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Posts
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Thanks for the reply. I'll peruse the changes you made momentarily.
I did want to mention, however, that I wasn't planning on using Choking Cloud except when teaming with other Rads, where it would be prudent. -
I've always been a big fan of defenders but I have never yet leveled one to 50. I have an Empathy/Sonic Defender on Virtue that was part of a Empathy Duo/Trio that I got to 41 and will probably reach 50 at some point. However, yesterday, I created a Rad/Sonic on Freedom to play with some friends there that I promptly got to level 16. I want to make an IO build that is only moderately expensive that will give me good ability to solo as well as contribute (especially offensively) to a team or TF. I will be building another straight frankenslotted/common IO build with slightly different power picks.
For this build however, I wanted to focus on a decent amount of defense and enough recharge to have Hasten and AM up Perma. I wanted to fit in Amplify but I don't see how that would be possible and I think the damage buff from Soul Drain and Assault combined with all the -Res should be good enough. I am also in the air about going for Cardiac or Spiritual for my Alpha boost. I know Hasten isn't Perma but it's very close, and even with a couple seconds of downtime, AM should be up full time.
Anyway, here is the build I am thinking of and would like help tweaking.
Thanks in advance.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Radiation Infection -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(3), DarkWD-ToHitdeb/Rchg/EndRdx(3), DarkWD-Rchg/EndRdx(5)
Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(27), Decim-Build%(29)
Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(23)
Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(34), EndMod-I(48), EndMod-I(50)
Level 6: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(7)
Level 8: Enervating Field -- EndRdx-I(A), EndRdx-I(9)
Level 10: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Rchg(15)
Level 12: Maneuvers -- DefBuff-I(A), DefBuff-I(13), LkGmblr-Rchg+(13)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(23)
Level 18: Lingering Radiation -- RechRdx-I(A), RechRdx-I(37)
Level 20: Choking Cloud -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(34), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(36), EndRdx-I(37)
Level 22: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-Build%(42)
Level 24: Howl -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(33)
Level 26: Fallout -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(43), Cloud-Acc/Rchg(43), Cloud-ToHitDeb/EndRdx/Rchg(43), Cloud-Acc/EndRdx/Rchg(46), Cloud-%Dam(46)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 35: Weave -- DefBuff-I(A), DefBuff-I(36), LkGmblr-Rchg+(36)
Level 38: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(40), Stpfy-KB%(40)
Level 41: Assault -- EndRdx-I(A)
Level 44: Oppressive Gloom -- Amaze-Stun(A), Amaze-Stun/Rchg(45), Amaze-Acc/Stun/Rchg(45), Amaze-Acc/Rchg(45), Amaze-ToHitDeb%(46)
Level 47: Dark Embrace -- ResDam-I(A), ResDam-I(48), EndRdx-I(48)
Level 49: Soul Drain -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50)
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I just resubbed about a week ago, after a 14 month hiatus and Kinetic Melee is something completely new to me. It seems like a rather slow animated set but the secondary effect of -Damage somewhat intrigues me.
I had been wanting to build a high recharge /Regen build and leverage MoG and Shadow Meld and was just wondering if any of the weakness in the KM set could be counteracted by high recharge.
Also, how does the set feel? How is it for Endurance Usage? Thanks in advance. -
Quote:I appreciate it. Sorry if it sounded otherwise. I think I am going to take a step back and go with a less expensive build for this toon, anyway, since I just remembered how much I love my SS/Shield Brute. I'll tweak up a less expensive build, probably with Hasten, and throw it up in a little while.But if you really want this build, I shall reiterate, go for it, but you wanted feedback, so you got feedback.
I am thinking, however, that I will lose the Scorpion PPP and go Fire. I plan on keeping my Ranged Def, because currently, at level 30, I'm liking the Hover and blow **** up style of build, but I think I'll focus less on getting Perma-Dom without Hasten. I have 30 Def on my current build and doubt, with good recharge and control, that I'll really need much more. One luck from soft-cap is probably plenty, in most cases. Especially if I stay airborne and stealthed.
So, really, yeah, thanks for the help! -
This is my planned (super expensive) build for my SS/Shield Brute. I think it looks pretty good but if there's any way I can make it better, let me know!
