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Posts
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Joined
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The title sort of says it. Can you get Force Bolt to a high enough mag to knock AVs on their butts?
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The Caltrops slow plus the slow effect from RoF is enough to keep mobs inside the effect for a hefty amount of time. Additionally, I find that I don't need to have stealth with this combo. My standard opening is to:
- Drop in Seekers for the alpha. Interestingly this tends to group mobs up
- Once a few shots have gone off, I move in and drop Acid Mortar (I have a Devastation hold proc, which is key). The Mortar also helps group things as it takes a lot of aggro.
- PGT is next
At this point many things are held, either from PGT or Acid Mortar's proc.
- Now I throw in Caltops (two damage procs)
- Drop in RoF
Most things are now running or held.
- Now drop a trip mine for good measure and most things go boom. Those that aren't get finished up by Fireball and blasts.
So what is important about RoF/Caltrops is the fear effect. It means things are running instead of shooting at you. Neither can be used by themselves, however, because you can't get the slow effect high enough to keep them in the effect long enough. This means that with a decently high defense you get Trip Mine off most of the time. -
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City of Data doesn't show any -to hit on the power, yet Mids shows it as being able to take -to hit IOs. Does it cause -to hit? It should...
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Quote:Then you haven't played with a good herdcaner!I know that when I am on a melee character, I HATE teaming with someone who uses perma-'Cane!
Nothing like bunched up, immobilized mobs for all those melee AoEs to nail at once. I duo'd my grav/storm with a Fire tank and it was great for burn. -
Quote:In the early levels, pre storm damage powers and pet, it doesn't do much damage and is tough to solo due primarily to lack of damage. After you get Lumpy (my name for Stoney, the pet) it gets better. After Tornado it's really good. After LS it is trivial.I'm not sure why some are saying that Earth/Storm is hard to solo; it's almost trivial running at +0/x8/bosses, at least with an IOed build.
Now, with that said, there is a tactic I used when soloing (and teaming without a tank, for that matter) in the early levels that made things a lot easier. Add a range enhancement to Stone Cages and Quicksand. Go up to a group, target the closest then drop a Quicksand in front of him followed immediately by a Stone Cages. You will be out of range of the vast majority of early level mobs so no damage is coming in at this point. On a big group, a few mobs will be missed by the cages, but will be stuck in the sand so don't present a problem. Keep spamming cages and pick off the outliers with holds and stone prison.
Soloing this method is completely safe (albeit slow), but I would think that if you set your difficulty to -1/+6 or so (no bosses), you could get exp at a decent clip. I did this well before the new system so don't know exactly, fine tuning will be required. I leveled this way by going to hazard zones. Occasionally you may need to change it based on map type. This doesn't work well in small caves and other confined maps.
On teams you can use this to grab aggro while out of range. This allows the rest of your team to move up without one player grabbing the alpha. It dramatically improves survivability of a team without a tank. -
While thematically Ice/Storm is a nice fit I'm not a fan of it in practice, though much of it has to do with how I play /Storm.
I like to play /Storm as a herdcaner by using Hurricane to keep mobs grouped up while all my damage dealing powers tear them up.
Why I like Earth with this:
- The -kb of cages keeps mobs on their feet which makes it easier to herdcane.
- Earth has a few nice positional powers that herdcaning works well with, specifically Earthquake and Volcanic gasses. Quicksand too, but aside from the fact that is a huge -def power and can take a damage proc, it isn't really worth taking in this setup.
- The -tohit with Earthquake really helps your defense for those mobs that aren't in Hurricane's -tohit area.
- You can just totally load up procs in Earth powers. Procs and /Storm work well.
Why I don't like Ice with /Storm:
- One of Ice's key powers (Ice Slick) is rendered somewhat useless with the way I play storm. Not to mention that it is negated by Ice's immobs - something I've been upset with about the set ever since containment hit. Your key AoE containment power completely negates one of the other key powers of the set due to its -kb.
- Arctic Air, another key power and a PBAoE, is of very limited usefulness while Hurricane is on - which it is much of the time when I play /Storm.
