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For whatever reason, I think this toon would be awesome. I have a concept picked out. I think it would be a great character. And no, I don't want to create a Sonic/Poison, because I know I would just have to delete it when the ultimate Poison/Sonic came out.
So please, devs, get to work proliferating poison to defenders! -
Quote:??? Oil slick is what, 643 damage on my defender, with a recharge of < 45 sec. And rain of arrows is 376 damage with a recharge of < 15 sec. I am not sure where you are getting a lack of damage. TA/As do as much damage as blasters do, with their nuke in oil slick having comparable damage to a blaster nuke, but up twice as often and having the control effect of the knockdown added as well (and not draining your own end). And don't forget you still have the rain of arrows mini-nuke up all the time. And these damage numbers aren't including debuff effects from all of the -resistance you get or bonuses from aim (but do include assault)--actual numbers are better.I would feel more comfortable playing my lvl 50 TA/A defender, if you know the TA numbers for damage mitigation weren't pathetic coupled with the pathetic damage of archery. If they just fixed one of those it would be worth playing.
I know TA/A had some rough years, but it is fine now honestly. TA is about damage, control, and debuffing in about equal measure. Treat it with that in mind and you will be satisfied with it. A is about the quick recharging rain of arrows (and two other aoes.) I realize both sets are late blooming and that they sucked in '05 but they are fine now. I think it is somewhat middle of the pack currently among the buff/debuff sets. -
I am only qualified to talk about gravity and since you didn't put sets in my comments are of necessity somewhat limited.
(1) Lift is much better than crush for doms. Get that as an attack and slot it.
(2) 6-slot wormhole. It is your main aoe control power, especially if you don't have set bonuses. -
Quote:(1) Forcefields is not overpowered. It is definitely underpowered now.I don't want to be that person. I am super grateful for the leaps and bounds that city of heroes has made. This year has been a crazy amount of material that has really helped the game change. The powers seem to be getting better and better, but now with our edition of powers (time manipulation and thermal radiation) I feel like the sonic defender abilities seem even more jipped than ever. We all know that other sets are overpowered quite q bit. One of the overpowered defender sets for instance,force field, are over powered in terms of numbers between the two and honestly we can compare them to most sets in the defender arena and see that it is under powered. (except for maybe trick arrow which needs some loving ,but I digress)
I was just wondering if maybe, if it's at all possible...maybe we can raise the numbers a wee bit? Each set is known for having there own form of protection:self and team. Why don't we raise the numbers of sonic barrier/haven from a base of 20% to 25% or raise sonic dispersion from a base of 15% to 20%. even just having sonic dispersion raised, that would help the set for being known as THE resistance defender. With thermal numbers coming close to the same protection, but with heals and a rez....we're at even more risk of not having sonic defenders. We are already a rare sight and I see this wonderful archetype play style not be enjoyed by others. We all know +defense numbers can be lower than resistance so having the numbers become higher for resistance will make it more balanced. It's just a great set and would love to see it played more
(2) I personally think Trick Arrow currently ranks above both sonic and FF.
(3) Yes, sonic could use some help. -
I'm having a lot of fun with an FF/Beam defender. FF means you don't have to watch redraw much at all, and matches beam's futuristic look pretty much perfectly.
It is hardly optimized but very workable and thematically nice.
Here is my current plan for a pretty affordable build which is a welcome relief after all of the kinetic combat + LoTG builds I seem to have been doing lately:
Used archery instead of beam rifle because my mids doesn't have beam, but replace with relevant powers. Travel power is that hoverboard for now and I guess a jet pack when I get worried about toggles...or I can ditch conserve power I suppose. Has soft-capped ranged plus aoe defense, as well as 71% s/l resist, so is pretty survivable. Has the status protection of dispersion, so pretty tank-ish.
Not saying it is a wonder-build or anything, just a pretty afforable one that ought to be okay. Right now I am just having fun playing with the beam character and not trying to do much else.
