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On scale of 1-5 this is how I see most MM primaries overall with some added notes
Beast-3
-ALL melee
-pets are squishy
-dire wolf tends to burn thu his end
-set relies heavily onbuilding pack mentality for pet dmg or fortify pet, but post 32 MM attacks arent needed to keep this high
Demons-5
-prefer melee
-lots of dmg variety(fire/cold/toxic)
-self buff and heal with tier 2 pets
-prince is just amazing
Mercs-1.5
-worst overall set..period
-much better suited for ranged...and being mediocre
-medic is almost useless
-adding the Achilles Heel proc makes their dmg less pitiful
Necro-3.5
-melee oriented with Lich as ranged crowd control
-most average overall set, but very good
-zombies are squishy, but eventually get self heal
-the tohit debuffs are nice
Ninjas-3
-melee oriented
-overall feel is kamikaze razorblades, good dmg if they can live
-Oni's Rain of Fire can scatter mobs
Thugs-4.5
-mixed range/melee
-mostly smash/lethal with arsonist for some fire(he dies a lot)
-layering defenses on top of enforces makes them very durable
-Bruiser is a decent meatshield
Robots-5
-prefer range
-very durable and se;f sufficient
-great dmg is mob is locked down for Assault bots AOE
As for secondaries..here we go.
Dark and Time go great with everything, keep you busy, and are fun to play
-Dark edges over time in overall "best" secondary due to how well the debuffs stack up and especially Fluffy
Force field/Sonic..both are decent, but boring and work better with primaries to compliment pets inherent def/res
-mez protection for you is nice
-FF favors thugs/bots/ninjas but can work well with necro or beast..aso works well with mercs due to force bubble
-Sonic is not bad on thugs, goes best with demons, and decent on beast or necro
Thermal is a great and underplayed set. IOs dont offer much in the way of resistances so this is great endgame set
-can be ranged, but aoe heal needs melee
-good mix of buff/heals early game, the end late debuffs are totally wicked
Storm is great in the right hands, a headache in most
-prefers ranged sets, but can be used to good effect in melee
-Freezing Rain is just awesome
Poison...just..dont...
-I really want to say something good about this..so I will...the animation for the ally rez is cool. Thats all I can say for this set
Pain
-better in melee, good at range
-great early game, but end pain falls behind b/c it cant keep up with incoming dmg
-works better with tougher pets late game such as thugs/demons/necro
Trick Arrow
-very range oriented
-overall not a bad set, crowds tend to underestimate the level of debuff this set puts out
-would be a lot better if Oil Slick didnt send your pets to the 4 corners of the earth. They REALLY hate this power
Traps
-prefers melee
-great set overall IF your team doesnt move around too much
-one of, if not the, best set for soloing very hard targets
-detonator is twisted fun, esp nice synergy with necro since you can rez your bomber using soul extraction
Necro/Dark will do great at every stage of the game and will really shine once you throw in IOs to beef up your own survival. -
Is going to go with using combos b/c I think that is a more feasible goal than getting insane rech.
I dont expect to be tanking the biggest and baddest AVs or farming like the pros but I want to be able to tank most PVE content with needing much help outside popping the odd insp. -
I dont expect someone to make a build for me but I would like some advice on goals. Ive never really played either set past its 20s and that was all before elec's revamp. Im going to be investing heavily into this toon so virtually no expense will be spared. PVP IOs are out of the question but Im willing to go for purple sets once he's 50.
He's a concept that uses the elements(fire elemental and ice sword) and protects himself with lightning.
Some things I was thinking of going for..
-at least 30% S/L/F/C defense...I know elec has great resistances but I learned the value of layered defenses playing the hell outta my stone/wp brute
-as much rech as possible, minimum 60% global rech
-Incarnates
Alpha-Spiritual or Resilient
Judgement-Ion or Pyro
Interface-Reactive
Destiny-Barrier or Rebirth..leaming at Rebirth as Oh Sh*t heal -
Wild Cipher - Beast/Time
A guy with the ability to bring holograms he creates to life, along with alter reality in his immediate area in small ways.
