9783_Dollar_Man

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  1. On reflection, here's one I like better. All powers are slotted to function well in and of themselves, with 40.7% S/L defense, 48.8% global recharge, and probably a deep and abiding desire to add a Cardiac Boost in the Alpha Slot.

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  2. Interesting approach. I'm not convinced that it's worth giving up that much recharge (particularly in power slotting) for defense. There's room for a couple more Luck of the Gambler global recharge IOs, at least. I will say, endurance management can be made a lot easier by slotting a common Cardiac Boost in the Alpha Slot at 50 (alternately a Spiritual Boost does nice things for recharge).

    I like defense, but I feel like I'd rather have, say, 35% defense and much better power slotting.

    Maybe something like this?

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    S/L defense drops to 36.2%, but recharge on a number of powers is improved significantly. Also added a second knockback IO to better resist stronger effects, Winter's Gift slow resistance, swapped out Weapon Mastery for Body Mastery in order to add Physical Perfection and address endurance concerns. Assume 6-slotted Brawl to be Stamina filled with Efficacy Adaptor for additional recharge.

    I'm still not really crazy about this build... I'd like to have Rise of the Phoenix, and better recharge slotting for Power Siphon.
  3. I've been wanting to make a kin/fire scrapper since GR hit, finally came up with a concept and costume recently and rolled him the other day. Only level 13, but it's fun so far. Fiery Aura's AOE should really help out for damage output on large teams, and the set's single target punch seems pretty respectable. I'm figuring to build, as much as I can, for S/L defense and recharge (getting Power Siphon and Fiery Embrace up as much as possible being a high priority). Anyone put together a build for that sort of thing yet?
  4. Silas' demonstrating that it was not actually that hard to combine perma-Dom with S/L softcap inspired me to make this build for my Earth/Thorns/Mace. No purples are used (though there's room to slot them in several powers if I get the inf for them eventually), but I do use one set of Kinetic Combat and four LotG Recharges. I've found that the defense is a major boon, especially playing on a big team where control is likely to be less than perfect.

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Thorny Assault
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(7), EoCur-Acc/Hold/Rchg(19)
    Level 1: Thorny Darts -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(9), Decim-Acc/Dmg/Rchg(9), Decim-Dmg/EndRdx(11), Decim-Acc/EndRdx/Rchg(11)
    Level 2: Skewer -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(46)
    Level 4: Fling Thorns -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15)
    Level 6: Stone Cages -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-EndRdx/Immob(17), Enf'dOp-Acc/Immob(17), Enf'dOp-Immob/Rng(25), Enf'dOp-Acc/Rchg(45)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 10: Swift -- Run-I(A)
    Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(21), Stpfy-EndRdx/Stun(23), Stpfy-Acc/EndRdx(34), Stpfy-Stun/Rng(34)
    Level 14: Super Jump -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-ResSlow(23)
    Level 16: Health -- Numna-Regen/Rcvry+(A)
    Level 18: Earthquake -- DampS-Rchg(A), DampS-ToHitDeb/Rchg(19), Achilles-ResDeb%(21)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(46), EndMod-I(46)
    Level 22: Thorn Burst -- Oblit-Dmg(A), Oblit-%Dam(34), Oblit-Acc/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Dmg/Rchg(40)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(29)
    Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(29)
    Level 28: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit(43), AdjTgt-ToHit/Rchg(45), AdjTgt-ToHit/EndRdx/Rchg(50)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 32: Animate Stone -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
    Level 35: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(45)
    Level 38: Thorn Barrage -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), RedFtn-Def(42), RedFtn-Def/EndRdx(42), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(43), RedFtn-EndRdx(43)
    Level 44: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 47: Weave -- LkGmblr-Rchg+(A), RedFtn-Def(48), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-Def/EndRdx/Rchg(50), RedFtn-EndRdx(50)
    Level 49: Personal Force Field -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 6: Ninja Run



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  5. One thing worth keeping in mind is that VEATs do not currently have access to APPs, meaning that if you do not do a patron arc as a level 40+ villain or rogue, you're SOL when it comes to getting a new power pool at 41+. My SoA is currently a rogue, and will probably stay there until he does a patron arc and gets his mace mastery. After that, he might go hero.
  6. For what it's worth Fire Blast from the Heat Mastery pool also crits (I have Fireball, too, but haven't seen it crit). Sent a bug report on it a bit back, so presumably it'll get addressed at some point.
  7. My latest character, basically what I did was hit the university whenever my salvage was filling up, see what common IO recipes I had the ingredients for, and just buy them and craft on the spot. By 25 or so I had common IOs in all my powers and usually was holding whatever I needed for the next 1-2 levels. On the other hand, I generally don't screw around with set IOs until 50.
  8. 9783_Dollar_Man

    Best team AT

    VEAT = Villain Epic ArcheType, which is to say, Crab and Bane spiders, Widows, and Fortunatas. All four builds (five if you count Huntsman) combine strong damage, enemy debuff and/or control, and team buffs. They're pretty sweet, though finding the one of those whose playstyle you'll like best can be tricky. You might consider widows, though - Night Widow ST damage can rival or surpass a scrapper while team buffing, and Fortunatas have a nice of mix control and ranged damage. Forts are particularly nice for taking out EBs and AVs that use Unstoppable, since their psychic damage type cuts through it without being resisted.
  9. Dominator with Ice Assault would be another one to consider, since they get an excellent single target ranged chain, plus frost breath and ice sword circle for AOE damage output. The swords look to me OK, but skippable.
  10. Thanks, Psylenz! Glad that it's a known thing and not doing what it looked like.