Still level 14 now, so a long way to go. I like to try to get accolades on the way up, because it can be really boring getting them at the end, so it might take me a while.
Primary Power Set: Force Field
Secondary Power Set: Archery
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Power Mastery
Hero Profile:
------------
Level 1: Personal Force Field DefBuff-I(A)
Level 1: Snap Shot Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(3), Ruin-Dmg/Rchg(3), Ruin-Acc/EndRdx/Rchg(5), Ruin-Acc/Dmg/Rchg(5), Empty(7)
Level 2: Aimed Shot Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(7), Ruin-Dmg/Rchg(9), Ruin-Acc/EndRdx/Rchg(9), Ruin-Acc/Dmg/Rchg(11), Empty(11)
Level 4: Fistful of Arrows Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(13), Det'tn-Dmg/Rchg(15), Det'tn-Dmg/Rng(17), Det'tn-Acc/Dmg/EndRdx(17), RechRdx-I(19)
Level 6: Deflection Shield DefBuff-I(A), DefBuff-I(19)
Level 8: Insulation Shield DefBuff-I(A), DefBuff-I(21)
Level 10: Blazing Arrow Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(27)
Level 12: Dispersion Bubble RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(29), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(31), RedFtn-EndRdx(31)
Level 14: Aid Other Heal-I(A)
Level 16: Aim RechRdx-I(A)
Level 18: Aid Self Heal-I(A), Heal-I(37)
Level 20: Stunning Shot Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Range-I(33), Range-I(34)
Level 22: Maneuvers RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(36), RedFtn-EndRdx(36)
Level 24: Boxing Acc-I(A)
Level 26: Tough S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(39), RctvArm-EndRdx/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(40)
Level 28: Weave RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(42), RedFtn-EndRdx(42)
Level 30: Assault EndRdx-I(A)
Level 32: Force Bubble EndRdx-I(A), EndRdx-I(42)
Level 35: Explosive Arrow Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(43), Det'tn-Dmg/Rchg(43), Det'tn-Dmg/Rng(43), Det'tn-Acc/Dmg/EndRdx(45), RechRdx-I(50)
Level 38: Rain of Arrows Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(45), Det'tn-Dmg/Rchg(45), Det'tn-Dmg/Rng(46), Det'tn-Acc/Dmg/EndRdx(46), RechRdx-I(50)
Level 41: Power Build Up RechRdx-I(A)
Level 44: Temp Invulnerability S'fstPrt-ResKB(A), RctvArm-ResDam/EndRdx(46), RctvArm-ResDam/Rchg(48), RctvArm-EndRdx/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(50)
Level 47: Force of Nature RechRdx-I(A)
Level 49: Conserve Power RechRdx-I(A)
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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 Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21)
Level 2: Hurdle Empty(A)
Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod(13), EndMod-I(15) -
http://www.youtube.com/watch?v=fZ7qzfXeAH0
It's even in high res if you want to ramp it up to HD quality.
This is the TA/A in action on a +2x6 tv don farm. I have since gotten one more LoTG slotted since I recorded this, so things now recharge a bit quicker. It doesn't take 1337 skills or anything and is very pedestrian:
oil --> button to target oil --> glue --> acid --> disruption --> poison --> blazing --> aim --> rain. aim could probably be done earlier in the sequence.
I filmed it so you saw 2 nem groups and 2 family groups. Above will kill the family groups outright. Sometimes on the nem groups you get a stray lieutenant who you need to hit once with blazing.
You could do +4x8 but then you have to do rain of arrows twice and I find that the groups use the extra time to start running more and so sometimes you have to chase one or two down.
You can theoretically do a group every time oil slick recharges, so about every 45 secs.
Certainly there are many better farming builds out there.
