_Dreamkeeper_

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  1. Hi Anthius, I whipped together a really quick build for you that has 45% Smashing and Lethal Defense. I stopped the build at level 41, because I did not know what Anciliary pool you wanted and S/L defenses were already capped at that point, so you have four power picks left and quite a few slots left also. This is by no means "the best" build, but it should perform well. While I agree with Syntax's point that energy defense is important because of the incarnate material, it shouldn't factor in as much for you because you have capped energy resistance. Personally, I do not consider this to be an expensive build and nearly all of the IOs the build has can be obtained through the AE bronze or silver pools (and the lotgs are totally optional). I hope this helps as a general guide for getting the defense you want and depending on the powers you take from 41-49 some of the slotting of earlier powers can be changed, I'd strongly suggest adding more accuracy to barrage and bonesmasher and squeezing in more recharge. Anyway, here is the build, again hope it helps.

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 40 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Energy Melee
    Power Pool: Leaping
    Power Pool: Fighting

    Hero Profile:
    Level 1: Charged Armor
    • (A) Reactive Armor - Resistance/Endurance/Recharge
    • (5) Reactive Armor - Resistance/Endurance
    • (7) Reactive Armor - Resistance
    • (9) Reactive Armor - Resistance/Recharge
    Level 1: Barrage
    • (A) Kinetic Combat - Damage/Endurance
    • (21) Kinetic Combat - Damage/Recharge
    • (33) Kinetic Combat - Damage/Endurance/Recharge
    • (34) Kinetic Combat - Accuracy/Damage
    Level 2: Conductive Shield
    • (A) Reactive Armor - Resistance/Endurance/Recharge
    • (5) Reactive Armor - Resistance/Recharge
    • (9) Reactive Armor - Resistance/Endurance
    • (11) Reactive Armor - Resistance
    Level 4: Bone Smasher
    • (A) Kinetic Combat - Damage/Endurance
    • (15) Kinetic Combat - Damage/Recharge
    • (17) Kinetic Combat - Damage/Endurance/Recharge
    • (19) Kinetic Combat - Accuracy/Damage
    Level 6: Static Shield
    • (A) Reactive Armor - Resistance/Endurance/Recharge
    • (7) Reactive Armor - Resistance/Recharge
    • (11) Reactive Armor - Resistance/Endurance
    • (13) Reactive Armor - Resistance
    Level 8: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 10: Grounded
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 12: Energize
    • (A) Doctored Wounds - Recharge
    • (13) Doctored Wounds - Endurance/Recharge
    • (15) Doctored Wounds - Heal/Recharge
    • (17) Doctored Wounds - Heal/Endurance/Recharge
    • (19) Doctored Wounds - Heal/Endurance
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Taunt
    • (A) Mocking Beratement - Taunt/Recharge/Range
    • (21) Mocking Beratement - Accuracy/Recharge
    • (27) Mocking Beratement - Taunt/Recharge
    • (29) Mocking Beratement - Taunt/Range
    Level 18: Lightning Reflexes
    • (A) Run Speed IO
    Level 20: Boxing
    • (A) Kinetic Combat - Damage/Endurance
    • (34) Kinetic Combat - Damage/Recharge
    • (34) Kinetic Combat - Damage/Endurance/Recharge
    • (37) Kinetic Combat - Accuracy/Damage
    Level 22: Tough
    • (A) Reactive Armor - Resistance/Endurance/Recharge
    • (23) Reactive Armor - Resistance/Recharge
    • (23) Reactive Armor - Resistance/Endurance
    • (25) Reactive Armor - Resistance
    Level 24: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (25) Luck of the Gambler - Defense/Endurance
    • (27) Red Fortune - Defense/Endurance
    Level 26: Power Sink
    • (A) Trimuphant Insult - Taunt/Recharge
    • (40) Trimuphant Insult - Chance to Disorient
    • (40) Trimuphant Insult - Taunt
    Level 28: Whirling Hands
    • (A) Obliteration - Damage
    • (29) Obliteration - Accuracy/Recharge
    • (31) Obliteration - Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (33) Obliteration - Chance for Smashing Damage
    Level 30: Lightning Field
    • (A) Multi Strike - Accuracy/Damage/Endurance
    • (37) Scirocco's Dervish - Accuracy/Damage/Endurance
    Level 32: Build Up
    • (A) Rectified Reticle - To Hit Buff/Recharge
    • (33) Rectified Reticle - To Hit Buff
    Level 35: Energy Transfer
    • (A) Kinetic Combat - Damage/Endurance
    • (36) Kinetic Combat - Damage/Recharge
    • (36) Kinetic Combat - Damage/Endurance/Recharge
    • (36) Kinetic Combat - Accuracy/Damage
    • (37) Crushing Impact - Accuracy/Damage
    Level 38: Total Focus
    • (A) Kinetic Combat - Damage/Endurance
    • (39) Kinetic Combat - Damage/Recharge
    • (39) Kinetic Combat - Damage/Endurance/Recharge
    • (39) Kinetic Combat - Accuracy/Damage
    • (40) Crushing Impact - Accuracy/Damage
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Gauntlet
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (3) Endurance Modification IO
    • (3) Endurance Modification IO
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 34.88% Defense(Smashing)
    • 34.88% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 3% Defense(Psionic)
    • 21.75% Defense(Melee)
    • 5.5% Defense(Ranged)
    • 3% Defense(AoE)
    • 1.8% Max End
    • 4% Enhancement(Heal)
    • 9% Enhancement(Accuracy)
    • 25% Enhancement(RechargeTime)
    • 140.56 HP (7.5%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 18.15%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 2.2%
    • 1% (0.017 End/sec) Recovery
    • 10% (0.782 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)



