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Posts
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Not so sure about this one... if I remember correctly, your powers all have a recharge cap of (Recharge Time)/4. Both OT's and my builds show (on Mids) that Siphon Speed recharges in 13 secs, down from 60 secs, meaning that in the game it will actually recharge in 15 seconds. The extra slot in SS will do nothing
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Quote:Ya it's true: I once had a rad/kin corr who tried to stack Siphon Speed. Obviously this is purely perception, but it seemed to me that the probability of hitting SS a second time given that you've hit the last time is like 30% or somethingThe only problem is that he has to KEEP re-casting Siphon Speed every 60 seconds.
Your build, from a sustainability standpoint, is more effective.
Also, given the recharge/cast times, my build only sustains its top recharge given that there's always an enemy around and SS is already queued up when it recharges (and it hits)
*looks through other builds* gah! I can't believe I forgot to put any LotG's in my build -
I did my best and came up with 252% recharge. I used Plant/Kin for Mids, but I've never played either set myself. I'm not even sure if this build is viable (perma-Sleep, damage cap, two pets always out, so I don't see why not...), but I just went for the one criterion of pumping as much +recharge as possible.
Most of the powers aren't even really slotted for recharge and are still close to the recharge cap.
I would go (if I *ever* actually played this build) for Nerve Core, working up to (when we eventually get it) Radial Paragon for Alpha ability since some powers are underslotted for accuracy (+70% global acc, so might not be needed, but still... it doesn't really need anything else...)
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By rank: 1) MM primaries (Necro at the top), 2)Umbral Blast, 3) Widow Training, 4) WP
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Umm, certainly there will be such a thing as lvl60 mobs... even if they don't exist now, given that with the Incarnate System we'll be up to Power Level 60, all said and done. Otherwise we'll be fighting lvl50 greys after the third Incarnate Slot up to lvl54 greys with all Incarnate Slots...
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I may be showing my (game) aged by saying this, but does anyone remember sometimes getting those Defeat $BossName missions, where you go into a mission meaning to fight level 20 CoT and found lvl40 Devouring Earth (or whatever) instead?
As time goes on, I've seen less and less of these, which is a good thing for low level teams, but, to be honest, I've started missing them. Especially since the Incarnate system will start applying level shifts, and certain fringe cases exist of people soloing +4/x8 mobs, I would like to see the return of "impossible" missions.
Perhaps every time a character in the lvl45-50 range opens the radio/paper, there's a (significantly) small chance of getting a "glitched" mission, which will spawn lvl60 mobs or something like that.
The devs could use "glitch text" (garbage symbols and such, even worse than hacked Praet. Clockwork) to clearly mark the mission as "glitched", and if that's not enough, they can add colored text giving a warning at the bottom.
I think this is a good idea since it will put some crazy IO'd solo-farm toons in their place (hopefully), it will give some organized high-end teams a challenge, it could be used as a marker of our progress as Incarnates (we'll die slower, up until the glitch missions become doable), and there's no risk to the player since we now have the ability to Abandon missions. This will also give people a reason to keep running paper missions since tip missions are so much better -
I can speak for ninja/storm and mercs/TA.
My ninja/storm is so good he's now my global, and I run all my end-game content with him (Only tried Apex, haven't gotten to Tin Mage yet). He's a beast both solo and on teams. You'll have to learn how to use storm very well, though, because otherwise your pets will die. Panic buttons like Tornado and Hurricane help when things get hairy, which is rare thanks to the combo your Oni and you pull with Freezing Rain + Rain of Fire. The jounin can be used for speed runs because they get hide with the lvl32 upgrade.
Mercs/TA was a pain to solo with. It works pretty well if you Glue Arrow well, and works even better once you get Oil Slick. It's still tough taking out EBs with large burst damage and/or resistance to holds/slows. TA is ridiculous on teams, however, probably even moreso than Storm, though most people won't notice because there are very few orange numbers involved. -Res, -Def, slow, -Dam, -end, holds... you can basically turn the whole mob into a litter of puppies if you needed to. Personally, though, I don't think it was worth the trouble, though. Leveling storm was so much easier and took far less work and deaths, only to be only slightly less effective on teams.
I offer a third suggestion: Mercs/Storm. Having played both the primary and the secondary, I know they would go very well together, but mine is only lvl33, so I can't give an honest opinion about how he'll perform at endgame level. -
Guys I think you missed the point of the OP: he wasn't posting a "good dom" build, but rather a "good build" he was working towards. Given the idea of this thread, it belongs here and not in the dom forums. The build was torn apart in many ways above, so I won't go there.
