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Posts
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Joined
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On my phone again but I did get your pm so I figured I would take a look. It looks like you are getting more mileage out of your slots that is for sure.
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Also can you give me the datachunk please? When I download your link it doesn't work.
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As promised.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Longbow White-Hot: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(3), UbrkCons-Acc/Rchg(3), UbrkCons-Acc/Hold/Rchg(5), UbrkCons-Hold/Rchg(5)
Level 1: Transfusion -- Dct'dW-Rchg(A), Dct'dW-Heal(34), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx(37), Acc-I(46)
Level 2: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(7), GravAnch-Acc/Rchg(7), GravAnch-Acc/Immob/Rchg(9), GravAnch-Immob/Rchg(9)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(46)
Level 8: Hot Feet -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(11), Armgdn-Acc/Rchg(11), Armgdn-Acc/Dmg/Rchg(21), Armgdn-Dmg/Rchg(25)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(43)
Level 12: Flashfire -- Amaze-ToHitDeb%(A), Amaze-EndRdx/Stun(13), Amaze-Acc/Rchg(13), Amaze-Acc/Stun/Rchg(17), Amaze-Stun/Rchg(17)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(15)
Level 16: Increase Density -- S'fstPrt-ResDam/Def+(A)
Level 18: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(21)
Level 20: Speed Boost -- Zephyr-ResKB(A)
Level 22: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25)
Level 24: Vengeance -- LkGmblr-Rchg+(A)
Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(27), KntkC'bat-Knock%(31)
Level 28: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/EndRdx/Rchg(29)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Rchg(33), ExRmnt-+Res(Pets)(33), ExRmnt-Acc/Dmg/Rchg(33)
Level 35: Transference -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(48)
Level 41: Fissure -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(42), Ragnrk-Acc/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Dmg/Rchg(43)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), KntkC'bat-Knock%(45)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Earth's Embrace -- RechRdx-I(A), Heal-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Boost
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(46), KntkC'bat-Knock%(50)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(39), Numna-Heal/EndRdx(40), Mrcl-Rcvry+(40), RgnTis-Regen+(40), Mrcl-Heal(50)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(37), P'Shift-EndMod(39), P'Shift-EndMod/Rchg(39)
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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)
- 8.625% Defense(Melee)
- 14.25% Defense(Smashing)
- 14.25% Defense(Lethal)
- 6.125% Defense(Fire)
- 6.125% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 4.25% Defense(Ranged)
- 4.563% Defense(AoE)
- 75% Enhancement(Accuracy)
- 98.75% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 15% FlySpeed
- 156.42 HP (15.38%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 10.75%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 4.7%
- 32% (0.534 End/sec) Recovery
- 42% (1.783 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 23.86% Resistance(Fire)
- 23.86% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 20% RunSpeed
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Set Bonuses:
Unbreakable Constraint
(Char)- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Transfusion)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Fire Cages)- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Hot Feet)- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Flashfire)- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Maneuvers)- 10% (0.425 HP/sec) Regeneration
- 11.45 HP (1.125%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Increase Density)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Cinders)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.033 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Speed Boost)- Knockback (Mag -4), Knockup (Mag -4)
(Tactics)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.08 HP (1.876%) HitPoints
- 2.5% (0.042 End/sec) Recovery
(Vengeance)- 7.5% Enhancement(RechargeTime)
(Boxing)- MezResist(Immobilize) 2.75%
- 15.26 HP (1.501%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Tough)- 5% RunSpeed
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
(Weave)- 10% (0.425 HP/sec) Regeneration
- 11.45 HP (1.125%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Fire Imps)- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
- 10% Resistance(All)
(Transference)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.08 HP (1.876%) HitPoints
- 2.5% (0.042 End/sec) Recovery
(Fissure)- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Seismic Smash)- MezResist(Immobilize) 2.75%
- 15.26 HP (1.501%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Rock Armor)- 10% (0.425 HP/sec) Regeneration
- 11.45 HP (1.125%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Brawl)- MezResist(Immobilize) 2.75%
- 15.26 HP (1.501%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Health)- 12% (0.51 HP/sec) Regeneration
- 19.08 HP (1.876%) HitPoints
(Health)- 2.5% (0.042 End/sec) Recovery
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.08 HP (1.876%) HitPoints
- 2.5% (0.042 End/sec) Recovery
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"Wow, Blood, thanks for the great (insert task force name here)!" Hehe
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I guess it is just my play style but I hardly spend any time in ranged, and if I am soloing I always use the toggle to pull around a corner and force them into melee. I find this especially important since you are dark mastery because soul drain can be made perma or close to perma and that will really boost your damage. Also when they are grouped up like that you get better usage of tar patch. So yeah it may be a little unorthadox but building for some typed defenses with less slots than building for just ranged with a few six slots may help a lot with some new tactics.