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  2. Hey Global DJB, I know you said you wouldn't want to go redside for a patron pool, but I figured I'd post my demon/poison build anyway, until i have time to work on one that uses only blueside ancilliaries. This build has capped smashing, lethal, energy, and ranged defense, with a modest amount of recharge and good recovery. Hope it helps some!

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Poison
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Summon Demonlings
    • (A) Blood Mandate - Accuracy/Damage
    • (3) Blood Mandate - Accuracy
    • (3) Blood Mandate - Damage/Endurance
    • (7) Blood Mandate - Damage
    • (7) Blood Mandate - Accuracy/Endurance
    • (9) Blood Mandate - Accuracy/Damage/Endurance
    Level 1: Alkaloid
    • (A) Doctored Wounds - Heal/Endurance
    Level 2: Envenom
    • (A) Shield Breaker - Defense Debuff
    • (36) Shield Breaker - Accuracy/Defense Debuff
    • (36) Shield Breaker - Accuracy/Recharge
    • (36) Shield Breaker - Defense Debuff/Endurance/Recharge
    • (37) Shield Breaker - Accuracy/Endurance/Recharge
    • (37) Shield Breaker - Chance for Lethal Damage
    Level 4: Weaken
    • (A) Cloud Senses - ToHit Debuff
    • (9) Cloud Senses - Accuracy/ToHitDebuff
    • (17) Cloud Senses - Accuracy/Recharge
    • (34) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (34) Cloud Senses - Accuracy/Endurance/Recharge
    • (34) Cloud Senses - Chance for Negative Energy Damage
    Level 6: Enchant Demon
    • (A) Empty
    Level 8: Hover
    • (A) Luck of the Gambler - Recharge Speed
    • (25) Luck of the Gambler - Defense/Endurance
    • (50) Soaring - Endurance/FlySpeed
    Level 10: Hasten
    • (A) Recharge Reduction IO
    • (11) Recharge Reduction IO
    • (11) Recharge Reduction IO
    Level 12: Summon Demons
    • (A) Blood Mandate - Accuracy
    • (13) Blood Mandate - Accuracy/Damage
    • (13) Blood Mandate - Damage
    • (15) Blood Mandate - Damage/Endurance
    • (15) Blood Mandate - Accuracy/Endurance
    • (17) Blood Mandate - Accuracy/Damage/Endurance
    Level 14: Super Speed
    • (A) Empty
    Level 16: Neurotoxic Breath
    • (A) Pacing of the Turtle - Range/Slow
    • (19) Pacing of the Turtle - Accuracy/Endurance
    • (19) Pacing of the Turtle - Damage/Slow
    • (21) Pacing of the Turtle - Accuracy/Slow
    • (21) Pacing of the Turtle - Endurance/Recharge/Slow
    • (23) Pacing of the Turtle - Chance of -Recharge
    Level 18: Hell on Earth
    • (A) Expedient Reinforcement - Accuracy/Damage
    • (43) Expedient Reinforcement - Damage/Endurance
    • (43) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (43) Expedient Reinforcement - Accuracy/Recharge
    • (46) Expedient Reinforcement - Endurance/Damage/Recharge
    • (46) Expedient Reinforcement - Resist Bonus Aura for Pets
    Level 20: Antidote
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 22: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (23) Luck of the Gambler - Defense/Endurance
    • (25) Red Fortune - Defense/Endurance
    Level 24: Tactics