    Are my damage enhancements still enhancing the resist damage powers of the Ember Demon? That'd be sort of convenient, yet silly.
  11. What I mean is that I had enough damage enhancements to get around 90% and instead I have closer to 55%, as though the enhancement bonus's diminishing returns are being enforced according to the schedule for resist instead of damage.
  12. I noticed when I started adding more powerful IOs to my Summon Demons power that the diminishing returns of "enhancement diversication" was kicking in much earlier than I expected, with the "cap" looking to be set at 60% rather than the usual 100%. I also noticed that although I hadn't added any resist enhancements to the power, the enhancement management screen showed me having enhanced resist... to the same amount as the damage.

    I recall there being a bug that resist and damage enhancements are basically treated the same by the game, and I suspect that in this case, that's limiting the amount that you can enhance the damage on Summon Demons based on the ED limits for enhancing resist. Does anyone know if this is a bug or a deliberate choice by the devs? Did it come up during beta?
  13. Any power that uses the same animation as Air Superiority, it'd be nice to have an alternative animation for, since if you took both, you'd have a pretty monotonous attack chain.

    Most of the Whirling X / X Circle (Whirling Hands, Whirling Mace, Fire Sword Circle, etc) attacks could stand an alternate animation, too, just because that animation is so common.
  14. In case anyone cares, I did figure out how to eke out 45% S/L defense in this build, which is, I will admit, a little overslotted in recharge for perma-Dom (3s Hasten downtime, 75s Domination recharge). I could definitely work out a heavily purpled build that dropped Hasten entirely and still had Perma-Dom, but I'm not sure it'd be more fun. Among potential issues... Skewer is underslotted, since it only has the 4 pieces of Kinetic Combat. Earthquake is underslotted for recharge, since it only has the crappy Discouraging Words set for a little bit of S/L defense, though with 26s recharge on Stalagmites, I don't see that being a major concern. I don't think this is a build to which I'll be adding purples, but if I did I'd need to move slots around since I could not slot 5 pieces of melee single target or immob.

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  15. I think either would be OK, here. I've got an Earth/Thorns that hit 48 last night, and I like it a lot. The main issue with Earth is that outside of domination, it's hard to make it completely safe to go into melee. Fiery Assault has a great ranged chain, though, so you can drop an Earthquake, optionally Stalagmites a bunch of mobs, and pick them off with blasts. Combustion's not my favorite PBAOE, but it'll get the job done, and Fire Breath's a decent cone.

    As for Fire/Earth, you're looking at a much more melee-based set. Fire Control benefits pretty well from Power Boost, which should be helpful, and if you want to limit how many enemies try to surround you, Hot Feet may be handy. Fire Control does benefit from having its AOE hold be affected by Domination (Volcanic Gases is not, but is awesome in other ways), so that's a point in its favor. Fire Imps do good damage, but die a lot more easily than the stone pet (which is tough enough to tank AVs for a limited period of time).

    Honestly I'd make the call based on whether you prefer more melee or ranged, and go with /Earth or /Fire, respectively, depending on that.
  16. Rad Emission and Rad Blast can actually do pretty good imitations of water if you color them bright with teal and blue-green. Friend of mine has a water nymph character that looks pretty convincing.
  17. So, several months later I've gotten back to my earth/thorns and I'm closing in on 50. I'm looking now to put something together that maximizes both recharge and smashing/lethal defense, and I feel like I have a decent build for that here:

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    Any thoughts on this? I wouldn't mind eking out the last couple percent of smashing/lethal defense to hit the soft-cap, but I'm not going to be obsessive about it, either. Obviously, if I added a few purple sets I'd have an easier time of getting the recharge I need and could perhaps change some slotting around, but I'm not sure this guy's going to have that much inf to play with (I plan on getting the LOTGs off of merits). Feedback is welcome.
  18. 9783_Dollar_Man

    Icy or Thorny?

    I can't really talk about Icy Assault, since I haven't used it yet, but I'm strongly considering an Elec/Ice dom as one of my GR characters. Icy has decent AOE capability between Ice Sword Circle and Frost Breath, which is important to me, and the ST is not bad either, so it'll still contribute well vs. AVs. I suspect I'd probably just skip the melee attacks entirely, as the blast attacks ought to give a sufficient ST chain for most situations.