I'm planning on going Cardiac for my Alpha Slot when I respec into this build, so I am hoping Endurance issues will be fairly non-existent.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Villain Profile:
Level 1: Punch -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(15), RedFtn-EndRdx(23), LkGmblr-Rchg+(23)
Level 2: Battle Agility -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx/Rchg(7), RedFtn-Def(9), RedFtn-Def/EndRdx(11), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(34)
Level 4: Haymaker -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15)
Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), LkGmblr-Rchg+(43), Zephyr-ResKB(46)
Level 8: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(33)
Level 10: Knockout Blow -- Hectmb-Dmg/EndRdx(A), Hectmb-Acc/Rchg(19), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Dmg/Rchg(21), Hectmb-Dmg(21)
Level 12: Active Defense -- RechRdx-I(A)
Level 14: Super Jump -- Zephyr-Travel(A)
Level 16: Boxing -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(31), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31), Amaze-ToHitDeb%(33)
Level 18: Rage -- GSFC-Build%(A), GSFC-ToHit/EndRdx(25), GSFC-ToHit(25), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(40)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 22: True Grit -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(40), Aegis-ResDam(40), Aegis-ResDam/Rchg(43)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 26: Against All Odds -- EndRdx-I(A)
Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(39), Aegis-ResDam/EndRdx/Rchg(39), GA-3defTpProc(46)
Level 30: Grant Cover -- LkGmblr-Rchg+(A)
Level 32: Foot Stomp -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(34), Armgdn-Dmg/Rchg(34), Armgdn-Acc/Rchg(36), Armgdn-Acc/Dmg/Rchg(36)
Level 35: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Rchg(37), Oblit-Dmg(39)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 41: Ring of Fire -- RechRdx-I(A)
Level 44: Fire Blast -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(45), Apoc-Acc/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Dmg/Rchg(46)
Level 47: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(50)
Level 49: Melt Armor -- Achilles-ResDeb%(A), AnWeak-Acc/Rchg(50), AnWeak-Acc/Rchg/EndRdx(50)
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Level 1: Brawl -- Hectmb-Dam%(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42)
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Maybe I misinterpreted the AT, then. I had felt, from playing up to 30 so far, that Dominators were at least as much about dealing damage as they are about their control.
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Thanks for your input. I'm not sure that you noticed, but my S/L Defense on that build is also 39, so the only thing that would be a huge concern is non-ranged Fire and Cold damage.
As far as underslotting my holds, keep in mind that I am planning on going Nerve for my Alpha Slot, which will give me +33% to my Accuracy and Hold Duration, to begin with, until the Rare and Very Rare are available.
I also understand that with my control, the defense seems superfluous but I plan on running many TFs with this toon and like to not have to completely rely on my Holds landing.
Anyway, thanks for the input, I am considering moving some slots around. I've also been playing with the idea of going for Mind/Fire instead, as it has a ranged AoE, but we'll see. -
With topics about how Rain of Arrows is such a great power, it got me thinking... Is there any reason to have the other nukes have a crash? Couldn't they tone down the power a bit, up the recharge and make all the other nukes crashless? It seems to me that Blasters suffer from overkill a lot with their nukes which make them very situational at best.
Heck, you could even keep their recharge time high and just eliminate the crash and keep damage nearly the same, especially in the case of say... Blizzard.
I don't know, I think it's one relatively simple fix that might give Blasters a bit more mileage. -
I just recently resubbed and before I let my account lapse, Electric Control did not exist, so my experience with it is rather limited.
I really, for both thematic and playstyle reasons, want to make a Dom who wades in the thick of things and was wondering if this combination would work. How good is the +regen, +recovery aura and, paired with the controls and all of the Earth powers, minus Hurl Boulder, would I be likely to survive in melee range? Specifically if I focused on defense and recharge with my IO set bonuses? Are the Gremlins skippable? Thanks in advance for the answers to the questions.
I'm fairly confident in my IO building capabilities, I just don't have a feel for the Elec/ set specifically. -
So I let my subscription lapse over a year ago now and, finally, nostalgia has sucked me back in. After taking a couple days to relearn the game and get used to the changes (Fitness as an inherent! Who would have thought?), I have been working on tweaking some of my old builds to fit the new game. I have a Mind/Energy Dom who isn't even 50 yet, but I enjoy playing her a ton and really like the build I dreamed up.
It's a build where I'm going Perma-Dom without Hasten with also going high defense (39 S/L, 43.5ish Ranged, 50+ Energy, 40s Negative and only 20 F/C but that's ok.)
As for my Alpha Slot, I am planning on going Nerve with an eye towards going Radial Paragon once they release it.
So, here is the build. Thanks in advance for anyone who looks at it. (Yes, I know it'll be very expensive, that's fine.)