I find this one particularly fun though because TA/A was my first 50 way back when years ago and I mainly kept playing Pixy because she was so gimp I couldn't believe it. Soloing normal missions was this herculean task involving lots of clever tricks and running around. How the game has changed... -
Quote:Playing as a bubbler is fun to me, I just want to know why I dont see many bubbler "Defenders" anymore, I usually see more bubblers as a secondary on controllers or MM's it seems, but not as a defender. Didn't know if anything changed over the years when I was out. Didn't know if bubbles got nerfed or something.
What would blend well with a secondary to bubbles?
If you enjoy playing a bubbler just keep playing and enjoy yourself. Most people agree that it is relatively underpowered now but so what? It is still enjoyable for you and it is unlikely to be nerfed.
As far as secondaries go:
It is really really hard to beat sonic right now so that is a good default.
Dark is would further enhance the defense buffs of FF by debuffing enemy tohit, but this might be overkill.
Fire will probably be fun when it comes out.
Energy has more knockback if you want to play with the FF/NRG knockback themes. -
Quote:Hi Mint, I notice you have a bunch of posts up recently about "best buffs" in the defender forum and "best defensive tanker" in the tanker forum, etc.Far as buff's go, who is the best at it? empathy, force fields, thermal, cold. You tell me and why they are better than the other AT's out there far as defenders go.
I don't mean to be too disrespectful but I think you are missing the whole point of CoX gameplay. It is all about super heroes who are all super and teams that can function without holy trinities. I think you are really missing the boat with the preconceptions you are probably bringing in from other MMOs.
I am not trying to be (too much--I make people sick after all) of a jerk here, but just offering advice.
Just choose a character who you like and roll with it. It will be a lot of fun. Trust me. And don't worry about whether or not you are the best personification of a holy trinity.
BUT...to answer your question...Kinetics for the recharge and damage buffs; or perhaps for the resistance debuffs (but you didn't ask about debuffs) rad, storm, cold, traps, trick arrow, sonic, dark, sonic secondary, etc. At level 50 (and higher game in general) people tend to be self sufficient and mostly just care about doing extra damage. You want to shave an extra minute off that BAF or whatever so you can get to something else. Kinetics is king at that, but does have the disadvantage (unlike the resistance debuffers) that it doesn't stack as well with other people.
I know forum goers might be the exception but all of the level 50s I actually play are soft capped for defense and don't need any babysitting and a pure defense/heal buffer is useless to them. This differs when you get to non forum going population, but the point still stands that City of Heroes is not a Holy Trinity (tm) game and if you play it like one you will be disappointed. I *do* love fortitude, by the way, but I love it for the +damage more than anything else.
Yes, I suppose the attitude (and demands with more base builds) might change when the free-to-play opens, but that will just sadden me more than anything else. -
I already said this in the "defenders can't farm" thread, but lately I am having a lot of fun with my TA/A defender.
You can annihilate most spawns in a +2/x6 with just the various debuffs and oil slick once and rain of arrows once. So that is like 2 attacks to defeat a whole spawn. It is limited only by oil slicks recharge, which obviously you want to get very low. I currently have it at 43.8 secs which is not too bad as you can easily defeat the spawn in under 30 secs and then move onto the next one.
I can get +4/x8 but then you need to do rain twice and sometimes mop up afterwards. It is easier doing the +2s I think and faster inf/hour. I am not exagerating...aside from the debuffs to do more damage you will kill a whole tv don (or almost any other I suspect) spawn using just oil+rain (and using them just once.) Occasionally you might have to hit one lieutenant that strayed with blazing arrow once as well, but that's it.
It is funny because with the various disruption arrow etc on it, oil slick+rain does ridiculous damage. Like blaster self-end-draining nuke-that-has-twice-the-recharge-of-oil-slick level damage. And it has a wide radius. And it can be up surprisingly often.
I also have a 50 fire/fire brute but aesthetically I prefer being different and using the TA/A. So sue me.