For refernence the ranged defense bonus out of thunderstike takes six slots where you could be 5 slotting decimation for recharge. The sm/lethal bonus of kinetic combat takes 4 slots(brawl or boxing) and the bonus to fire/cold in aegis only takes 3 slots. -
What is it that is giving you all that smashing lethal? Did you make the changes I suggested or are you still going off of your original build? And honestly that much Def on a controller is a little overkill since you do have other forms of mitigation and a heal, I can only assume you sacrificed a lot of recharge for that much defense. And yes I will gladly post my build around noon eastern today when I am home. It sounds to me like you must be using a lot of other defense bonuses but probably using more slots than u need.
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Because that is how you achieve smashing/lethal soft-cap. 4 slots is 3.75% sm/lethal times 2 and then add that with the shield in stone mastery. You will be killing battle maiden warriors with relative ease.
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Oh yeah I can't believe I forgot to say this! Drop grant invis for manuevers and drop super jump and cj for tactics and venge. More defense, more tohit and a godmode power you will wish you had discovered earlier. Plus venge is the best one slot wonder for a lotg. Assuming you have ninja run or will be getting beast run, you can easily cap your run speed with siphon speed and one of those powers plus you get good vertical. You can go cardiac alpha to help with the higher end issues but u could also easily just turn off ninja run in battle and with siphon speed hardly need to turn it back on.
Edit: temp raptor packs and similar fly powers can be made extremely quick with siphon speed as well. -
I wasn't going to mention purples at first bc it didn't seem like you slotted any on purpose. But at a second glance I see you slotted ragnarok in fire ball. So you should slot grav anchor in fire cages, absolute amazement in flashfire, unbreakable constraint in char, armageddon in hot feet. Also you should drop consume for fire blast(or switch to stone, ragnarok in fissure and possibly hecatomb in seismic smash altho I slot it with kinetic combat. Then you could take stone shield and slot it with another lotg. And imo earths embrace is a better use of a power than rise of the phoenix. U know capped hp so u don't die in the first place). Take some of those wasted slots in combat jumping and your other defenses and turn them into 4 slotted kinetic combats in boxing and if u can brawl. Also you really don't need the fifth slots in both trasference and imps. I like to slot ference with 4 perf shifter for max acc and recharge. Also I would max 2 slot fulcrum shift with one rech and one acc. But I always one slot it w/ acc. U can easily double stack it without any rech enhancements once you get your global rech high enough. This post is getting long and on my phone hard to make sure it still makes sense so I will comment more later and will post my build when I am on my pc.
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I can't look at this on mids on my phone but at first glance you are way over slotting with the luck of the gamblers. Especially in comat jumping. Also I suggest stone over fire mastery.you can actually soft cap smashing lethal and you won't have to waste all those slots. I would 3 slot those lotg's.
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Ok I reread your post and saw you went d3. So I would put 3 slots of aegis in the stealth aura(name is eluding me atm), 3 slots of aegis in dark embrace and 3 slots of aegis and the steadfast plus 3 defense in tough. I usually don't bother slotting the pvp io's bc for the money I can think of better uses for 2 billion but they are an option too for even more defense. I love the fire/cold defense you get w/ 3 slotting aegis and 3 of them is significant. Also throw in the lotg plus recharge and def/end and def/end/rech in the stealth aura. That should boost your overall survivability and really help when darkest night isn't on. If you like you can pm me your build in mids or post it here and I would be more than happy to tweak it. It just helps to know what I am working with.
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Depending on your epic pool choice I would build for more defense or more resistance thru regular slotting not thru bonuses. Your stealth aura provides pretty good resistances and paired with a resistance shield like dark embrace your resistances will be very respectful and defense is nice as a buffer to your tohit debuffs and also makes you a lil tougher when darkest night isn't toggled on.
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There is also nothing stopping them from calling it Netherworld Blast or Darkness Blast and tweaking it. To go a little off topic, they could do the same thing with a port of dark miasma to controllers dropping some of the mitigation powers, leave the debuff......hopefully not dropping fluffy but if it had to be done I would still be all for it. Then for dark control they could change tentacles to be targeted aoe, copy some of the mezzes, make a more damage oriented version of fluffy or something then bam. And obviously we need dark assault for doms, it would be a really easy port.