    I do have an earth/thorns that I've gotten up to 37, and I have kind of mixed feelings about thorns. The good side is three powers with AOE, but on the other hand there are a few long animations (especially Thorn Burst) that can be frustrating at times. Still, Ripper and Fling Thorns are really great cone attacks (the arc on Fling Thorns never ceases to amaze me). I'm looking forward to getting Thorn Barrage to finish off my ST chain.
  19. Did anyone notice the super-jumping energy blaster going up against Dr. Vahzilok at 1:56 has purple triangles? What's up with that?
  20. I have a level 26 earth/thorns dom which I started recently, and he's been enough fun that I'm looking ahead to what I can do for him when I hit 50 with him. On a Silver Mantis strike force today, I discovered that 2x Speed Boost can give me perma-domination, and WOW, that was fun. So, it would be pretty awesome if, in the future, I can manage that on my own. I went through various IO sets and tried to find a non-purple build that can manage perma-Hasten and perma-dom without being broken in some other way, and this is what I came up with:

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    Some of the slotting here is just stupid, like Kinetic Crash in Earthquake (I would dearly like to have the Acchiles' Heel -resist proc there, for one thing), so I am sure that there's room for improvement. In terms of conditions for the build, I don't really have much beyond Earth/Thorns, Super Jump, strong melee and aoe damage, and perma-Dom. Anyone have some thoughts on how I can make a less ridiculous build without using purples?
  21. I am confident that Chris Sims or Brian Clevinger would produce something awesome. Also Christopher Hastings (Dr. McNinja).
  22. Just to follow up here, I've gotten this build started. All the Crushing Impacts, most of the Reactive Armor, and a few things here and there like the Kismet unique. Capped to smashing/lethal with one adjacent, close to cap for energies and elements (capped in practice in a big group). Took my tank on a speed ITF and experimented with just how many Cimerorans I could have on me without noticing my HP bar moving. Good times! Obviously an Inv build with capped resist and defense to smashing/lethal isn't going to be significantly challenged by Cimerora, but it was a nice glimpse of the strength of IO sets, and it certainly makes the process feel worthwhile. It's also nice to have things to work towards on my tanker; there's a bunch still to do in terms of filling in the gaps, but I'm very pleased with how things are going and I'm excited to keep playing him. Thanks again for all the advice!

    On an unrelated note, I took a look at Ice tanks and realized that with Weave and Maneuvers they can be softcapped to Smashing/Lethal and Energy/Negative without even using IOs (plus resist capped vs. cold). Could be fun to try in the future (say, Ice/Kinetic...).
  23. Thanks for all the additional comments and suggestions, and the reasonable case for Performance Shifter, Enzymes, trying to eke out more +recovery, etc.

    As mentioned, my plan is to use merits for the LotG global recharge IOs (unless anyone can suggest a better use for merits in terms of value exchanged for) and buy the rest.

    I can understand the people who'd like to have Build Up, but honestly, high damage is not one of my goals for this character; I'll settle for adequate damage for soloing missions and keeping enemies' attentions on teams.

    As for Hurdle vs. Swift, I find that between spawns I just hit SJ and hop to the next group, and within spawns I prefer to stay on the ground and thus appreciate Swift, but there's a case to be made for hurdle+CJ for increased combat mobility. I'll give it some thought.

    I've started working on picking up IOs at the market with an eye towards sets that will fit both before and after I actually burn a respec on this build. Should be fun.
  24. On reflection, you're right about pulling the 6th slot from Energy Transfer - the 6th Crushing Impact is not doing very much for this build. Torn between putting the 5th slot in Barrage vs. returning the 5th Aegis in Unyielding for aoe and fire/cold def, or making room for Kismet global +tohit in Invincibility. You seem to really like Performance Shifter proc, but a 20% chance for +10 endurance every 10s works out to around 0.2 end/sec, which while meaningful I don't value as highly.

    Kismet unique might be the best choice there, though I'll have to look at the price on that one. One advantage to going for the fourth slot in Invincibility is it'll help the slotting a bit until I can afford the Cytoskeletons. Looked at what I had hami-O wise from my old build - 5 dam/mez, 3 dam/range, a dam/acc, and a resist/end; the Ribosome there apparently is the only one currently valued highly, but if I get the 200-300M that it's going for now it should finance the bulk of this build, with future savings going towards the Cytoskeletons and merits going for the LotG globals. I'm looking forward to putting it together.
  25. Good call regarding those -kb IOs being pricy; I hadn't realized they were as expensive as they were, and since I don't need them, those're slots better used elsewhere. Also, I think you're right that a full Aegis in Unyielding is overkill; I mostly included it since that's one set I actually do have everything from. So, splitting the difference a little more, and choosing not to really care about the Kismet or Performance Shifter procs, this build finds 5th slots for Bone Smasher and Total Focus - Focused Smite acc/dam/recharge seemed like the best toss-in there - and drops the other two into Unstoppable to 3-slot Aegis for that cold/fire defense (which, as you say, I may be overvaluing):

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