The character is 50+3 but honestly I never even bother (in a farm--I certainly do in normal gameplay which the character also excels at) summoning the pets or using the destiny or judgement. The only thing I do like is the spiritual core paragon recharge bonus and the level shift. Fairly cheap...the only purple is the sleep one that is discounted. Yes, it is lame 6-slotting kick, but you have to realize that oil+rain are spawn killers and (almost) nothing else matters provided you have high enough defense. So you want to get that oil slick coming back faster.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Pixy: Level 50 Natural Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
------------
Level 1: Entangling Arrow 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)
Level 1: Snap Shot Acc-I(A)
Level 2: Glue Arrow RechRdx-I(A)
Level 4: Aimed Shot Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(48)
Level 6: Ice Arrow BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(9)
Level 8: Poison Gas Arrow FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(9), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(17), FtnHyp-Sleep/EndRdx(19)
Level 10: Blazing Arrow Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(13)
Level 12: Acid Arrow Acc-I(A)
Level 14: Hasten RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Aim RechRdx-I(A)
Level 18: Disruption Arrow RechRdx-I(A)
Level 20: Explosive Arrow KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(21), KinCrsh-Rchg/KB(21), KinCrsh-Rechg/EndRdx(23), KinCrsh-Dmg/EndRdx/KB(23), KinCrsh-Acc/Dmg/KB(25)
Level 22: Hover LkGmblr-Rchg+(A), Flight-I(50), Flight-I(50)
Level 24: Kick KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(25), KinCrsh-Rchg/KB(27), KinCrsh-Rechg/EndRdx(27), KinCrsh-Dmg/EndRdx/KB(31), KinCrsh-Acc/Dmg/KB(34)
Level 26: Oil Slick Arrow Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(40), RechRdx-I(40)
Level 28: Ranged Shot Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(29), Mantic-Acc/ActRdx/Rng(29), Mantic-Dmg/ActRdx/Rchg(31), Mantic-Dmg/EndRdx/Rchg(31)
Level 30: Tough S'fstPrt-ResDam/Def+(A)
Level 32: EMP Arrow BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33)
Level 35: Weave RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37), LkGmblr-Rchg+(37)
Level 38: Rain of Arrows Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), RechRdx-I(43)
Level 41: Scorpion Shield RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), LkGmblr-Rchg+(43)
Level 44: Maneuvers RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), LkGmblr-Rchg+(46)
Level 47: Assault EndRdx-I(A)
Level 49: Vengeance LkGmblr-Rchg+(A)
Level 50: Spiritual Core Paragon
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Level 1: Brawl Empty(A)
Level 1: Sprint Clrty-Stlth(A)
Level 1: Vigilance
Level 2: Rest Empty(A)
Level 4: Ninja Run
Level 2: Swift Flight-I(A)
Level 2: Health Mrcl-Rcvry+(A)
Level 2: Hurdle Jump-I(A)
Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod(19), EndMod-I(50)
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Quote:Grats but OMG it took you over 1 min 30 sec to get them all and they were just even con it looked like. Yikes.Dark Defender farmin it old school. For the ambush MA farms, it's the same thing only with the crowd constantly replenishing itself (and no worries about mezzers) in a tighter, more controllable hallway.
TA/A can fairly trivially farm very large spawns, where the only limiting factor is oil slick's recharge. If you get it down to around 44 sec, then you can get spawns every 44 sec (can certainly kill them quicker, so kill in 25 sec or whatever and then move on to next spawn.) Currently I am doing something like oil-->aim at slick using macro--> glue--> acid --> disruption --> poison --> blazing (to light) ---> aim --> rain of arrows, which will kill +2s in a tv-don farm. Can post build if anyone cares. -
Except oil slick is a really good damaging power. It can wipe spawns all by iteself.
-
I would just echo others here that the nice thing about scorpion shield is it lets you concentrate on other things.
Not a corr yes, but I recently tried my TA/A defender with capped range on one build and then and also capped range + capped s/l on another. I recently respecd again to just capped s/l with scorp shield and gobs of +recharge (like +200%).