Why animals then? B/c he is amused at watching them bite peoples faces off -
On my bm/time i skipped swarm. I was busy enough not running out of end with my 2 attacks and time powers. the achilles heel proc was a great idea, butmy experience seems its much better off in ravens imo
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This is the rough build I threw together...caps ranged defense and gives a healthy dose of s/l resistance if needed.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Fire Blast
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: O2 Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(46)
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(50), Thundr-Acc/Dmg/Rchg(50)
Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(9)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dam%(13), Posi-Acc/Dmg/EndRdx(13)
Level 6: Snow Storm -- EndRdx-I(A)
Level 8: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15), TtmC'tng-ResDam(17), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/EndRdx/Rchg(19)
Level 10: Freezing Rain -- RechRdx-I(A), RechRdx-I(19)
Level 12: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Dam%(23), Posi-Acc/Dmg/EndRdx(25), RechRdx-I(46)
Level 14: Fly -- Flight-I(A)
Level 16: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(25), DarkWD-ToHitdeb/Rchg/EndRdx(27), DarkWD-Rchg/EndRdx(27)
Level 18: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(21)
Level 20: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(31)
Level 22: Afterburner -- LkGmblr-Rchg+(A)
Level 24: Boxing -- Empty(A)
Level 26: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(45)
Level 28: Blaze -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(34), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(36)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(37), TtmC'tng-ResDam(48), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx/Rchg(50)
Level 32: Lightning Storm -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(37), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Dmg/EndRdx/Rchg(39)
Level 35: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(40), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(42), RedFtn-EndRdx(42)
Level 38: Inferno -- Erad-Dmg(A), Erad-Acc/Rchg(42), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43)
Level 41: Electric Fence -- Acc-I(A)
Level 44: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
Level 47: Aim -- RechRdx-I(A)
Level 49: Hasten -- RechRdx-I(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(46)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 24.25% Defense(Energy)
- 24.25% Defense(Negative)
- 3% Defense(Psionic)
- 25.81% Defense(Ranged)
- 3% Defense(AoE)
- 1.8% Max End
- 4% Enhancement(Heal)
- 39% Enhancement(Accuracy)
- 62.5% Enhancement(RechargeTime)
- 3% Enhancement(Stun)
- 12% FlySpeed
- 114.5 HP (11.25%) HitPoints
- 12% JumpHeight
- 12% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 4.7%
- MezResist(Sleep) 9.1%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 4.7%
- 19.5% (0.33 End/sec) Recovery
- 30% (1.27 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 15.67% Resistance(Fire)
- 15.67% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 12% RunSpeed
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I have a stone/wp/soul and he has 30-35% def to s/l/f/c/e/ne and he is almost unstoppable. He is a superior shock trooper for missions since I bring little aggro to myself unless Im spamming aoes. That being said I sometimes have difficulties being playing the maintank since I do lack aoe and a more active taunt aura
I can strongly second building for defense and +hp. Just standing with RttC Im at 2645 hp and regen 44.4 hp/sec.
All the KD stacking with the -tohit make me very hard to kill indeed. Throw in darkest night's -dmg component just makes it sweeter.
Endurance is still an issue in extended fights but soloing I tear through mobs so fast and with just a few seconds of downtime Ive got enough end to go after next mob.
BS or Kat sound nice too being able to add some beefy def numbers early on and both can maintain a solid attack chain with little global recharge. -
Gonna try this combo as a hover-combatant, Ive played both sets to 50 but never together.
Its gonna be a concept toon based around thermal-energy conversion(think Saten from the Needless anime series) absorbing heat energy and manipulating temperature and air pressure to create localized storms and release concentrated energy in fiery bursts.
Plus Im a sucker for rain powers and FR + RoF makes me very excited.
I was planning to aim at building resistance with mist/tough/charged armor. Im wondering if I should go defense since I really dont want to get aid self.
Any helpful advice is much appreciated. -
Im going to be lvling this toon very soon and Im just curious as o what the general consensus would be the best overall APP on a hero dom that isnt too concerned with aoe. Ive got toons for that, now Im looking for an interesting shock trooper type(literally!)
I realize /elec would be a somewhat more logical choice since various EM powers do KB but Ive learned to use that to my advantage with years of practice on stormies and ice trollers.
Im leaning at going villain long enough to get scorp shield/pff so I can softcap my s/l defense and not be stuck with ice armor and get a couple extra spots for LotG 7.5s
Im just wanting to maximize survivability since I do a lot of soloing.