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Well I did hear that brutes were getting ice and defenders were getting fire from a friend in game(but I don't believe it). So if they are being proliferated maybe the other archetypes will get some love.
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Well, that's not entirely true, a power boosted transference is pretty sweet. And transfusion can make a huge heal, but that's not usually that big of a deal. But you are correct. Like I said didn't read the whole thread, but I did read mention of Power Build Up, so I just wanted to make that point.
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Wow thanks for all the great replies guys, got good news and more info than I bargained for. I have messed around in the database editor before, I'm sure I'll figure it out!
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I sort of see your point that drain psyche isn't a heal and no it may not have saved you when you were already almost dead. But that isn't what it is for. It prevents the need for a direct heal because you are already regenning too much to get that low in the first place. I stand firm that siphon life would not be any more powerful than drain psyche. Actually it would be less powerful as the heal would be pretty minor.
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No blackstar is the nuke. Pbaooe extreme damage self -end -recovery
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I'm sure I'll get assaulted for asking this instead of trying to find it on my own, but I could have sworn they made inherent fitness work in forms? According to mids this isn't the case. I recently read dechs' MF'ing WS guide and I thought I'd take his tips into Mids to see if I would enjoy a WS.
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Ok now for Dark Manipulation:
Tenebrous Tentacle- ST Immob, moderate negative
Shadow Punch- ST Melee, moderate negative
Death Shroud- PBAoE minor neg DoT
Smite- ST Melee, high negative
Soul Drain- PBAoE Moderate Negative, plus damage, plus tohit, very long recharge, same as defender dark mastery not the stupid recharge that soul mastery gets
Siphon Life- same damage as Shadow Punch, minor heal(if you think this is overpowered you obviously have not played mental manipulation)
Dark Consumption- PBAoE Minor Damage, Self Plus End, Long recharge same as consume from /fire
Touch of Fear- same as scrapper etc.
Midnight Grasp- ST Melee superior or extreme negative, immobilize
So that is my set...it feels maybe a little too offensive with not as much utlility. I think I would be up for sacrificing smite for some control, or possibly turn in siphon life and dark consumption for some sorft of drain psyche type power. I feel that right now /mm is leagues ahead other blaster secondaries since you can cap your own friggin' regen and I think /dark would have to answer with something close to it.
Also note that I left out -tohit from the attacks, still not sure how that would work out. -
Ok first shot at what I am going to call Dark Blastery:
Dark Blast- moderate negative damage, moderate recharge
Shadow Pulse- minor negative DoT, fast recharge
Dark Obliteration- taoe moderate negative, similar to existing dark oblit.
Torrent- ranged cone, minor damage, knockback
Aim or Petrifying Gaze- aim if we stay with that type of blaster and skip gloom altogether or PG if we take gloom later on
Moonbeam- because for some reason people still use snipes
Petrifying Gaze or Gloom- PG st mag 3 hold, Gloom high dot negative
Siphon Life- same damage as dark blast...the heal would have to be balanceable
Blackstar- gotta have a nuke!
Personally I think I would be ok dropping aim to pick up gloom but I don't think it would we balanced to have both aim and gloom, I believe that petryfying gaze should be in there somewhere. Secondary to come soon(tm). -
See I know it wouldn't really change much as far as being op for other sets, but I would be willing to give up aim in the primary to be able to exchange build of for soul drain in the secondary. But I don't think it would be that over powered really, seeing as it requires you to go into melee and it couldn't just be popped before alpha burst damage like aim and build up are now.
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I see a few people have looked this thread over...none of you would like to see this in the game?
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So the devs have made it pretty obvious by giving us the soul mastery that we now have that dark blast will never make it to blasters, atleast not as it appears in game currently. And with good reason, -tohit is effectively plus defense and I could see some dark/nrg blappers doing some crazy things(then again is that so bad?). But dark does not always focus on -tohit. There are powers that stun, heal, turn damage into plus end for the user and could you imagine soul drain(or something like it?) On a melee blaster? It just seems like there is a lot of opportunity for some really neat combos in a dark/dark blaster. Later I will make an honest effort to map out powers for a dark/dark blaster. Care to give me some suggestions and please include the tier and possibly some numbers.
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Yeah my elec/psi/ice sucks! I wish I never made it!