The capped s/l + gobs of +recharge build is just miles better than the other two. YES being softcapped to range is nice, but it takes effort. And that effort could be better spent doing other stuff. It tends to be better being a little less defensive (and this is IMO still true in something like a TA/A that can be purely a ranged hoverblaster and never need get close to anyone) with the softcapped s/l and scorp shield and then use all of that freed slotting to make your toon really kickass in other ways.
There are exceptions of course but I think scorp shield is always at least a solid and reliable choice that you can fall back on. -
Anything works, although the melee types--scrappers, brutes, tanks, stalkers--will be faster starting out.
Honestly, I would just play a few different ATs and see what you like. Then play that and you should be fine. Once you hit 20 do morality missions for either hero or villain alignment and get alignment merits. Then we you get 2 buy a miracle +recovery or a luck of the gambler +recharge and sell them. Just selling one of those will be more than enough to do an okayish job IOing your character with frankenslotting (just slot multiple sets for their actual effectiveness in a power rather than bonuses) and will let you get a few "good" IOs as well.
I say this because what interests you is far more important than what is fastest or most powerful. In my opinion, of course... -
Quote:Cool. Glad you found a build you like.Ah I see. I think I will keep this one for now - that build looks extra costly too. I have been having fun with it so far.
As others have said, fire/fire tends to be more expensive than the other permadoms. If you want fire/fire/fire I think costs can go through the roof (as illustrated by that other thread) if you try to get the usual of (nearly) softcapped def and permadom.
Maybe it is just me, but it also seems tighter for builds, with it being really tough to get in all of the powers you want.
On my build back there by the way, it would be considerably easier if you didn't want aid self and just wanted nearly softcapped def. See below. (Also not my build but I do love being able to be permadom without hasten because managing two auto clicks drives me crazy and I prefer just being able to put one on auto.)
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Fire/Fire/Ice: Level 50 Natural Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Ice Mastery
Villain Profile:
------------
Level 1: Char BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Flares Acc-I(A)
Level 2: Fire Cages Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(7), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Immob(9)
Level 4: Incinerate Acc-I(A)
Level 6: Boxing Acc-I(A)
Level 8: Hot Feet Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(15)
Level 10: Fire Blast Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(19)
Level 12: Flashfire Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(21), Stpfy-Acc/EndRdx(21), Stpfy-Stun/Rng(23), Stpfy-Acc/Stun/Rchg(23)
Level 14: Tough S'fstPrt-ResDam/Def+(A)
Level 16: Embrace of Fire RechRdx-I(A)
Level 18: Weave RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(27), LkGmblr-Rchg+(29)
Level 20: Combustion Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(33)
Level 22: Stealth RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34), LkGmblr-Rchg+(34)
Level 24: Cinders BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-EndRdx/Rchg/Hold(36)
Level 26: Bonfire KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(37), KinCrsh-Rchg/KB(37), KinCrsh-Dmg/EndRdx/KB(37), KinCrsh-Acc/Dmg/KB(39), KinCrsh-Rechg/EndRdx(39)
Level 28: Consume P'Shift-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(39), Efficacy-EndMod/Rchg(50)
Level 30: Grant Invisibility LkGmblr-Rchg+(A)
Level 32: Fire Imps ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(40), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40)
Level 35: Blazing Bolt Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(42), Mantic-Acc/ActRdx/Rng(42), Mantic-Dmg/ActRdx/Rchg(42), Mantic-Dmg/EndRdx/Rchg(43)
Level 38: Blaze Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(45)
Level 41: Sleet RechRdx-I(A)
Level 44: Frozen Armor RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46), LkGmblr-Rchg+(48)