If you think ice would still be a better option or if I should look into another pool make your case. -
poison is a very underwhelming set on every front...personally i can never recommend a mm secondary that doesnt almost nothing to protect the pets or even the mm himself. other sets do everything better and with less effort, but as a very theme-oriented player i can still try to point you in the right direction
bots would seem to come to mind as overall best choice. they can buff/heal for themselves and they are the most self-sufficient pets out there. plus their shields are also for the mm
demons or necro are a very close 2nd since the tier 3 pets(prince/lich) are beasts for crowd control once fully upgraded. -
bots or thugs really kinda take lead as far as aoe dmg. but ive heard the assault bots KB factor can work against distortion field unless you lock down mobs.
any MM can solo..any can solo harder missions...some just take longer.
but since both set also come with inherent def buffs they are natural for /time as well,and necro getting a big nod as well with the -tohit
my vote goes to thugs as top choice, with necro as close second since they synergize well. bots are awesome but i just prefer the not-most popular sets. -
I dont wanna burst your bubble but MMs are really not meant to farm. They can run high lvl missions all day but as far as being capable of the kind of dmg/survivability it takes they just cant do it.
Overall when it comes to MMs anything /dark or /traps will be great for soloing/teams/high lvl content. Also both pretty proactive so yoiu wont be bored.
The most solid overall for would be something like bot/traps when it comes to great performance right outta the box.
Demons are very nice as well since they deal out a variety of dmg types, heal/buff themselves and MM, and the prince is a beast as your personal tanktroller. They are best with something like thermal or dark that can stack on top of their natural resistances. -
well you said money was no object and judging by your build you dont plan to exemplar much so this is pretty much a fire version of how i ran my plant/kin farmer.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), HO:Perox(5), Dmg-I(7)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Acc/EndRdx/Rchg(11)
Level 2: Fire Cages -- GravAnch-Hold%(A), Posi-Acc/Dmg(34), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(43), Posi-Dam%(46), Posi-Acc/Dmg/EndRdx(48)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Super Speed -- Winter-ResSlow(A)
Level 8: Hot Feet -- Armgdn-Dmg(A), Armgdn-Dam%(11), Armgdn-Acc/Dmg/Rchg(13), Armgdn-Acc/Rchg(13), Armgdn-Dmg/EndRdx(15), EndRdx-I(15)
Level 10: Siphon Speed -- Acc-I(A)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(17), Amaze-Acc/Stun/Rchg(17), Amaze-Acc/Rchg(19), Amaze-EndRdx/Stun(19)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(50)
Level 18: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(23), UbrkCons-Acc/Hold/Rchg(23), UbrkCons-Acc/Rchg(25), UbrkCons-EndRdx/Hold(25)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
Level 24: Tactics -- HO:Membr(A), HO:Membr(29)
Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam(33), RctvArm-EndRdx(33), S'fstPrt-ResDam/Def+(33)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), S'bndAl-Build%(37)
Level 35: Transference -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(39)
Level 38: Fulcrum Shift -- RechRdx-I(A), Acc-I(39)
Level 41: Fissure -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43), FrcFbk-Rechg%(43)
Level 44: Seismic Smash -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(45), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Acc/Rchg(45), Hectmb-Dmg/EndRdx(46)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Earth's Embrace -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(40)
Level 1: Brawl -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(29), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
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)
- 11.75% Defense(Smashing)
- 11.75% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 7.38% Defense(Melee)
- 4.88% Defense(Ranged)
- 3% Defense(AoE)
- 2.25% Max End
- 100% Enhancement(RechargeTime)
- 5% Enhancement(Heal)
- 93% Enhancement(Accuracy)
- 5% FlySpeed
- 103 HP (10.13%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 9.1%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 27% (0.45 End/sec) Recovery
- 40% (1.7 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 14.18% Resistance(Fire)
- 14.18% Resistance(Cold)
- 5% RunSpeed
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You can go one of 2 ways for your own survival as /therm...either build up your own resistances with tough + epic armor + ember demons resist OR get as much defense as you can without giving up too much of the other bonuses you need/want(weave/maneuvers/scorp shield/hover or CJ)
For therm you cant get enough +rech for your potent(though long recharging) debuffs.
If you really want your demons in the fray the only real option is to get group fly..maybe have tactics to offset the -acc to the pets and nearby allies. Though these days everyone runs leadership so no one may even notice the difference....and a flying demon dance party sounds so damn cool now I think about it...