    • (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (39) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (40) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 26: Summon Demon Prince
    • (A) Blood Mandate - Accuracy
    • (27) Blood Mandate - Accuracy/Damage
    • (27) Blood Mandate - Damage/Endurance
    • (29) Blood Mandate - Damage
    • (29) Blood Mandate - Accuracy/Endurance
    • (31) Blood Mandate - Accuracy/Damage/Endurance
    Level 28: Paralytic Poison
    • (A) Lockdown - Accuracy/Recharge
    • (31) Lockdown - Accuracy/Hold
    • (31) Lockdown - Recharge/Hold
    • (33) Lockdown - Endurance/Recharge/Hold
    • (46) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (48) Lockdown - Chance for +2 Mag Hold
    Level 30: Corruption
    • (A) Thunderstrike - Accuracy/Damage
    • (33) Thunderstrike - Accuracy/Damage/Recharge
    • (33) Thunderstrike - Accuracy/Damage/Endurance
    Level 32: Abyssal Empowerment
    • (A) Empty
    Level 35: Boxing
    • (A) Kinetic Combat - Damage/Endurance
    • (40) Kinetic Combat - Damage/Recharge
    • (40) Kinetic Combat - Damage/Endurance/Recharge
    • (42) Kinetic Combat - Accuracy/Damage
    Level 38: Noxious Gas
    • (A) Recharge Reduction IO
    Level 41: Scorpion Shield
    • (A) Luck of the Gambler - Recharge Speed
    • (42) Luck of the Gambler - Defense/Endurance
    • (42) Red Fortune - Defense/Endurance
    • (50) Serendipity - Defense/Endurance
    Level 44: Tough
    • (A) Reactive Armor - Resistance/Endurance/Recharge
    • (45) Reactive Armor - Resistance/Recharge
    • (45) Reactive Armor - Resistance/Endurance
    • (45) Reactive Armor - Resistance
    Level 47: Weave
    • (A) Luck of the Gambler - Defense/Endurance
    • (48) Luck of the Gambler - Recharge Speed
    • (48) Red Fortune - Defense/Endurance
    • (50) Serendipity - Defense/Endurance
    Level 49: Power Boost
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 1: Supremacy
    Level 2: Rest
    • (A) Empty
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (5) Endurance Modification IO
    • (5) Endurance Modification IO
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 10.81% Defense(Smashing)
    • 10.81% Defense(Lethal)
    • 18% Defense(Fire)
    • 18% Defense(Cold)
    • 20.5% Defense(Energy)
    • 20.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.13% Defense(Melee)
    • 32.38% Defense(Ranged)
    • 24.56% Defense(AoE)
    • 2.25% Max End
    • 42.5% Enhancement(RechargeTime)
    • 2.5% Enhancement(JumpHeight)
    • 2.5% Enhancement(FlySpeed)
    • 20% Enhancement(Accuracy)
    • 2.5% Enhancement(RunSpeed)
    • 2.5% Enhancement(JumpSpeed)
    • 2.5% Enhancement(Held)
    • 10% FlySpeed
    • 27.11 HP (3.376%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Confused) 7.5%
    • MezResist(Held) 12.45%
    • MezResist(Immobilize) 11.35%
    • MezResist(Sleep) 10.25%
    • MezResist(Stun) 12.45%
    • MezResist(Terrorized) 7.5%
    • 11.5% (0.192 End/sec) Recovery
    • 50% (1.676 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 10% Resistance(Fire)
    • 10% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 10% RunSpeed