- The slow secondary of Ice is has some redundancy in the slows of Snow Storm and Ice Storm.
At the end of the day, it's not that Ice is a BAD pairing with Storm (I don't believe anything is bad), but rather there is a lack of synergy and a fair amount of anti-synergy. Conversely Earth has a number of powers that synergize nicely. I am also big on synergy and I found that with my Ice/Storm the anti-synergy just bothered me far more than it probably should have and I finally had to shelve it.
In summary, go with Earth. It pairs very nicely with /Storm, ranking first or tied for first on my list of best primaries for /Storm. Other great primaries are Grav and Plant. Fire isn't bad, but also suffers somewhat from the PBAoE vs. Hurricane syndrome. Illusion, Mind and Ice are at the bottom of my list. Illusion and Mind have no AoE immob to allow easy herdcaning and Ice has the anti-synergy I mentioned above. -
Quote:Though with Dispersion and the applied bubbles a /Dark can reach capped defense very easily. That combined with Dark's resistances would make for a very potent combo.
First, if your partner is a Spines/Dark, you may want to consider a set with Resistance shields instead of Defense. -
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This. The jump is awesome. The run? Not so much. As a matter of fact, it is so distracting that I hate running with it. It looks like your toon sat on a habenero pepper sauce bottle and is running to the hospital to get it pulled out... I mean really...
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If you hit Power Build Up before launching your FFG, does the defense granted by the FFG benefit from the PBU?
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I had OG on my Rad/FF and without a self-heal I found the hp loss in a group set for 8 to be somewhat annoying when I duo'd with my blaster buddy.
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I'd much rather see something like:
Uber Mastery
41: Fire Imps - same as fire troller power, but with reduced recharge and stackable
41: Defender Rage - same as Brute SS, but with no crash
44: Power Stomp - same as SS Foot Stomp, but energy damage with Disorient added in
44: Uber Surge - A direct port of Elec Tanker Power Surge, but on a 90 sec timer and with Psionic resistance - stackable
47: Uber Ignite - Same as AR Ignite, but 25' AoE radius and a mag 4 immob added in. It also buffs any imps in it to double hit points and double damage.
This isn't too much to ask for, is it?
Seriously, I wouldn't mind seeing a pet on the order of the villain epic pets to help soloing. -
I've been playing with an alternative build lately trying to max out ranged defense. I've found that I tend to survive quite a bit more than with the chance to hold procs. While those provide a nice boost for the occasional hold against bosses and AVs, in overall play the defense helps more.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Ice Blast
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Ice Bolt- (A) Thunderstrike - Accuracy/Damage: Level 50
- (5) Thunderstrike - Damage/Endurance: Level 50
- (5) Thunderstrike - Damage/Recharge: Level 50
- (31) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (31) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (37) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (A) Touch of the Nictus - Accuracy/Healing: Level 50
- (40) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50
- (40) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50
- (50) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50
- (50) Touch of the Nictus - Healing: Level 50
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (3) Thunderstrike - Damage/Endurance: Level 50
- (3) Thunderstrike - Damage/Recharge: Level 50
- (17) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (29) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (31) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (A) Accuracy IO: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (7) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (7) Flight Speed IO: Level 50
- (43) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Lockdown - Accuracy/Hold: Level 50
- (9) Lockdown - Accuracy/Recharge: Level 50
- (9) Lockdown - Recharge/Hold: Level 50
- (17) Lockdown - Endurance/Recharge/Hold: Level 50
- (23) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
- (23) Lockdown - Chance for +2 Mag Hold: Level 50
- (A) Accuracy IO: Level 50
- (11) Accuracy IO: Level 50
- (11) Recharge Reduction IO: Level 50
- (13) Recharge Reduction IO: Level 50
- (13) Recharge Reduction IO: Level 50
- (A) Flight Speed IO: Level 50
- (A) Positron's Blast - Chance of Damage(Energy): Level 50
- (15) Positron's Blast - Accuracy/Damage: Level 50
- (15) Positron's Blast - Damage/Recharge: Level 50
- (27) Detonation - Damage/Recharge: Level 50
- (37) Air Burst - Damage/Recharge: Level 50
- (37) Slow IO: Level 50
- (A) Healing IO: Level 50
- (50) Healing IO: Level 50