Here's what I'm working towards... though I'm only lvl20 right now. It's not only expensive, but also risky, since I don't know how much mileage I'll get on those FF: +Recharge's
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Stormy Shot: Level 50 Magic Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Power Mastery
Villain Profile:
Level 1: Pistols -- Achilles-ResDeb%(A), Dev'n-Hold%(7), Entrpc-Heal%(46)
Level 1: Gale -- FrcFbk-Rechg%(A), FrcFbk-Acc/KB(3)
Level 2: Dual Wield -- Dev'n-Hold%(A), Entrpc-Heal%(3), ImpSwft-Dam%(7)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(5), Slow-I(5)
Level 6: Swap Ammo
Level 8: Empty Clips -- Posi-Dam%(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(11), FrcFbk-Rechg%(13)
Level 10: Hasten -- RechRdx-I(A)
Level 12: Bullet Rain -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(43), FrcFbk-Rechg%(45)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Freezing Rain -- Posi-Dam%(A), ImpSwft-Dam%(17), LdyGrey-%Dam(17), LdyGrey-Rchg/EndRdx(19), TmpRdns-EndRdx/Rchg/Slow(19), LdyGrey-DefDeb/Rchg/EndRdx(21)
Level 18: Steamy Mist -- EndRdx-I(A)
Level 20: Combat Jumping -- LkGmblr-Rchg+(A)
Level 22: Hurricane -- EndRdx-I(A), EndRdx-I(27), FrcFbk-Rechg%(29), FrcFbk-Rchg/KB(29)
Level 24: Executioner's Shot -- Apoc-Dmg(A), Apoc-Dmg/Rchg(31), Apoc-Acc/Dmg/Rchg(31), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(34), Apoc-Dam%(37)
Level 26: Super Jump -- EndRdx-I(A)
Level 28: Piercing Rounds -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(40), Ragnrk-Dmg(42), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Acc/Rchg(43)
Level 30: O2 Boost -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(45), Numna-Heal/EndRdx/Rchg(45), Numna-Heal(46)
Level 32: Hail of Bullets -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(33), Armgdn-Dmg(33), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(34), Armgdn-Acc/Rchg(34)
Level 35: Tornado -- Achilles-ResDeb%(A), LdyGrey-%Dam(36), ExStrk-Dam%(36), LdyGrey-Rchg/EndRdx(36), LdyGrey-DefDeb/Rchg/EndRdx(37), ExRmnt-EndRdx/Dmg/Rchg(37)
Level 38: Lightning Storm -- Dev'n-Hold%(A), T'pst-EndDrn%(39), RechRdx-I(39), EndRdx-I(39), EndRdx-I(40), RechRdx-I(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Force of Nature -- RechRdx-I(A), ResDam-I(46)
Level 47: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(48), TtmC'tng-EndRdx/Rchg(48), TtmC'tng-ResDam/EndRdx/Rchg(48), TtmC'tng-EndRdx(50), TtmC'tng-ResDam(50)
Level 49: Power Build Up -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 4: Ninja Run
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Level 6: Chemical Ammunition
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Panac-Heal/+End(A), Numna-Regen/Rcvry+(21), RgnTis-Regen+(23), Mrcl-Rcvry+(23)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Acc(25), P'Shift-EndMod/Rchg(27) -
Oh stupid me: yes. 10pm is EST, but as I said I'm open to other gaming times (in college atm, so generally free)
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The title says it all, but if you would like to know more, http://boards.cityofheroes.com/showthread.php?t=246621
For those too lazy to click the link, three weeks ago we tried to get an all thug
MM ST going, which is now also an all thug MM supergroup, Crime Inc.
We were running only on Tuesdays starting at 10pm and going until whenever, but we can open up other play sessions since the most participation we got was only 3 peeps. PST @Merlin the Sage, or PST @Stormy Sensei (me) and we'll see about getting you in the group. -
http://paragonwiki.com/wiki/Villain_Story_Arcs
As you can see, most (didn't really count, but as I already suspected it looks like more than half) of the 45+ arcs have AVs/Heroes.
If you want to encounter them in the first few mishes, choose a mish with only 3/4 total missions and do those.
Also, doing 40-45 Oro mishes should give you all your power picks (if they cap you at 44) if not all of your slots (if capped at 45).
If all else fails, and you happened to be crazy, you could always try the Mender Silas TF (http://paragonwiki.com/wiki/Mender_Silos_Strike_Force). But then you'd be crazy -
I've got Freezing Rain slotted w/ some defense debuff, so my pets actually had no issues at all hitting the +4s in the Apex TF I did the other night. The only real benefit I'd get from Nerve would be defense for my toggles and freeing up slots for defense debuff in Jounin and mez in Oni (after typing it out, though, that doesn't seem too bad!)
Musculature may also work, especially Radial. I guess I first thought of Cardiac and Spiritual for myself is that I've always thought of myself as a storm def w/ more damage (barring sonic/storm), and not as squishy. I go in w/ my storm debuffs and my pets just so happen to soak up damage for me and kill everything.
