Armath

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  1. Armath

    MM farmer

    I'd rather go with Thugs/Thermal because you can slot couple of Achille procs there and Forge the Enforcers, Brute and Arsonist. Pretty easy to guess what happens next :P.
  2. Take a look at this.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Pain Domination
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Heat Mastery

    Villain Profile:
    Level 1: Summon Demonlings -- Slow-I(A), EndRdx-I(46), Acc-I(48), Dmg-I(50), Dmg-I(50), Dmg-I(50)
    Level 1: Nullify Pain -- RechRdx-I(A), EndRdx-I(7), EndRdx-I(7), Heal-I(9), Heal-I(9)
    Level 2: Soothe -- EndRdx-I(A), EndRdx-I(3), RechRdx-I(3), Heal-I(5), Heal-I(5)
    Level 4: Share Pain -- Heal-I(A)
    Level 6: Enchant Demon -- EndRdx-I(A)
    Level 8: Swift -- Run-I(A)
    Level 10: Hover -- EndRdx-I(A), EndRdx-I(11), DefBuff-I(11), DefBuff-I(19)
    Level 12: Summon Demons -- ResDam-I(A), EndRdx-I(13), Acc-I(13), Dmg-I(15), Dmg-I(15), Dmg-I(19)
    Level 14: Fly -- Flight-I(A)
    Level 16: Health -- Heal-I(A), Heal-I(17), Heal-I(17)
    Level 18: Enforced Morale -- EndRdx-I(A)
    Level 20: Suppress Pain -- EndRdx-I(A), EndRdx-I(21), Heal-I(21), Heal-I(40), Heal-I(40)
    Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23), Empty(40)
    Level 24: Maneuvers -- EndRdx-I(A), EndRdx-I(25), DefBuff-I(25), DefBuff-I(37), DefBuff-I(43)
    Level 26: Summon Demon Prince -- Hold-I(A), EndRdx-I(27), Acc-I(27), Dmg-I(34), Dmg-I(37), Dmg-I(37)
    Level 28: World of Pain -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29), ResDam-I(33), ResDam-I(34), ResDam-I(34)
    Level 30: Tactics -- EndRdx-I(A), EndRdx-I(31), ToHit-I(31), ToHit-I(31), Empty(33), Empty(33)
    Level 32: Abyssal Empowerment -- Empty(A)
    Level 35: Anguishing Cry -- RechRdx-I(A), RechRdx-I(36), Acc-I(36), Acc-I(36)
    Level 38: Painbringer -- RechRdx-I(A), RechRdx-I(39), Heal-I(39), Heal-I(39)
    Level 41: Fire Blast -- RechRdx-I(A), EndRdx-I(42), Acc-I(42), Dmg-I(42), Dmg-I(43), Dmg-I(43)
    Level 44: Fire Ball -- RechRdx-I(A), RechRdx-I(45), EndRdx-I(45), Acc-I(45), Dmg-I(46), Dmg-I(46)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 4: Ninja Run



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    There are some notable differences from your build. Before i go into them, let me tell you that the slots in these powers are ready to receive IO sets, but since we're tinkering without them, they're good to go nevertheless.

    Now, the main differences are that i believe share pain isn't worth it the 6 slots because once you heal someone with it, you will not be able to heal yourself afterward and 15 seconds to wait for in a hectic battle seem like an age. So, considering this fact and that even with 1 Heal IO it heals more than soothe would ever be, it'd be best if you keep it as an "oh-****'" button for one of your henchmen that will tank a heavy hitter enemy (e.g a boss) or as an off heal while you kill spawns.

    The other difference is that i pick all aoe powers from the Leadership pool and that way i can save up accuracy slots from all my powers, since the to hit buff from tactics makes up for this loss and i can use them in other powers that need slotting. More over, having tactics helps all of your demons and both your Fire Blast/Fireball powers. Maneuvers is always good, although it doesn't confer a huge bonus, it helps both you and your demons nevertheless.

    I've skipped Hell on Earth because i believe with or without IO sets that the cooldown timer on it isn't worth the waiting. It might end up slowing you because you will end up depending on it for that extra damage and...well, there's always Forge from Thermal Rad for that :P Heck, even Painbringer is better than it. So, that saves us one power to grab something else instead of it.