On a side note tactics is a good idea anyways since both your major debuffs can potentially miss. -
Traps is very very good. Still one of the top secondaries available..I just know that it also tends to favor melee for several of is key powers. I still would recommend leadership to stack defense for pets and at least aid other...but thats me and I tend to play it on safe side.
Yes force fields is easily the most passive(and potentially boring) secondary available but its still very good at buffing your minions..and force bubble is nifty for keeping a lot of things from getting up close. I have played force fields for years and still love it, I just adapted with plenty of other things to keep me busy. As a force field MM(you could try building for tankerminding with provoke), pick up your own attacks for a little extra dps and have plenty of slots/power options for full leadership and aid self/aid other.
Either of these are awesome, with traps I just parked pets in a spot, ran in to drop mortar/poison bomb, etc, then hopped back to the mercs so they get the FF generator love. -
What secondaries are you looking into? Any MM can tackle regular content but Im always trying to make up for weakness in each set.
Mercs really benefit from secondaries that play better at range(dark, storm, and force fields come to mind and in that order as well). But if you go bubbler I highly suggest picking up the medicine pool b/c the medic's heal is 'meh' and unreliable.
Other good choices would be traps, pain, or time. -
IMO the numbers on a tank wouldnt be worth it. On my stone/wp brute I got a lot more use from soul mastery and use the cardiac alpha to make up the extra slack for my crazy end drain.
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Im not used to playing either of these sets so Im kinda winging this one. The theme that popped up when I read this proliferation was just too good to ignore. It came down to necro vs demon and necro just didnt seem to stack as well with sonic in my head for some reason.
I saw the whole demon/sonic vs thermal post and although thermal seems overall better imo(tho not by that wide a margin) as I said this is a concept toon.
Some things Im definitely not sure about are how to slot certain powers, specifically the tier 2 demons or liquefy. Im not entirely sure how the demon heal mechanic works as to whether its just something they use as they feel necessary(kinda like bots who go off a minimum heal amount before they will heal) or if its something they just use randomly. As for liquefy all I can say I know for sure is I want to cap its rech numbers..everything else Im lost. Is its debuff numbers worth enhancing on top of what demons already dish out demons or what sort of procs could I use effectively(Ive come to love procs thru my many controllers).
I capped my s/l resistance and while my rech isnt where Id want it I just cant get the numbers I want without certain sacrifices and even settiing the few purple-friendly powers I have with their respective sets doesnt make enough of a difference to warrant the price.
This is what I threw together in a semi-delirious state after work and I think it seems like it would work. Any and all criticisms are welcome b/c I know I dont hold back when Im the one giving advice. Smarter players means a better overall experience so I need to know these things for future references/builds. >:P
On a side note, should I pick up the taunts to tankermind? My thugs/dark was a monster but I never actually got into the whole "taunt" thing cuz dark covered pretty much all my bases...and he wasnt built for defense so no mez protection kinda hampered my desire to be the center of attention..I left that to my Bruiser
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Sonic Resonance
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Summon Demonlings- (A) Commanding Presence - Accuracy/Damage
- (3) Commanding Presence - Accuracy/Damage/Endurance
- (3) Blood Mandate - Accuracy/Damage
- (5) Blood Mandate - Accuracy/Damage/Endurance
- (5) Sovereign Right - Accuracy/Damage/Endurance
- (7) Sovereign Right - Resistance Bonus
- (A) Endurance Reduction IO
- (40) Accuracy IO
- (A) Impervium Armor - Resistance/Endurance
- (7) Impervium Armor - Resistance
- (9) Impervium Armor - Endurance/Recharge
- (40) Impervium Armor - Resistance/Endurance/Recharge
- (A) Impervium Armor - Resistance/Endurance/Recharge