What I really wish for in the future will be a way to make pets sturdier w/o outside buffs. In the end, it doesn't matter if that +4 boss misses me w/ his AoE or if he barely scratches me when he hits if it kills at least all my T1 pets every time... -
Back when we had only two builds (for those who have no idea what I'm talking about, NEWS FLASH! We now get 3 separate builds to slot up as we like), my main, ninja/storm, had the first build for PvE, mostly focusing on recovery and layering 65% s/l/cold resist with 30% ranged defense to be able to survive waves of mobs without worry.
The second build originally was going to be my "PvP" build, which I was going to use exclusively for fight club in RV, focusing on softcapping s/l damage and debuffing the opponent.
Now that we have incarnate slots (and I know how futile slotting for defense in PvP is... <.< ) along with a third build, I've got to thinking.
What I came up with: my already made first build could be used as my "Defensive" build, mostly for farming, PuGs, soloing x8 and so on. I've got Cardiac Core slotted, and I've been like the energizer bunny ever since.
Another build could be my "Offensive" build (which may or may not be useful in PvP, but I've kinda scrapped the idea of PvP potential), which will slot the Spiritual boost, and care less about defense and lasting and care more about taking out mobs quickly. I could use it for solid groups where I know I'll be taken care of (through def boosts or healing).
The last build could be my "Exemplar" build, that I could use for doing content w/o having an Incarnate slot, like when I run Oro missions or do low level TFs. I could even go as far as to care less about set bonuses and give this whole frankenslotting thing a try.
Of course, getting 2 full builds up and running is going to take forever, but since Stormy Sensei's my main, I think it's good for him to have some long term goals (or, at least, something to keep me busy until we get more Incarnate slots...)
What are some other thoughts on the new potential we've been given? -
Are you sure about this? Pet Summons (the other powers are true I know) don't accept Recharge Enhancements (outside Soulbound), so I don't think they're affected by Spiritual.
I haven't tried it myself yet (went Cardiac Core at first), but when I did the first mission in Mender Raimel's arc, I used the summon powers to see if they benefited from the 400% recharge bonus that was showing up on my Combat Attributes, but I didn't see the noticeable difference I should have (bah should have timed it). -
Just to pick a nit (though I hate to do so) MM pets con like LTs, so even though the T1 pets are lvl48, they act like lvl49s, which is why they con blue. The T3 pets actually spawn a level higher than you.
Back to the OP: I know this won't make you feel any better, but the devs were kinda hoping that MMs would be the tanks of CoV. That *really* didn't work out at first, but after adding Bodyguard, it's now feasible (well, besides our lack of ability to hold aggro).
I main Ninja/Storm, but I've also done mercs/TA to 50, and have a few more on the way to 50 (necro/thermal, merc/storm, thugs/ff, etc). With Tough/Shark Skin/SM running, I've got around 60% s/l/cold resist, and of that amount, I only take 2/7th damage. For that reason, I mostly play my MM as a really tough corrupter.
I'll heal my pets only if my teammates aren't dying, but otherwise I'm a debuff bot, and the pets are there to soak damage and kill things that accidently AoE me. It's a good team strategy that's worked for me even in all the new end-game content (except with speed runs I desummon all pets except the Jounin to stealth to objectives). YMMV -
*randomly pulls out Mids*
You should roll... err... AR... and Dark.
Yeah, AR/Dark corrupter.
*looks a little harder*
...wow, that actually looks pretty good; I may have to try that out myself -
Just a quick constructive comment: I'd switch powers 3 and 5 in the Psionic Melee to keep the power order in line with other melee sets (DB, Fire, Elec)
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I will begin this post by saying that I, too, instantly shoot down the idea of Full Power set respecs, but I'll also explain why, because it's what Purge wants and that's what forums are for.
The reason why we'll never see such respecs is because that would push this game in a direction that the devs wouldn't like. Right now... scratch that, right now, the game is all about IO'ing out your toons, soloing +4/x8 mobs and pulling 15 minute ITF runs.
The way the game is *supposed* to be played is much more casual. You make a new toon, spend an hour or so getting the costume just right, you team up with other lowbies, you have fun. And when you're bored with that toon, you just roll up another.
The point is, the game is about the journey to lvl50 rather than experiencing everything at level cap all the time, and trivializing everything done before the level cap. NCSoft already made Guild Wars for that <.<
This is also the reason why the devs keep adding more lvl1-20 content (Praetoria) and lvl20-30 content (clone arcs, Ross arc, that new hero arc). You're supposed to try out all the different powerset combinations, but you're also supposed to experience the low points of each set (the early levels with, say, Super Reflexes), to where the powerset really starts to shine (Warshades lvl30+).