    Lastly, i've dished out RotP cause most times that you die, you will be in a very bad situation and ressurecting in front of a huge mob (plural) is very risky. Bonfire is kinda useless and Char is a good idea if you want to stack it with Demon Prince's Ice Block. I've skipped both of them and took Fireball instead so, while your demons have the aggro, you can finish off the spawn with a hard hitting fireball or if you are up against a boss to spam your heavy hitting Fire Blast!

    Let me know if you need anything else
  3. How about this? I've tinkered a bit with your build and came up with this.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    qq: Level 50 Magic Defender
    Primary Power Set: Kinetics
    Secondary Power Set: Dual Pistols
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Transfusion -- Numna-Regen/Rcvry+(A), Numna-Heal(42), Numna-Heal/EndRdx/Rchg(43), Numna-Heal/Rchg(43), Numna-EndRdx/Rchg(43), Numna-Heal/EndRdx(45)
    Level 1: Pistols -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(9), Thundr-Acc/Dmg(11), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(40)
    Level 2: Dual Wield -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9)
    Level 4: Siphon Power -- RechRdx-I(A), Acc-I(5)
    Level 6: Siphon Speed -- RechRdx-I(A), Acc-I(7)
    Level 8: Swift -- Run-I(A)
    Level 10: Swap Ammo
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(13), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(25)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
    Level 16: Bullet Rain -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(17), Ragnrk-Acc/Rchg(17), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Dmg/Rchg(19)
    Level 18: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(46)
    Level 20: Inertial Reduction -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(21)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(46)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 26: Transference -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(27), Efficacy-Acc/Rchg(34)
    Level 28: Executioner's Shot -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(29), Thundr-Acc/Dmg/Rchg(29), Thundr-Dmg/Rchg(31), Thundr-Dmg/EndRdx(34), Thundr-Acc/Dmg(34)
    Level 30: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(31), GA-3defTpProc(31)
    Level 32: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(33), Acc-I(33), Acc-I(33)
    Level 35: Piercing Rounds -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Dmg/EndRdx/Rng(36), Det'tn-Dmg/Rchg(36), Det'tn-Dmg/EndRdx(36), Det'tn-Acc/Dmg(37)
    Level 38: Hail of Bullets -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(39), C'ngBlow-Acc/Rchg(39), C'ngBlow-Dmg/EndRdx(40), C'ngBlow-Dmg/Rchg(40)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
    Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 49: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run



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    Basically he is S/L/E/Ranged Softcapped, recharge is on decent range in combination with your powers and accuracy is backed by to-hit.
  4. A very nice build. Do you think there is an alternate power that you would put in place of Speed Boost that would help more from a solo perspective? maybe say i tactics with 6 slots for the gaussian can take off some heat from the need of such a big accuracy bonus.
  5. Evening folks,

    I was thinking of possible damage mitigation options on a /kinetic character. Is it possible to grab both Transference and Power Sink to sap heavy damaging enemies? Would it worth it?

    Also...Considering either a DP/Kin or a Fire/Kin, which one would be able to survive the most? The one has knockdown effects/slow, while the other has a slow rain power and higher damage.

    And lastly, how is it possible to softcap a kineticist? I failed horribly to do so, only going over around 25-35%. Should the softcap be range based, playing between short-medium range or melee based for shorter ranges?

    Edit: Let me say that this is purely from a solo perspective. Team based it is just fine.
  6. All these bullets are like the ones we see when someone goes to apply a job...

    I'll abstain from making pointless builds or discussions, since i cant be bothered wasting time on something that you will eventually abandon, but i'll give couple of ideas for you to look in:

    SS/WP Brute
    SS/SD Brute
    Elec/SD Brute
    Huntsman SoA from Bane subtree
    Ice/Cold Corruptor
    Fire/Dark Corruptor
  7. Quote:
    Originally Posted by Largo View Post
    Doesn't kinetic melee BU apply a damage debuff to your enemy? Maybe thats why it takes longer? Also, Im not a high enough level yet on live to have either BU or AS, but Im wondering if the BU unhides you, so you may not want to use it before AS anyway. That's gonna suck versus bosses and higher if that were true though.
    Lol? Where on earth did you see KM BU applying a damage debuff? They're talking about the animation of it taking too long, not some imaginary debuff that takes you out of stealth...