Edit: While I know Cold Mastery would probably be superior, I'm not sure how I can justify taking it, character concept wise. The toon is basically an evil genius type who built her own power suit to amplify her own latent mental powers as well as give herself blasts. I'm sure I could add /Cold in as an added tech but it seems to be a little lame as far as her concept goes.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Energy Assault
Power Pool: Flight
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Mesmerize -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(3), FtnHyp-Acc/Rchg(27), FtnHyp-Sleep/EndRdx(27), FtnHyp-Plct%(37)
Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(19), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43)
Level 2: Dominate -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(43)
Level 4: Power Push -- Apoc-Acc/Dmg/Rchg(A), Apoc-Dmg/Rchg(5), Apoc-Acc/Rchg(5), Apoc-Dam%(11), Apoc-Dmg/EndRdx(34)
Level 6: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(7), Zephyr-Travel(7)
Level 8: Mass Hypnosis -- CSndmn-Heal%(A), CSndmn-Acc/EndRdx(9), CSndmn-EndRdx/Sleep(9), CSndmn-Acc/Sleep/Rchg(11), CSndmn-Acc/Rchg(19)
Level 10: Stealth -- LkGmblr-Rchg+(A)
Level 12: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 14: Assault -- EndRdx-I(A)
Level 16: Fly -- Zephyr-ResKB(A), Zephyr-Travel(17)
Level 18: Power Boost -- RechRdx-I(A)
Level 20: Tactics -- AdjTgt-ToHit/EndRdx(A)
Level 22: Whirling Hands -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg/Rchg(23), Armgdn-Acc/Dmg/Rchg(23), Armgdn-Acc/Rchg(25), Armgdn-Dam%(25)
Level 24: Kick -- KntkC'bat-Knock%(A)
Level 26: Terrify -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(37), Ragnrk-Acc/Rchg(48), Ragnrk-Knock%(48), Ragnrk-Dmg/EndRdx(48)
Level 28: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(29), CoPers-Acc/Conf/Rchg(29), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(31), CoPers-Conf%(31)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(46)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(34), Mlais-Dam%(34)
Level 35: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(42), RedFtn-EndRdx(42)
Level 38: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def(46)
Level 44: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46)
Level 47: Personal Force Field -- LkGmblr-Rchg+(A)
Level 49: Total Domination -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(50), BasGaze-Rchg/Hold(50), BasGaze-EndRdx/Rchg/Hold(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21)
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There are two additional reasons why you see this.
1) Hot Feet can only be activated while on the ground. You can toggle on Hover/Flight after that but some people don't like the inconvenience.
2) Since a lot of Fire/Kins are farmers, a lot tend to go with the /Earth Mastery Epic Pool to get a good AoE attack and good S/L Defense. The cavaet is that Fissure can only be used while grounded. -
With extremely high recharge, as a Stalker, you may be able to use Shadow Meld as a stop-gap to help perma a God Mode.
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Emphasis mine. Good point. Especially since I'm giving up Power Boost, having Total Dom might work a bit better for me. And then I can play entirely at range. Makes me wonder if I should consider dropping S/L Def for something else...
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I think the two best, from personal experience, are:
a) Fire Control/Kinetics Controller. With just a mild investment in some set IOs, you become a near unstoppable powerhouse. I've been working on tweaking my build so I can soft-cap S/L (which I do have on my current build) AND Ranged (which I don't) in order to push him to the next level.
b) Super Strength/Shield Defense Brute. This toon takes a bigger investment to become a top toon at farming. However, my current build is under 100 mil, and I'm not even quite at soft cap and I can farm on up to +2/x8 without running into any issues. Borea missions are my current choice, because of Vanguard merits, but with Shield Charge, Ball Lightning and Foot Stomp, nothing lasts very long. His final, uber expensive build will likely handle +4/x8 with similar ease. -
I think End Drain compounds the issue. I was running a trio of Kin/Elec Defenders before and right after we'd short circuit, they'd scatter into the wind. Made it VERY annoying and we ended up deleting that trio.
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I decided on Fire.
Should I go with Incinerate or Combustion? Both will slot a purple set so set bonuses is moot. Both require being upclose, which I can but don't like doing, due to lining up Breath of Fire and Terrify... -
I'm actually very heavily considering rolling her as a Mind/Fire.
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Quote:Yeah, it's not exactly uber or anything. IO'd out, I don't think it'd be even close to a match to my SS/SD in terms of most encounters.Funny... I was just fiddling around with one of these in Mids. By the numbers, it doesn't look incredibly strong, but I bet it would be a blast to play once you got into the mid-30's and had a really good solid attack chain and some IO slotting.
Claws/FA has interested me for a while now, but maybe I'll give DM/Fire a go.
