on Corrupters as well, so I would never skip it. Also, on corrupters, there's scourge, so it's even better.

    I wouldn't worry about being vulnerable. The enemies don't last long inside of blizzard. Not to mention I think it even does -ToHit and KD.

    As for manuevers, if you can handle the end cost, I personally always like more defense on my Dark defenders/corrupters...
  24. I have a lvl 50 Storm/Dark defender and it's probably one of my most fun toons. If you haven't noticed yet, probably the best power from both sets synergize very well. Tenebrous Tentacles + Freezing Rain is great since TT doesn't prevent KB.

    Hurricane + all the -ToHit from your blasts stacks to provide quite a bit of safety.

    Dark Pit + Thunderclap stack to stun bosses. The only problem with this is that you have to be in melee.

    I would say that the must have powers from dark are Dark Blast, Gloom, TT and NF. Life Drain is solid and provides a self heal that you don't get from Storm. Dark Pit is decent and even better if you use thunderclap. Torrent's ok, but you already have Gale, so I'd skip it. Moonbeam and Blackstar are more personal taste.

    For Storm, I'd definitely take Gale (since you have to), Steamy Mist, Freezing Rain, Hurricane, Tornado, and Lightning Storm. O2 Boost is a mediocre ST Heal, but decent for the sleep/stun and end drain protection. If you team a lot it's a pretty good choice. Snow Storm is ok, and Thunderclap is skippable unless you plan to stack it with Dark Pit.