    A hypothesis on the longer animation of this particular BU might be the fact that Concentrated Strike refreshes instantly the cooldown of it so, with this in mind, the developers might have made the animation longer in order to avoid the people spamming it between more timely attack sequences. If, however, this isn't the reason they made it, i can't really think of another.
  8. I'm not sure which arc it was, probably the MCKnight Arc, but in this arc, you receive a very high damaging temporary attack power (minigun), giving you a high damage dot with built in extra accuracy. I don't know about you guys, but after i had this power, soloing Elite Bosses was never a hard part for me. Because BU worked with this power, usually going BU+AS+Minigun pretty much mopped all EBs. Even with Vanessa DeVore, first time i used the combo went down to ridiculous health levels, i just ran around till i drop aggro, then rinse and repeat, puff there she gone.

    I realise this might not be an option for someone who does not want to do the arc for obvious thematic/rp/whatever reasons, but for the rest of you out there looking how to mop up the bosses, this is the best awesomesauce power combination with AS and BU. And it has a lot of uses left before it is depleted, around 30-40.
  9. It's just you. They all are very easy to pull off if you took 2 minutes of your time before entering the mission to load your inspiration bars. Personally, i play with 0/2 without bosses and it's pretty good. If you think you won't make it, try with 0/1 and no bosses. You can take advantage of the new "leashed" spawns, because most of the times they are just following the escort. So, you can toggle on hide and run away while the spawn stays near the escort.
  10. Quote:
    Originally Posted by Test_Rat View Post
    Why roll a stalker again?

    Ninjitsu (til they port it to scrappers).
    Because everyone and even my grandmother has one of them? Boring Scrapper AT is boring.

    On the other hand, i've rolled yesterday when GR came out an Elec/SR. He seems pretty good, considering my end build has defenses over the softcap. So, with this in mind, he has good AoE damage potential, good Single Target damage and he's generally OK in my book.
  11. Evening guys, i was tinkering around with the new MIDS (btw Stoney, thanks for it bro!) and it seems the usual answer for a fire/earth with both mud pots and hot feet is that mud pots isn't worth it much, because of the small effective radius of it. But, with the new APPs that dominators received, Dominators can get access to an extra PBAoE with a built in CC mechanism.

    So, i was wondering whether it was worth it to get all 3 PBaoEs, control everything and go in as a purely melee/AoE Dominator?

    Or even better yet, Electric Control/Earth Assault/Mind for 4 PBAoE Auras? (2 from gremlins + 2 from you).
  12. Armath

    Name your pets!

    Demons

    Demonlings: Shaytan, Nephandus, Pawn
    Hellfire Demons: Adsinistrati, Prelatus
    Demon Prince: Gilledian

    Mage the Ascension ftw?
  13. No, School of Sharks only Immobilizes, so you're good to go from the -KB perspective. Considering i have an Ice/Sotmr Corr, i'll give him a go with School of Sharks+Shark Skin and maybe Frost Breath, although i'm still not that much fused for the later :P.

    But really, i believe that immobilize from the SoS will be a huge bonus. I've been doing x0/x6 solo missions below lvl 50 and when the enemies came close to me that would almost totally spell faceplant for me. Maybe i shouldnt run x6 missions, but i been itching for orange numbers falling down mah screen bro .
  14. To be honest, i've never found enough reason to include BIB in my attack cycle simply because the more closer you get to enemy mobs, the more dangerous it becomes for you. I can totally understand that you need to take it if you're play defender since (no pun intended) his damage totally blows compared to a corruptor. But, with the first two powers on full recharge and a hasten in effect, you won't need anything else. I'd probably get BIB for the slotting bonuses, just as i did with the BFR, but, when it comes to them, the BFR gives defense bonuses with just 2 slots.