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  3. The only pools I roll are Bronze 10-14 (For the steadfast +def, regenerative tissues +Regeneration, and the occasional Basilisk Gaze or Rectified Reticle.) and Silver 10-14 or Silver 35-39. The 35-39 offers some nice lotg Def/End, Touch of Death, Kinetic Combat, and Numina recipes. However, the Silver 10-14 is my favorite because of the Achilles heal proc, Rectified Reticle proc, Basilisk Gaze Recipes, Eradications, and a bunch of other goodies. Overall, Silver 10-14 gives me a lot of things i slot in my characters, but there are also a lot of recipes than can easily net you 50-150mil crafted and the recipes that aren't stellar can still go for 5-20mil crafted.
  4. I have to Agree with Sardan. Although my Fire/Em blaster is pretty epic and can kill almost anything before it gets close enought to hit him (courtesy of boost range) I'd say my Ice/Elec blaster solos better b/c of the slows and the 3 holds I have: freezing blast, shocking grasp (a melee move), and shocking bolt (from the elec mastery pool). I could have 4 if I picked up bitter freeze ray. Long story short, nothing is better than being able to have 3 baddies held and dead before they can hurt you, or to be able to hold a boss for an entire fight. Also I have some very nice melee moves on my ice/elec, havok punch, thunderstrike, and shocking glass and am never at a loss for endurance with power sink. I also really enjoy my AR/psy for solo play. Althought he can have some difficulty with baddies that heavily resist smash/lethal dmg, I enjoy playing him and he has a stun move (beanbag) and a fear move (Scare)
  5. Have to agree with Redlynne, Ice/ is a very powerful set, but you can feel the pain if your Def is debuffed to much. However, since i've been playing an ice tank (ice/eng) since before I can remember, I'd say that ice tankers can out tank most others (except for stone) with ease. Very little will get through to you (especially if you get some nice set bonuses from IOs as I did) and you always have hoarfrost and hibernate to back you up if your health gets too low (P.S. aid self works well with this set also if you want another healing power). I also have a WP/Fire tank at 50, and while he is fun to play, i consider him a squishy compared to my ice tank.
  6. Yes, I played it on test and I have one live at level 33 (or 34 I cannot remember). I love this combo, perhaps more so because of the concept I have for my character, but also because of the massive debuffs in cold and it's soft control. Paired with elec control you can sap and enemy of their endurance pretty quickly while having their speed, recharge, and defense destroyed. This combo offers -recharge, -speed, -def, -end, -dmg, -regen, -resist, and (for teammates) +def, +end, +resist (fire and cold). That is a pretty long list of what this combo can do. Another benefit of this combo is that you will never be at a loss for endurance with conductive aura and heat loss. The only complaint I have with electric control set is with the pets, which I am not personally a fan of. They seem to be squishy (even with Cold's shields) and overall mediocre, but they get the job done and also have some control abilities (jolting chain) which is always nice. Furthermore, if you are a soloist you won't have a problem running +2 missions, which is what I am currently running on him. It will get easier once you get your final Cold powers as well. As I always say, just play the set and see how you like it to know for sure, but it is a combo I think you will find really fun.

    P.S.

    Quote:
    Originally Posted by The_Coming_Storm View Post
    No. Not in the very least bit. Cold does not have any -recov powers nor any powers able to bring mobs closer together for Chains.
    Cold does have -recovery powers: benumb and heat loss.
  7. MA/Fire, Fire/Regen, and Claws/Dark are three of my favorite scrappers I have. Both builds are very fun and were a blast leveling up. The MA/Fire can be end heavy early on, but it gets easier with consume slotted and conserve power (if you choose to take it), plus the extra damage boost from Fiery Embrace along with build up in MA is super sexy. If you want a lower maintence build that is still fun, go with fire/regen. You'll have no worries with your recovery rate, you'll just have to keep an eye on your health. But if you want to play an insanely fun scrapper that functions as a pseudo troller also, roll a Claws/Dark. The knockback and knockdown in claws is great damage mitigation and the fear and stun in dark armor is even better damage mitigation. Not to mention dark has the best self heal in the game. Only drawback to this build is that it can be end heavy depending on wether or not you have Cloak of Fear and Oppressive gloom running on top of your other toggles. The great thing with any of the builds I mentioned is that if things get too tough and you're defeated, they all have self rezes :-)
  8. Quote:
    Originally Posted by Patteroast View Post
    I can say that I've played an Earth/Sonic Controller to 50 and personally enjoyed the combo. I spent almost all of my time on a set team with a Tanker and a Blaster, so I can't really say much for soloing, other than a couple random times to see how it'd work... it seemed okay,
    I agree, I love my earth/sonic troller. As for soloing, he has become one of my favorite toons to solo on (though he does insanely well on teams too). My pet is basically unkillable with his already high resistance increased with shields, but the -res from disruption field and the -res from sonic siphon let you put out relatively high damage, especially with the ghost widow psi dmg proc in single target hold + containment. Every fight is a joke really, between earth's great control and the debuffs from sonic, nothing hits me. The only issue I had, before getting IOs, was the endurance drain, which can really cripple this set until you find/can afford some way to offset it. While some may feel this is not the ideal build to solo on, +2s and +3 baddies won't give you trouble. I also went with the psi power pool (mainly for the character's theme) but the irresistible damage from mental blast is nice, though not spectacular. One last thing to keep in mind, Sonic Dispersion + Tough + APP shield = capped smash/lethal resist on a troller, which i find really cool, but then again I'm kind of a dork and did it for my toon's theme {-:
  9. _Dreamkeeper_

    Ice/?