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (19) Thunderstrike - Damage/Endurance: Level 50
- (19) Thunderstrike - Damage/Recharge: Level 50
- (34) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (34) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (34) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (A) Performance Shifter - EndMod: Level 50
- (21) Performance Shifter - EndMod/Recharge: Level 50
- (21) Endurance Modification IO: Level 50
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (27) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (A) Recharge Reduction IO: Level 50
- (25) Recharge Reduction IO: Level 50
- (25) Recharge Reduction IO: Level 50
- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (48) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (33) Positron's Blast - Damage/Recharge: Level 50
- (33) Detonation - Damage/Recharge: Level 50
- (33) Air Burst - Damage/Recharge: Level 50
- (43) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 50
- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
- (36) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
- (36) Efficacy Adaptor - EndMod/Recharge: Level 50
- (36) Efficacy Adaptor - EndMod/Accuracy: Level 50
- (40) Recharge Reduction IO: Level 50
- (A) Accuracy IO: Level 50
- (39) Accuracy IO: Level 50
- (39) Recharge Reduction IO: Level 50
- (39) Recharge Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (42) Luck of the Gambler - Defense: Level 50
- (42) Luck of the Gambler - Defense/Endurance: Level 50
- (42) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (A) Lockdown - Accuracy/Hold: Level 50
- (45) Lockdown - Accuracy/Recharge: Level 50
- (45) Lockdown - Recharge/Hold: Level 50
- (45) Lockdown - Endurance/Recharge/Hold: Level 50
- (46) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
- (46) Lockdown - Chance for +2 Mag Hold: Level 50
- (A) Accuracy IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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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)
- 4.25% Defense(Smashing)
- 4.25% Defense(Lethal)
- 8.31% Defense(Fire)
- 8.31% Defense(Cold)
- 23.9% Defense(Energy)
- 23.9% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 33.6% Defense(Ranged)
- 13.6% Defense(AoE)
- 2.25% Max End
- 5% Enhancement(Held)
- 39% Enhancement(Accuracy)
- 15% Enhancement(RechargeTime)
- 5% Enhancement(Heal)
- 22% FlySpeed
- 64.3 HP (6%) HitPoints
- 22% JumpHeight
- 22% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Held) 4.4%
- 15% (0.25 End/sec) Recovery
- 10% (0.45 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 22% RunSpeed
Set Bonuses:
Thunderstrike
(Ice Bolt)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Transfusion)- 20.1 HP (1.87%) HitPoints
- 9% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 2.25% Max End
(Ice Blast)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Hover)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Freeze Ray)- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Ice Storm)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
(Bitter Ice Blast)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Speed Boost)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- Knockback Protection (Mag -4)
(Increase Density)- 3% Defense(All)
(Inertial Reduction)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- Knockback Protection (Mag -4)
(Aim)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 20.1 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Blizzard)- 2.5% (0.04 End/sec) Recovery
(Transference)- 12 HP (1.12%) HitPoints
- 1.5% (0.03 End/sec) Recovery
(Scorpion Shield)- 10% (0.45 HP/sec) Regeneration
- 12 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Bitter Freeze Ray)- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
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Quote:I don't know that I'd say that. The pool power requires two other powers to take and doesn't quite offer the instant-on that PFF does. Additionally, PFF let's you go in and herd a room and keep aggro after you turn it on. It also doesn't turn off after 30 sec. Phase Shift may protect against all damage, but you've got to survive the turn-on.PFF is currently outdone by both a pool power (Phase Shift) and a temporary power anyone can buy (Ethereal Shift) in that both of these let you become totally immune to damage, instead of just very hard to hit.
I would recommend PFF acting as a phase rather than just massive defence and some Resistance.
Ethereal shift is available to everyone, but still doesn't let you herd with it/keep aggro after it's on. You also have to keep recharging it. -
Quote:I've always thought this would be cool, but I'd love it to also be able to be thrown onto the ground and have it slide a ways. It was one of my favorite weapons in the original Half-LifeI think once time bomb is set that the power icon should turn into a "remote detonator" that you can press to blow it up at any time you wish. If you don't press it within time bomb's usual explosion countdown limits then it blows up as usual.