- (9) Impervium Armor - Resistance/Endurance
- (11) Impervium Armor - Resistance/Recharge
- (40) Impervium Armor - Endurance/Recharge
- (A) Endurance Reduction IO
- (43) Endurance Reduction IO
- (A) Ragnarok - Damage
- (11) Ragnarok - Damage/Recharge
- (13) Ragnarok - Accuracy/Damage/Recharge
- (13) Ragnarok - Accuracy/Recharge
- (15) Ragnarok - Damage/Endurance
- (43) Force Feedback - Chance for +Recharge
- (A) Celerity - +Stealth
- (43) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Commanding Presence - Accuracy/Damage
- (15) Commanding Presence - Accuracy/Damage/Endurance
- (17) Blood Mandate - Accuracy/Damage
- (17) Blood Mandate - Accuracy/Damage/Endurance
- (19) Sovereign Right - Accuracy/Damage/Endurance
- (19) Resist Damage IO
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Endurance Reduction IO
- (25) Endurance Reduction IO
- (A) Expedient Reinforcement - Accuracy/Recharge
- (25) Expedient Reinforcement - Accuracy/Damage
- (27) Expedient Reinforcement - Damage/Endurance
- (27) Expedient Reinforcement - Accuracy/Damage/Recharge
- (29) Call to Arms - Accuracy/Damage/Recharge
- (29) Expedient Reinforcement - Resist Bonus Aura for Pets
- (A) Impervium Armor - Endurance/Recharge
- (31) Impervium Armor - Resistance/Endurance
- (31) Impervium Armor - Resistance
- (31) Impervium Armor - Resistance/Endurance/Recharge
- (50) Aegis - Psionic/Status Resistance
- (A) Empty
- (A) Impervium Armor - Resistance/Endurance/Recharge
- (33) Impervium Armor - Resistance/Endurance
- (33) Impervium Armor - Resistance
- (42) Impervium Armor - Endurance/Recharge
- (A) Tempered Readiness - Accuracy/Damage/Slow
- (33) Tempered Readiness - Damage/Slow
- (34) Tempered Readiness - Accuracy/Endurance
- (34) Edict of the Master - Accuracy/Damage/Endurance
- (34) Blood Mandate - Accuracy/Damage/Endurance
- (36) Sovereign Right - Accuracy/Damage/Endurance
- (A) Endurance Reduction IO
- (A) Adjusted Targeting - To Hit Buff
- (36) Adjusted Targeting - To Hit Buff/Recharge
- (36) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (37) Adjusted Targeting - Endurance/Recharge
- (37) Adjusted Targeting - To Hit Buff/Endurance
- (A) Endurance Reduction IO
- (46) Endurance Reduction IO
- (A) Impervium Armor - Endurance/Recharge
- (37) Impervium Armor - Resistance/Endurance
- (39) Impervium Armor - Resistance
- (42) Impervium Armor - Resistance/Endurance/Recharge
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (48) Lockdown - Chance for +2 Mag Hold
- (50) Achilles' Heel - Chance for Res Debuff
- (A) Gravitational Anchor - Chance for Hold
- (42) Gravitational Anchor - Immobilize/Recharge
- (46) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (48) Gravitational Anchor - Accuracy/Recharge
- (48) Gravitational Anchor - Immobilize/Endurance
- (A) Unbreakable Constraint - Hold
- (45) Unbreakable Constraint - Hold/Recharge
- (45) Unbreakable Constraint - Accuracy/Hold/Recharge
- (45) Unbreakable Constraint - Accuracy/Recharge
- (46) Unbreakable Constraint - Endurance/Hold
- (A) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
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Level 2: Swift- (A) Empty
- (A) Miracle - +Recovery
- (21) Numina's Convalescence - +Regeneration/+Recovery
- (A) Empty
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
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Set Bonus Totals:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 9.38% Defense(Psionic)
- 11.25% Max End
- 54% Enhancement(Accuracy)
- 48.75% Enhancement(RechargeTime)
- 1.5% Enhancement(RunSpeed)
- 1.5% Enhancement(FlySpeed)
- 1.5% Enhancement(JumpSpeed)
- 1.5% Enhancement(JumpHeight)
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 5.25%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 32% (0.53 End/sec) Recovery
- 10% (0.33 HP/sec) Regeneration
- 20% Resistance(Smashing)
- 20% Resistance(Lethal)
- 27.56% Resistance(Fire)
- 27.56% Resistance(Cold)
- 21.26% Resistance(Energy)
- 21.26% Resistance(Negative)
- 20% Resistance(Toxic)
- 23% Resistance(Psionic)
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I had the most fun on my elec/kin/scorp corr. His theme was a guy whose mother was a tech-savvy villain who used nanites to supercharge her body. When preggo he inherited these and used them just like his mother, but adapted them so that he could also manipulate the energy in others near himself as well.