Level 47: Ice Storm Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 49: Invisibility LkGmblr-Rchg+(A)
------------
Level 1: Brawl Empty(A)
Level 1: Domination
Level 1: Sprint Clrty-Stlth(A)
Level 2: Rest Empty(A)
Level 4: Ninja Run
Level 2: Swift Flight-I(A)
Level 2: Health Mrcl-Rcvry+(A)
Level 2: Hurdle Empty(A)
Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod(11)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Or you could go with mace mastery and get this (closest to my actual builds since the thought of having an ice shield around my fire/fire character makes me somewhat nauseous conceptually):
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Fire/Fire/Mace: Level 50 Natural Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
------------
Level 1: Char BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Flares Acc-I(A)
Level 2: Fire Cages Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(7), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Immob(9)
Level 4: Fire Breath Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(11), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15)
Level 6: Boxing Acc-I(A)
Level 8: Hot Feet Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(21)
Level 10: Fire Blast Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(21), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(25)
Level 12: Flashfire Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(15), Stpfy-EndRdx/Stun(25), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(27), RechRdx-I(29)
Level 14: Tough S'fstPrt-ResDam/Def+(A)
Level 16: Embrace of Fire RechRdx-I(A)
Level 18: Weave RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), LkGmblr-Rchg+(33)
Level 20: Combustion Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 22: Maneuvers RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37)
Level 24: Cinders BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(39)
Level 26: Bonfire KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(39), KinCrsh-Rchg/KB(39), KinCrsh-Dmg/EndRdx/KB(40), KinCrsh-Acc/Dmg/KB(40), KinCrsh-Rechg/EndRdx(40)
Level 28: Consume P'Shift-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(42), Efficacy-EndMod/Rchg(42)
Level 30: Combat Jumping LkGmblr-Rchg+(A)
Level 32: Fire Imps ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(42), ExRmnt-Dmg/EndRdx(43), ExRmnt-Acc/Dmg/Rchg(43)
Level 35: Blazing Bolt Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(43), Mantic-Acc/ActRdx/Rng(45), Mantic-Dmg/ActRdx/Rchg(45), Mantic-Dmg/EndRdx/Rchg(45)
Level 38: Blaze Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(48)
Level 41: Vengeance LkGmblr-Rchg+(A)
Level 44: Scorpion Shield RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50), LkGmblr-Rchg+(50)
Level 47: Personal Force Field LkGmblr-Rchg+(A)
Level 49: Assault EndRdx-I(A)
------------
Level 1: Brawl Empty(A)
Level 1: Domination
Level 1: Sprint Clrty-Stlth(A)
Level 2: Rest Empty(A)
Level 4: Ninja Run
Level 2: Swift Flight-I(A)
Level 2: Health Mrcl-Rcvry+(A)
Level 2: Hurdle Empty(A)
Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod(11)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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I think this build is the most playable because it has the softcapped def, it has hastenless permadom although it needs a purple set or two to make it less tight, and it has fire breath and combustion up as workhorse aoes all the time. Flashfire is up often since it got that extra recharge, and you have combat jumping for not taking forever in missions, only needing the jet pack for between mission travel. You have consume and all of the little conveniences. You even have the fire cages (gives kb immun) + bonfire (give big damage) combo to pull out when you want. And you have fire imps, because whatever people say a fire/fire build without the imps is lame IMO (even if they do die often.) -
-
Ta/Ta would rock. My current build has oil slick down to a 43.8 sec recharge and emp arrow down to 74.2 sec. Halving those (because I have 2x ta) would be so much ownage.
Plus disruption is currently on a 15 sec recharge but getting it like that with 2x the disruption would be awesome.
Storm/Storm would also be a lot of fun.