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You really like green fire over white/blue? I love the look of a white/blue fire attack. Looks sort of like a plasma attack or something.
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I don't know about this statement. I've got it on my FF/Rad defender and it makes for a nice damage proc power. I do a 1-2-3-4 punch of Aim -> Repulsion -> Rush in and Irradiate -> Neutron Bomb.
I also have Irradiate damage proc'd out. I'm not sure if it's worth it to lose the damage slots on a blaster for the damage procs, but it sure is on a defender. This guy should be called "Proc Man" -
You should be able to get a capped SD/SS with far less than 10B. I'm hoping for about 1B on the build I'm heading toward now, and that's with a bunch of LotG +Rech and some uniques. You don't need all those to get what you want and without them this is less than a 500M build. No purples, obviously.
EDIT: I forgot to note that I use the jetpack as a travel power to save a power spot. Combined with the jump pack from one of the early expansions it does fine as your only long distance travel.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx:50(7), LkGmblr-Def/EndRdx/Rchg:50(9), ImpArm-ResDam:40(50), ImpArm-ResDam/EndRdx:40(50)
Level 1: Jab -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(19), C'ngImp-Acc/Dmg/Rchg:50(37), C'ngImp-Dmg/Rchg:50(40), C'ngImp-Dmg/EndRdx/Rchg:50(43)
Level 2: True Grit -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(3), Numna-Heal/Rchg:50(15), ResDam-I:50(15)
Level 4: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/EndRdx/Rchg:50(5), C'ngImp-Acc/Dmg/Rchg:50(7), C'ngImp-Dmg/Rchg:50(9), FrcFbk-Rechg%:50(13)
Level 6: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(37)
Level 8: Against All Odds -- EndRdx-I:50(A)
Level 10: Battle Agility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(11), LkGmblr-Def/EndRdx:50(11), LkGmblr-Def/EndRdx/Rchg:50(13)
Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(17), Zephyr-ResKB:50(17)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(19), Heal-I:50(37)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), EndMod-I:50(36)
Level 22: Knockout Blow -- Lock-Acc/EndRdx/Rchg/Hold:50(A), Lock-Acc/Rchg:50(23), C'ngImp-Dmg/Rchg:50(23), Mako-Dmg/Rchg:50(25), Dmg-I:50(25), FrcFbk-Rechg%:50(31)
Level 24: Boxing -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(45), C'ngImp-Acc/Dmg/Rchg:50(46), C'ngImp-Acc/Dmg/EndRdx:50(46), C'ngImp-Dmg/EndRdx/Rchg:50(46)
Level 26: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Dmg/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Dmg:50(29), Oblit-Acc/Rchg:50(31), Oblit-%Dam:50(31)
Level 28: Rage -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-Rchg:50(29), RechRdx-I:50(50)
Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A), ImpArm-ResDam:40(34), ImpArm-ResDam/EndRdx:40(34), ImpArm-ResDam/EndRdx/Rchg:40(34)
Level 32: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/EndRdx/Rchg:50(33)
Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
Level 38: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Sciroc-Dmg/Rchg:50(39), M'Strk-Dmg/Rchg:50(40), FrcFbk-Rechg%:50(40)
Level 41: Focused Accuracy -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(42), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-Rchg/EndRdx:50(42), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(43)
Level 44: Physical Perfection -- Numna-Heal:50(A), Heal-I:50(45), EndMod-I:50(45)
Level 47: One with the Shield -- Heal-I:50(A), ResDam-I:50(48), ImpArm-ResDam/Rchg:40(48), ImpArm-ResDam:40(48)
Level 49: Conserve Power -- RechRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 13.5% DamageBuff(Smashing)
- 13.5% DamageBuff(Lethal)
- 13.5% DamageBuff(Fire)
- 13.5% DamageBuff(Cold)
- 13.5% DamageBuff(Energy)
- 13.5% DamageBuff(Negative)
- 13.5% DamageBuff(Toxic)
- 13.5% DamageBuff(Psionic)
- 6.13% Defense(Smashing)
- 6.13% Defense(Lethal)
- 5.81% Defense(Fire)
- 5.81% Defense(Cold)
- 5.81% Defense(Energy)
- 5.81% Defense(Negative)
- 4.88% Defense(Psionic)
- 9.25% Defense(Melee)
- 8.63% Defense(Ranged)
- 8.63% Defense(AoE)
- 57% Enhancement(Accuracy)
- 50% Enhancement(RechargeTime)
- 10% FlySpeed
- 210.8 HP (11.3%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 6.6%