...all that being said, if I may tweak your suggestion a little, I actually wouldn't mind if the devs opened a new server where you could auto-level to 38 (just enough to open all the secondary powers, but not so high that it's inconvenient to switch sides and/or pick up your Patron Pool Powers).
That way, the people who like power bumps can get what they want, and people who hate it can just stay as far away as possible
..thinking about it, it would basically be the exact same system that they already have on Guild Wars. -
My highest lvl stalker (and currently highest non-50 toon) is my lvl41 NB/regen. I personally like how it plays out on Stalkers, if only because of the Placate ability. EB fights are almost always trivial on the many MMs I play, occasionally boring, but I always enjoy the fight more on my stalker. I've gotten Placate to recharge in 30s (or less, with Hasten), so while I enjoy being able to scrap toe-to-toe with Cyclops or Ace McKnight, it's also nice to be able to simply Jedi-Mind-Trick them away if they hit too many times in a row or if they pop their god-mode.
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I'll +1 vote for Cold because the number of sets with it (ice melee, e.g.), but I think really it would be Toxic, and maybe Fire as third.
So what you'd *really* want is a DS/dark (or storm) MM or a DP/MM blaster (you'd have a damage set to counter every set of resists) -
Ninja/Storm for me: so far I've only gotten Cardio Common, but I will soon follow the same path I did on Test and get Cardio Radial.
Right now I'm at about 35% Ranged Defense and 65% Resist, but soloing multiple EBs (think Mender Silo's TF) or multiple mobs (when my ninjas decide to run all over the room) gets kinda end-heavy, thanks to resummoning/reupgrading, Snowstorm, Tornado, LS, FR, and 6-7 toggles.
My original IO plan was to build for recovery to support myself, so I don't really have much end reduction slotted, so the initial Cardio Common made a *huge* impact on my ability already. -
Nice find, but this is a rare bug that actually already exists live. A temporary fix is desummon and rezone
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I don't really have anything pertinent to the subject to add here, but I think it's time for a math-learning break
Quote:When dealing with percentages, it doesn't matter how many people the buff is applied to, the percentage value remains the same. For example, if a MM takes Assault, the +Dam it gives is 11.3%. When he runs this toggle in battle with all pets summoned, he's not giving a (11.3% * 7 = ) 79.1% +Dam buff; it's still an 11.3% damage buff, but the same buff is just applied to a larger number. Say the MM and the pets dealt a total 100 DPS without Assault, running Assault would boost this value to 111.3 DPS, not 173 DPS.He was comparing the proposed 50% in a leadership style power to Health, an auto power which grants 40%.
I'm saying it's not a fair comparison, because health only grants its bonus to one person. The 50% toggle could be granting 50% to eight players.
50% * 8 = 400%. -
Anything/Pain Domination MM... don't take any personal attacks. *Technically* you can't help it if random mercs/zombies/demons follow you around and inflict harm on those around you.
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I'm going to cast my vote for dom or blaster, unless you'll be alongside him teaching the ropes as he goes along. I remember my noob experience quite well: without knowledge of slotting and end management, every other AT is just bad:
Controllers have too many toggles and end-inefficient AoE attacks (I remember thinking to myself, "why would I ever get a single-target immob at level 1 when I can get an AoE immob at lvl2?"... that toon (earth/rad) never made it past lvl18...)
Tanks and Defenders are too low damage, and the benefits of being a tank or defender really come from proper slotting, without which your tank is going to be sucking wind and taking too much damage: your defender will be all kinds of bad (WM/Stone tank shelved at lvl20, FF/NRG def shelved at lvl24)
Scrappers may work depending on your secondary (regen and WP will work very well), but without proper power selection and slotting your resist/def-based scrappers are going to be very squishy for a long time (BS/regen shelved at lvl22).
Now that we have villains, I'll try to extrapolate my noob experience to those ATs:
MMs are complicated. 'Nuff said.
Brutes may suffer the same fate as Tanks, maybe: fury will help. My friend tried Brute as his first toon when he got a trial account, and he took to it pretty well.
Corrs have similar problems to Defenders: not as much damage as blasters coupled with end management issues due to poor slotting.
Stalkers would either be frustrating for a new player due to constant faceplanting, or will create yet another stalker who believes the only constructive things to add to a team is to ghost a mission or AS a mob and run away until stealth is back up.
Blasters and Doms are damage/damage ATs, so regardless of power selection, they have one choice: do damage. True, w/o proper slotting they will faceplant, suck wind, and constantly miss, but a poor blaster/dom is not as bad as a poor MM/def (trust me, I've been all four). These ATs will also teach them spacing and about specific enemy types (you tend to be able to pick out mezzers in the group better if you play w/ toons w/o mez protection), skills that carry over to other ATs your friend will eventually play.
YMMV, of course: my opinion is pretty biased... the first two 50s I had were Blaster (AR/Elec) and WS (OMG blaster w/ shields and heals!!!)