Practically speaking kin helps with elec blasts somewhat sub par dmg and the added end drain was a real boon to surviving. I softcapped my s/l defense...my usual plan was run in hitting the most dangerous foe with tesla cage/transference, buff up(siphons and FS), then hit short circuit and ball lightning. I could focus my ST attacks on things with higher hp with my aoes taking care of the weaker stuff.
The pet is OK but I never really remembered to recast it till it was just me vs 1 or 2 foes.
When I had this toon completely IOd I was constantly surprising myself with the things I was capable of. -
While it has been a while since I shelved my storm/elec defender I could generally go thru most content at +2/4 or 6(depending on foe type) without too much trouble. And yeah I used all the pseudo-pets at my disposal since this was all before defender vigilance got the dmg buff.
Typically I would open with freezing rain, drop snowstorm, run in, thunder clap, try to neutralize the boss(or most troublesome enemy) then start attacking or kick on hurricane to start moving the group into a tighter formation or a corner to unload all my pets on them.
As far as the res vs def of mist....I just found it a lot easier to build up my resistances with ranged defense if I could get it. Since my build had a tendency to be tighter on slots it was just more convenient to slot up resist powers vs try to get 6 slot in a lot of my attacks where the nice ranged defense bonuses generally are. -
OK to be honest although elec/storm has awesome thematics...the 2 sets just dont mesh well in reality. elec blast is actually very melee-intensive since you need to spam short circuit while storm wants everything away from the caster. I can highly recommend ice/storm b/c freezing rain+ice storm is a thing of beauty. Also you can use that combo as an opener for pretty much every mob and use ice blast's superior singe-target nature to pick off the boss while your DoTs devastate the minions.
It should be noted that you have to be careful about tornado/L-storm b/c they will knock things out of the effective radius of your rain attacks. To counter this you should mastery herd-icaning to get mobs in corners or at least around corners to get a facefull of electric death. then use tornado to pick off a really tough boss or buy yourself time to escape.
But if you still like elec blast its an awesome set and i love it so here's my spin on your projected plan.
1-Lightning Bolt
2-Ball Lightning
4-Snowstorm
6-Short Circuit
8-Fly
10-Steamy Mist
12-Hover
14-Hasten
16-Freezing Rain
18-Tesla Cage
20-Hurricane
22-O2 Boost
24-Boxing
26-Voltaic Sentinel
28-Thunder Clap
30-Tough
32-Thunderous Blast
35-Tornado
38-Lightning Storm
41-Thunderstrike
44-Charged Armor
47-Power Sink
49-Shocking Bolt
I Know this is very different but I have lots of experience as stormie on a defender and I learned a few things...namely you need to be able to take a hit. Since you cant heal yourself outside inspirations it's important survive long enough to get your pseudo-pets out.
Something else...steamy mist..dont bother slotting it up for defense..not worth it. But its resistances are very nice to enhance And stack well with tough/charged armor for some well-rounded resists.
It should also warn you that Thunder Clap is very flashy but lacking on its own..as a mag 2 stun it really only stuns minions on its own, thats why I liked tesla cage plus the extra hold to lock down a boss or 2 things that are making trouble for me. -
This is largely a concept toon(Virtue server Im coming your way!) But Im still wanting a degree of effectiveness. I know this could work on a defender but I just prefer corrs on principle/concept this round. This build is about what Im thinking of going with, kinda on cheap side with a few of the nicer ones I will afford myself.