I think storm/ta would leave the ta portion pissed off at the storm portion and would not be a good idea. -
Note: Below is NOT MY BUILD! I just wrote it up now. Levels powers were obtained or slots were obtained might be zany, because I wasn't paying much attention to that when I wrote it up. I am just trying to give an example of a purple-less thing that does what I said.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Fire/Fire/Ice: Level 50 Natural Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Ice Mastery
Villain Profile:
------------
Level 1: Char BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Flares Acc-I(A)
Level 2: Fire Cages Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(7), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Immob(9)
Level 4: Incinerate KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 6: Hasten RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
Level 8: Hot Feet Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(21)
Level 10: Fire Blast Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(25)
Level 12: Flashfire Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(29), Stpfy-Acc/Stun/Rchg(29)
Level 14: Boxing KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 16: Embrace of Fire RechRdx-I(A)
Level 18: Tough S'fstPrt-ResDam/Def+(A)
Level 20: Combustion Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 22: Weave RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(36), LkGmblr-Rchg+(37)
Level 24: Cinders BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(39)
Level 26: Aid Other Heal-I(A)
Level 28: Aid Self Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(39), H'zdH-Heal/Rchg(39)
Level 30: Stealth RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(40), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(42), LkGmblr-Rchg+(42)
Level 32: Fire Imps ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(42), ExRmnt-Dmg/EndRdx(43), ExRmnt-Acc/Dmg/Rchg(43)
Level 35: Grant Invisibility LkGmblr-Rchg+(A)
Level 38: Blaze Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(45)
Level 41: Sleet RechRdx-I(A)
Level 44: Frozen Armor RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(46), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(48), LkGmblr-Rchg+(48)
Level 47: Ice Storm Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(50), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 49: Invisibility LkGmblr-Rchg+(A)
------------
Level 1: Brawl Empty(A)
Level 1: Domination
Level 1: Sprint Clrty-Stlth(A)
Level 2: Rest Empty(A)
Level 4: Ninja Run
Level 2: Swift Flight-I(A)
Level 2: Health Mrcl-Rcvry+(A)
Level 2: Hurdle Empty(A)
Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(11)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Comments:
(1) Next issue will make this a lot easier as you won't need aid other for aid self and so get a free power slot.
(2) Yes, you will have to use jetpacks.
(3) If you allow yourself some purples here and there, it really frees up things and gives you more choice. For example, it has 112.5% recharge now without any hasten. A few purples here and there and you are going to be permadom without hasten, which gives you several more options. You can ditch it and pick up consume, for example, or just use the extra recharge to relax your slotting of other things.
(4) You don't need all of those expensive kinetic combats. If you notice, it has 45.5% s/l def when stealth isn't even toggled. I think you get enough extra defense from stealth (even when it goes down by half after you enter combat) to ditch one of the kinetics and put the extra slots into, for example, an extra recharge in ice storm and some extra slots in sleet or whatever. Alternatively, you can ditch all of the kinetic combats and get ring of fire instead of incinerate and 6-slot that with enfeebled op and be pretty good I think.
The build isn't meant to be perfect. It is just meant to illustrate that if you allow yourself to go with ice mastery you get a lot more options for s/l def because of frozen armor. -
You could try an alternate permadom build with ice mastery that has capped s/l if you want armor.
I know everyone says you don't need defense on permadoms, but I find it to be very nice regardless. I like permadom with capped s/l plus aid self, but maybe I am overly defensive... -
I like the ATs which are more than just dial-a-number combos, which I find incredibly boring.
1 - Dominator: Very fun, lots of interesting synergies and fun powers to map out
2 - Defender: Best at de/buffing. Fun playstyle.
3 - Corruptor: Not quite as fun as defender but still pretty good
4 - Controller: I would like these more if they hadn't been so uber back in the "City of Controllers" days where everyone was min/maxing them. They have a lot of fun options and are very entertaining to play
******************INSERT BIG GAP***************************
Most of the other ATs
******************INSERT BIG GAP***************************
For the last 3 ATs just not much variety and they tend to degenerate into dial-a-combos. I know some people like them but I find them incredibly boring and wonder how anyone could possibly enjoy playing them. Tank is not on the list because it has enough aggro control issues that it is saved from being pure dial-a-combo. Stalkers and banes are not last because at least they occasionally placate and/or hide and are not purely dial-a-combo. How do people maintain their sanity playing those dial-a-combo characters? Did they get a labotomy? Enquiring minds want to know.