    Frost Breath has such a long animation and requires you to go very close to the mobs. But then again, it'd be better to get School of Sharks. A bit less damage, but it has immobilize, less endurance, faster animation, bigger range and considering it is a DoT power, you can easily stack in there 2 damage procs to more than make up for that damage difference.

    As for the aim, you get it primarily for 2 reasons: In order to slot in Gaussian's and to get an extra opening punch for Ice Storm.
    Problem with the build is that you have no aoe mitigation powers, like fearsome gaze, that can help you to properly setup your combo, unless you grab school of sharks. And even if you do, you lose access to Scorpion Shield. Choices, choices...
  15. How about this?

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Ice Blast
    Secondary Power Set: Storm Summoning
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Ice Bolt -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Entrpc-Dmg/EndRdx/Rchg(5), Entrpc-Heal%(7)
    Level 1: Gale -- Empty(A)
    Level 2: Ice Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(7), Thundr-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Entrpc-Heal%(11), Entrpc-Dmg/EndRdx/Rchg(11)
    Level 4: O2 Boost -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/EndRdx/Rchg(13)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Freeze Ray -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(13), Dev'n-Hold%(15), Dev'n-Acc/Dmg/EndRdx/Rchg(15), Dev'n-Acc/Dmg/Rchg(17)
    Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), Ksmt-Def/EndRdx(19), Ksmt-Def/EndRdx/Rchg(19), S'fstPrt-ResDam/Def+(21), S'fstPrt-ResDam/EndRdx(21)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), LkGmblr-Rchg+(23)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
    Level 16: Ice Storm -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(25), Posi-Acc/Dmg(27), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29), RechRdx-I(29)
    Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(31), RgnTis-Regen+(31), Mrcl-Rcvry+(31), Mrcl-Heal(33)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(33), P'Shift-EndMod(33), EndMod-I(34)
    Level 22: Freezing Rain -- Achilles-ResDeb%(A), Ragnrk-Knock%(34), LdyGrey-%Dam(34), UndDef-DefDeb/EndRdx(36), UndDef-DefDeb/Rchg(36), UndDef-Rchg/EndRdx(36)
    Level 24: Acrobatics -- EndRdx-I(A)
    Level 26: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(39), GSFC-Build%(39)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(39)
    Level 30: Bitter Ice Blast -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(40), Cloud-Acc/Rchg(40), Cloud-ToHitDeb/EndRdx/Rchg(40), Cloud-Acc/EndRdx/Rchg(42), Cloud-%Dam(42)
    Level 32: Boxing -- Empty(A)
    Level 35: Bitter Freeze Ray -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(42)
    Level 38: Lightning Storm -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(43), Thundr-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Hold%(45)
    Level 41: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(45), ImpSkn-ResDam/EndRdx(46), ImpSkn-Status(46), Aegis-Psi/Status(46)
    Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx/Rchg(48), GftotA-Def/EndRdx(48)
    Level 47: Weave -- LkGmblr-Rchg+(A), Ksmt-ToHit+(48), GftotA-Def/EndRdx(50), GftotA-Def/EndRdx/Rchg(50)
    Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    Level 6: Ninja Run



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    Has a nice balance over all aspects, including mezzes, defense, recharges, endurance and health.
  16. Quote:
    Originally Posted by Genesis Man View Post
    My first impressions are actually quite favorable on a Dominator. Combined with /Stone, there's a very nice variety and feel for a melee-centric character.
    I'll Have to agree here. And not just melee centric, but considering you'll be running with 3 aoe damage auras (mud pots+2 imp auras), 2 PBaoes, those cc's of elec coupled with the recovery aura of the set might make a really awesome combo. Mu mastery has some nice overall balance conerning defences, damage and utility, so i'd go for that, Villain wise. While i have no real clue when it comes for Blue Side, with a first glance, i'd go for /Storm for more offense, /Sonic or /Force Field for defenses and /Rad for that funky Choking cloud/Recovery aura combo.
  17. Quote:
    Originally Posted by The Lone Hero View Post
    It's ok. -_- They always put these things up while I'm asleep or while I'm helping my grandma. So I never had an chance and never will. ^_^
    Don't let that take you down, because i woke up 1 minute after they've made the post. I grabbed 2 codes, but then, i'm in the EU servers, less competition :P