Im open to suggestions.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Psychic Blast
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Subdue -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(34)
Level 1: Time Crawl -- Acc-I(A), EndRdx-I(42)
Level 2: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(34)
Level 4: Time's Juncture -- DampS-ToHitDeb(A), DampS-ToHitDeb/EndRdx(9), DampS-ToHitDeb/Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48)
Level 6: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(9), Posi-Dam%(11)
Level 8: Super Speed -- Clrty-Stlth(A)
Level 10: Temporal Selection -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(37), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(46)
Level 12: Telekinetic Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(27)
Level 14: Will Domination -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(15), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(23)
Level 16: Distortion Field -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(17), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), Lock-%Hold(46)
Level 18: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(23), FrcFbk-Rechg%(50)
Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Acc/EndRdx/Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(43), Hold-I(50)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(46)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(43)
Level 26: Kick -- Empty(A)
Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/Rchg(29), RedFtn-Def/Rchg(31)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(50)
Level 32: Psychic Wail -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Slowed Response -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(36), ShldBrk-Acc/Rchg(36), ShldBrk-DefDeb/EndRdx/Rchg(36), ShldBrk-Acc/EndRdx/Rchg(37)
Level 38: Chrono Shift -- Numna-Heal/EndRdx/Rchg(A), P'Shift-EndMod/Acc/Rchg(39), Numna-Heal(39), Numna-Heal/Rchg(39), P'Shift-EndMod(40), P'Shift-EndMod/Rchg(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 47: Super Jump -- Jump-I(A)
Level 49: Burnout -- RechRdx-I(A)
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(27)
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 10.5% Defense(Energy)
- 10.5% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Ranged)
- 5.5% Defense(AoE)
- 6.3% Max End
- 45% Enhancement(Accuracy)
- 85% Enhancement(RechargeTime)
- 8% Enhancement(Heal)
- 9% FlySpeed
- 100.4 HP (9.37%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 8%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 6.9%
- 13.5% (0.23 End/sec) Recovery
- 42% (1.87 HP/sec) Regeneration
- 5.67% Resistance(Fire)
- 5.67% Resistance(Cold)
- 3% Resistance(Psionic)
- 9% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1461;682;1364;HEX;| |78DA6594596F125114C7EF308314BAD085A52B85164ACBD636EAB349EB1215B4B1E| |82B99D0299D04610243621F7DF00BA8895BDCBE80A95D6CE3AB7189CF6E5FC2E5D1| |B88D8739FF4013264C7EDCFF3DFF73CF3D337772D74EF63C3B73FD8490BCCB65B55| |E2F2C576BB58661566BCE9C5AD28BB2A0CB4577A83551B8A4564ADA5A66A5BE59DC| |D08B8525F299E1F6F452637D3D93D7AF6A859C5AD18D465935F56A457856AAD5726| |6D5D0B4B51EFB6F56530DBD52EAB507A7F5D28649A3417B94D7CA9A51AD99B673EC| |94A11733EDFC39B5D84C5D37B5DAE6305516A3FB954FE0B214F190905284E311F89| |8E979C28C3C656EB53D9218656D2EC27C4E7312F249E7255B53B2608E397C8119B9| |C8DC268FCC1E59DE72D85AD72E737E1B7CC97C4DB14EE477EEF09A4776C13D66D73| |EEA3E604ED36370D94559C2E5E63C3B94C78D3C6ED41145BD71D49B42BD69D4FB86| |3CDDF074DF21C415D17317BCC71CBECF1C7DC07C4B9E5E787AA1F5C1DB076F3FBC0| |17877C9E385C7FB99EA9DA0982FCCD047F01333FD8BF7F38E3C03BC47E700FA3288| |BE0CA22F3EF42580BE2CDE60EF1E7987B0DED007CEEBC33A09AC9B401D8B31F64E5| |14FFDEC71F893AC45C13418A09820D72405FDDCC3C44F61E771D0DC08FBC5884597| |7841558C71B43C86E8711F38C00C753365724F20F34473896665C779EE3DE599C46| |E267FF30EC37FC0BFE03F66C462EE93670A9E2949B6F34D3B401954985127F3C0C7| |27A8D9F1589ED79EB9CDF9662E63BC8A37EA26EBF15B4C8352CC72FD8E59EC750E7| |B9DEBC769A13D261193444C0A3129C4042926832E6666716A03422C405BC093F8EA| |A153891320A559FBDED624E90AE79B3F27D96FE0B7C3F1C8FBE3707C98B551705C6| |97D11E8D77C9A890E65A14359EC508E7628C73A94B36DC5CA76CCAE28ADEF8F906C| |C5DDDFFABA58FF01D9E3E9A9| |-------------------------------------------------------------------|
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I really need to stop posting when Im mostly asleep...the 1st build i posted was an old tf build...just now getting to follow up. Here is the real build Im intending to run. Tho I was able to make a few modifications with the feedback I got.
As for incarnates Im leaning at this set up..