Last - 2: Blaster
Last - 1: Brute
Last - Scrapper -
Quote:I think if she is only level 21 and you are not excited about her, just delete her. Level 21 is not that much of an investment and certainly something you could get up to again pretty easily in the unlikely event you want to replay her.I'm finally getting around to trying all the villain ATs and for my first dominator I decided to go outside my comfort zone (fire) and went with Ice/Ice. She's sitting at level 21 and I'm just not feeling it. I don't know if its just because I've been playing her mostly unslotted (finally crafted a bunch of IOs last night) or the lack of AoE damage.
So, I'm looking for feedback on this build at higher levels. Does it tend to lean more towards the single target damage? What makes this combo enjoyable?
Yes, I think Ice/ doesn't benefit from domination as much as other control sets do because of ice slick. If you just wanted to play a character with an icy vibe, you can still play an ice/cold controller, a cold/ice defender, an ice/cold corruptor, an ice/ice blaster, or an ice/ice tank, so its not like you can't get the fix somewhere else. -
I'll second the s/l. Just ranged is more useful for hoverblaster-type builds. Dominators tend to have too many pbaoes and short cones for this to be a viable tactic for them (with some notable exceptions of course and certainly an all-ranged dom can be built--I have one in fact.)
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I second the storm/ recommendation. People don't play /energy for min max reasons, because it is going to suck if you use them. They play it because it is fun. I think storm/energy will maximize your fun.
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Quote:I think you mean trip mine and not time bomb above...To nit-pick, Def dmg = .65 of base damage, and Blaster dmg = 1.15 (give or take, but definitely > 1) of base damage. So a Blaster does close to twice the dmg of a Def (whatever 1.15/.65 is).
The number .65 sure does seem coincidental though. A skeptic might say that late in testing, someone finally realized "Defender Time Bomb does too much damage" and the response was "well.... hit it by the AT modifier" and that was that. I, for one, tend to be a skeptic.
I do have to confess I may have to change my tune a little. I certainly have been one of those saying "Defender Traps is at least as good as any Corrs Traps" but this Time Bomb bombshell has me rethinking that... Like, to the extent to say the sets aren't balanced and MMs and Corrs are way ahead. -
Quote:Ouch! I wouldn't have used the word "lazy" if I had known you were forwarding it on to a dev. It's true about teh intarwebz, huh, what you say can be repeated ANYWHERE!I sent a PM to Synapse with the data since they are one of the Powers people.
The problem with this is Trip Mine is a pet and to my knowledge pets get the attributes/damage across all ATs, see Tornado.
(Just joking...well...partially at least...and no hard feelings.)
Edit: Whew! Upon reading your post again you were just saying you were forwarding the data to Synapse and not my mini-rant.
Edit 2: My gut feeling is that trip mine is also the reason traps has taken so long to get to controllers. Yes, controllers get damage in their epics, but they aren't supposed to get mini-nuke level damage that can go off with only 5-ish sec recharge in recharge heavy builds pre-epic. Maybe back in the old days you could say you had tediously to plant the mines before a fight, but in today's defense-heavy IO-world, defense comes pretty easily. I love oil slick but there is somewhat difference between a 20 sec recharge ability and a 180 sec recharge one (even if at the end of the day I probably like oil slick better as an ability.) -
Quote:No hard feelings. It is a potential advantage (extra aggro generation) even if you don't want to drop taunt. I think it is all good regardless.Ali, while I agree we ice tanks can hold aggro like a bucket, I am a taunt taker because sometimes the defender [or other squish] gets some aggro and backs way up, but is still getting pummeled. I'll pull those off him.
Now, I will hop over sometimes, and that works. But if I have to jump over my other squishies to do it, that means my enemy fanclub will walk though them to get to me if I spend too much time.
It's a tool in the toolbox. I use it. Others don't.