    Of the options you listed I would reccommend either /FF or /TA, though I think FF would be better for pure buffing. I love both sets, but nothing adds survivability better than bubbles and it's pretty easy and inexpensive to cap def with /FF, making soloing (when you have to) easier. I personally love my ice/ff troller and my teams almost never have problems between dispersion bubble, the other 2 bubs, and manuvers. Plus ice has great control, ice slick is up for every mob and when things become a little more difficult you have glacier to back you up. I don't have problems soloing with Ice/ff either (then again having ran solo missions on a mind/emp way before ED has made me a patient person) but for those times when you have to solo ice/ff may seem painfully slow to some. TA on the other hand will make soloing easier with its debuffs and offers insane control and great survivability as well. You will constantly have mobs locked down with ice slick, glacier, oil slick, EMP arrow, ice arrow and the mobs won't be able to hit you much in between those mezzes with the other debuffs in TA. TA is a much more active set than FF is, because in FF you are a buff bot for your pet and teammates, whereas in TA you will constantly have powers to use to keep your opponnents debuffed with -acc, -res, -def, -dmg etc. Whereas FF will let you keep your allies alive, TA will let you defeat enemies much faster. As always it comes down to your playstyle, anything would go well with ice but FF and TA get my vote out of the choices you listed.

    Another thing with TA is that glue arrow will go very nicely with the -recharge in ice and entangle arrow will help set up containment. Only drawback i can think of with TA is the lack of a heal, but such a great set hardly needs one.
  10. _Dreamkeeper_

    AR/DEV. Why Not?

    I think it depends more on your playstyle than anything, some people probably just do not like the set up time the build takes (with the trip mines) and the reasoning is vaild, because in the amount of time it takes to set up the mines another build could have cleared the mob already and be on to the next one. Also, most teams won't want to wait around for mines to be set up and the damage AR deals is heavily resisted with higher level baddies.But I have always been and always will be a concept player, so if I like the concept I do it and don't care about consequences, so I encourage you to do the same :-)
  11. I have to say I like sonic and am pretty happy with the powers in the set, although I do agree disruption field is very end heavy and liquefy could use a slightly shorter recharge. I have always viewed this set as more of a "let me make everything die faster," one than, "let me keep my teammates alive." The resistance it offers is just a nice bonus imo to the insane -res if offers.
  12. Ill/kin is a very doable combo, It was the second toon I made many many years ago and I have never regretted it. As far as containment goes, I don't pay much attention to it on this character only because once you get Fulcrum Shift (coupled with siphon power) it isn't as necessary. This build is so doable imo, that my ill/kin is still running on SOs and handles himself just fine. I don't know all the particulars of your build yet (or what level your toon is) but damage shouldn't be a problem with pets and spectral wounds, and will become less of a problem later on with epic powers. As far as taking the concealment pool for IOs, perhaps try just getting those IOs into the concealment powers in illussion already. If my other comp wasn't broken I could send you my intended IO build for my ill/kin, which I think offers a good amount of def and recharge to make certain powers perm, but as with any build I always encourage lots of experimentation to see what you like best. (I hope I was some sort of help)
  13. I myself have an AR/psy and love him, he was the first blaster i was ever able to get to 50. I took every power in my primary, except for ignite. I love the snipe b/c I can one shot a lot of baddies. Beanbag is also very useful for soloing when handling multiple baddies and AR has my favorite tier 9 blaster power. For the most part, full auto and flamethrower will kill most mobs no problem, or leave very few left standing. The extra survivability from drain psyche and the fear power also help. However, I will say that because of the mostly smashing and lethal damage in AR, the going can be rough against baddies that are very resistant (fighting Malta Robot bosses are the worst). Definitely give it a try, and if you don't love it by the time you get full auto, maybe it just is not the set for you.
  14. _Dreamkeeper_

    Since when?

    Quote:
    Originally Posted by Harkness View Post
    Dark Miasma is a bit of an awkward fit with anything other than Dark Blast, so I think that tends to keep the Dark Miasma Defenders down. D3s are a very popular option though; just search this forum for the proof.
    I also have to disagree, i myself have a dark/eng/primal def. Most people would say my build is counter productive b/c of the knockback, but i drop tar patch behind a mob, open with fearsome stare, drop darkest night, use explosive blast and energy torrent to knock them back onto tar patch. Then i just finish them off with powerblast/powerburst/total focus if needed. I just love the extra soft control the kb in Energy Blast gives me. But that's just me. ^_^