- MezResist(Stun) 4.4%
- 10% (0.17 End/sec) Recovery
- 54% (4.22 HP/sec) Regeneration
- 10% RunSpeed
Set Bonuses:
Luck of the Gambler
(Deflection)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Deflection)- 2.5% (0.04 End/sec) Recovery
(Jab)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(True Grit)- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
(Haymaker)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Battle Agility)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Phalanx Fighting)- 7.5% Enhancement(RechargeTime)
(Health)- 12% (0.94 HP/sec) Regeneration
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints
(Knockout Blow)- 3% DamageBuff(All)
(Boxing)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Shield Charge)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Rage)- 2% DamageBuff(All)
(Tough)- 3% Defense(All)
(Tough)- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
(Weave)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints (Exceeded 5 Bonus Cap)
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Foot Stomp)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
(Focused Accuracy)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(One with the Shield)- 2.5% (0.04 End/sec) Recovery
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There is another aspect to DA that can make the set a lot more survivable and that is maxing out IOs for melee defense. If you take CoF and slot Siphon Insight into it you get roughly 7.5% -tohit on mobs that are close in. You can also slot Touch of Death in single target melee attacks and Obliterations in PBAoEs to get 3.75% melee defense each. Add in Cloak of Darkness and between -tohit and melee defense you can get to nearly the defense cap.
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I'm not a fan of Lightning Clap since it knocks back the mobs, which is counter productive.
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You can get your Melee defense up a heck of a lot higher by slotting Obliterations in your PBAoEs and Touch of Death in the single target attacks. I haven't played my Elec/Dark a ton, but I have him specced and my Melee defense is over 40% and AoE/Ranged are in the low 30s. Add that to a to-hit debuff (I'm going to take the fear toggle instead of the disorient) and you've got capped melee defense and really good Ranged/AoE combined with pretty good resistance.
Edit: I pulled up my build and here are some more tips/info:
- The numbers I gave above were for my tanker build, not brute. I could only get to the just under 40 for Melee.
- Six-slotting Siphon Insight in CoF gives 3.75% S/L and 3.75% AoE
- Slotting 3 Impervium Armors in resistance powers gives 1.88% Psionic Defense for each. That's almost 8% psionic defense over the three DA powers plus Tough.
- Instead of slotting Combat Jumping up for full defense, put Blessing of the Zephyr (3) to get 3.13% Ranged and AoE on top of KB protection. You'll get less than 1% from the defense slotting. Compared to the 3+% for Ranged and AoE, it's not worth it. Also slot a set in your travel power.
- I put Hover in the build for the defense too and did not put in Hasten. You probably don't need to do this and I may put Hasten back in so LR recharges quickly. It does, however, give an extra 3+% in Ranged and AoE by slotting in Blessing of the Zephyr.
- Darkest Night looks real good on paper, but the activation time seems like an eternity. Either you're going to fire it off before you fire off Lightning Rod, which tends to spread the mob out before you get in, or you can fire it off after you get in, but while you do so you're not firing off attacks and the guys you knocked down with LR are back up. I'm not a fan, it just takes way too long. The other thing you can do is take Dark Obliteration and slot in some to-hit debuffs. It fires off quicjly, does damage and can give up to -7.5% to-hit debuff which, along with slotted CoF, gives a total of more than 15%. That added to even the relatively low Ranged and AoE defense caps both and takes Melee way over. -
I know a while back the Force Feedback +rech proc did not function in Lightning Rod or Shield Charge. Has that changed or still no love?