My Brute is 28 right now and frankenslotted with some set IOs for now. I can jump into a group, hit Soul Drain and go to town, using Siphon Life as often as it comes up and throwing a Healing Flames when needed. I find the single target and AoE damage are very decent once I get some fury going. Hurdle + Combat Jumping is way too useful for positioning and taking out bigger threats quickly. I'm soloing on +0/x6 and depending on the group, I sometimes end up face planting but generally do pretty well. If I wanted to be cheesey for easy leveling, I'd pick up Temp Protection so I'd be sitting at 90 Fire Res and then just load up AE with Fire baddies and go to town. -
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Quote:1) I have no "Rule of 5" exceptions for recharge. The 7.5s are 5 LotGs, 1-2 other.Permadom is possible without Hasten, I had it on both my Fire/Psi and Mind/Fire. The minimum global recharge is something like 122.5%. Also, I wouldn't drop Fiery Embrace, it's a great damage boost since you'll mostly be dealing fire damage and it brings up Blaze's damage close to 400.
I'm in class right now, so I can't view the data chunks, but yes you can only have 5 of one specific set bonus. Although, the exception to this rule is the LotG 7.5, it is its own set bonus. Mind/Fire and Mind/Energy are both great combos, my Mind/Fire is one of my favorite toons. I built mine for mostly ST damage with my only real AoE attack is Ball Lightning.
Since I can't see the build, I don't see what controls you're missing in the Mind/Fire build. Though, I can say from experience Total Domination is certainly skippaple, long recharge AoE hold, I haven't missed it or feel like I need it. Dominate, Levitate,Mesmerize and Confuse are my ST controls. Mass Hypnosis, Mass Confusion and Terrify are my AoE controls, with these I already have more controls than I need.
2) It defintely is SP3 (Super Permadom 3) on both of these builds.
3) And on the Fire build, I'm only giving up Total Dom. With the loss of Power Boost, however, I lose my perma-Mass Confusion as well. (though it's not that far off, and if takes me more than 70 seconds to fry a spawn with Fire Breath something is wrong.)
Really, I think the Mind/Fire is the stronger contender which kind of makes me sad, considering how much I've already invested in my Mind/Energy -
Quote:The Mac Pack gave me the Mission Teleporter, which has been vastly convenient. GvE Jump Pack and Pocket D Teleporter are also big QoL improvements. I can't afford the Ninja booster yet, but I'm not at all upset at them offering a QoL improvement for money. It's not like I can't get by without it.What kept him was the fact that the other boosters were pure luxury items, that offered pretty much only aesthetic benefit. Ninja Run is an awesome quality of life improvement at low levels. No longer worry about outlasting your temp power jetpacks, no longer tied to the relatively glacial pace and weak vertical movement of Sprint, the lower levels are far more bearable.
I don't care, if I start to get jealous, I can buy the booster pack. If it becomes the standard for super boosters to offer quality of life improvements at this level over what you get for your monthly fee, though, I might start to care. At that point, it's not just giving cool stuff to booster buyers, it's holding back cool stuff from existing paying customers to try and squeeze mroe money out of them. But this is the first strike in my book, I'm not gonna get all upset about it. If the ratio stays at 1 serious upgrade out of 4 boosters, and regular subscribers keep on getting cool stuff as well, I'll stay happy. And if it doesn't, well, I still have a WoW account I can reactivate with a guild full of folks I'll be happy to play with, and it would be far from the first time I unsubbed from CoX because the devs annoyed me badly. -
Quote:It obviously comes down to your playstyle and the types of missions you run.FS can make up the diff. in damage so much that
slotting for control = slotting for dmg?
So then slot for recharge in FS and slot for control?
However, if you can double stack FS and are fighting a decent number of enemies, control > damage. If you get off a capped FS, you're looking at being most, if not all the way to damage cap.
Slotting for damage will make sure that with one FS, you're damage capped as much as possible, but I think that outweighs the advantages you get from slotting control. Control sets are far cheaper and give good set bonuses. -
I spent a lot of time drafting up a build in Mid's for my Mind/Energy Dom and was reasonably happy with it. That is, until I noticed that, with a bit of work, I could get a build that was similar with Mind/Fire but have better damage. My Mind/Energy is level 28 and has done a bunch of story arcs, so it's more a discussion on which one to give the multi-billion build to.
Both are designed as being mostly ranged builds. The metrics are:
1)Perma-Dom without Hasten
2)Soft-Capped Ranged/Energy Defenses
3)39% S/L/N Def
Pros for Energy:
1) Better Control (Power Boost, allowing for Perma Mass Confuse among other things.)
2) Knockback as a secondary control
3) AoE Hold for additional control
Pros for Fire:
1) Better Damage (Fiery Embrace and Damage as a second defense)
2) Breath of Fire (Better damaged RANGED AoE)
3) A pet (Don't really know how useful that'd be.)
The builds:
Mind/Energy
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I am currently striving towards creating what is, in my mind, the perfect Mind/Energy Dom. Right now she's level 27 and is a ton of fun to play and I'm wondering if there would be any interest in a journal chronicling not only her journey to 50 but also her journey to ub3r.
Thanks for replies, either way.