Alpha-Musculature, Cardiac if I really have to
Judgement-Ion, maybe Void
Interface-Reactive
Lore-who knows
Destiny-Ageless
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Force Field
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Block of Ice- (A) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Accuracy/Recharge
- (3) Basilisk's Gaze - Recharge/Hold
- (5) Basilisk's Gaze - Endurance/Recharge/Hold
- (5) HamiO:Peroxisome Exposure
- (40) Damage Increase IO
- (A) Karma - Knockback Protection
- (A) Devastation - Accuracy/Damage
- (7) Devastation - Damage/Endurance
- (7) Devastation - Damage/Recharge
- (9) Devastation - Accuracy/Damage/Recharge
- (9) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (11) Luck of the Gambler - Defense
- (11) Luck of the Gambler - Defense/Endurance
- (A) Cacophony - Endurance/Confused
- (13) Cacophony - Chance of Damage(Energy)
- (13) Malaise's Illusions - Endurance/Confused
- (15) Malaise's Illusions - Chance of Damage(Psionic)
- (15) Coercive Persuasion - Confused/Endurance
- (17) Coercive Persuasion - Contagious Confusion
- (A) Celerity - +Stealth
- (A) Luck of the Gambler - Recharge Speed
- (17) Luck of the Gambler - Defense
- (19) Luck of the Gambler - Defense/Endurance
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Numina's Convalescence - Heal/Endurance/Recharge
- (21) Numina's Convalescence - Heal/Endurance
- (23) Numina's Convalescence - Heal/Recharge
- (A) Doctored Wounds - Heal
- (25) Doctored Wounds - Heal/Endurance
- (25) Doctored Wounds - Endurance/Recharge
- (27) Doctored Wounds - Heal/Recharge
- (27) Doctored Wounds - Heal/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense/Endurance/Recharge
- (29) Luck of the Gambler - Defense
- (29) Luck of the Gambler - Defense/Endurance
- (A) Positron's Blast - Accuracy/Damage
- (31) Positron's Blast - Damage/Endurance
- (31) Positron's Blast - Damage/Recharge
- (31) Positron's Blast - Chance of Damage(Energy)
- (33) Positron's Blast - Accuracy/Damage/Endurance
- (33) Gravitational Anchor - Chance for Hold
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (34) Basilisk's Gaze - Accuracy/Recharge
- (34) Basilisk's Gaze - Recharge/Hold
- (34) Basilisk's Gaze - Endurance/Recharge/Hold
- (36) Lockdown - Accuracy/Recharge
- (46) Lockdown - Accuracy/Endurance/Recharge/Hold
- (A) Endurance Reduction IO
- (A) Jumping IO
- (A) Expedient Reinforcement - Accuracy/Recharge
- (36) Expedient Reinforcement - Accuracy/Damage
- (36) Expedient Reinforcement - Damage/Endurance
- (37) Expedient Reinforcement - Accuracy/Damage/Recharge
- (37) Expedient Reinforcement - Endurance/Damage/Recharge
- (40) Soulbound Allegiance - Chance for Build Up
- (A) Positron's Blast - Accuracy/Damage
- (37) Positron's Blast - Damage/Endurance
- (39) Positron's Blast - Damage/Recharge
- (39) Positron's Blast - Chance of Damage(Energy)
- (39) Positron's Blast - Accuracy/Damage/Endurance
- (50) Absolute Amazement - Chance for ToHit Debuff
- (A) Accuracy IO
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (A) Kinetic Combat - Accuracy/Damage
- (45) Kinetic Combat - Damage/Endurance
- (45) Kinetic Combat - Damage/Recharge
- (45) Kinetic Combat - Damage/Endurance/Recharge
- (46) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (48) Doctored Wounds - Endurance/Recharge
- (48) Doctored Wounds - Heal/Recharge
- (48) Doctored Wounds - Heal/Endurance/Recharge
- (50) Doctored Wounds - Heal
- (50) Steadfast Protection - Resistance/+Def 3%
- (A) Empty
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 2: Swift- (A) Run Speed IO
- (A) Miracle - +Recovery
- (43) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (43) Endurance Modification IO
- (46) Performance Shifter - Chance for +End
- (A) Kinetic Combat - Accuracy/Damage
- (40) Kinetic Combat - Damage/Endurance
- (42) Kinetic Combat - Damage/Recharge
- (43) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Sprint- (A) Empty
- (A) Empty
------------
Set Bonus Totals:- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 10.5% Defense(Smashing)
- 10.5% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 5.5% Defense(Ranged)
- 3% Defense(AoE)
- 27% Enhancement(Accuracy)
- 81.25% Enhancement(RechargeTime)
- 8% Enhancement(Heal)
- 118.3 HP (11.63%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 5.8%
- MezResist(Immobilize) 8%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 6.9%
- 16.5% (0.28 End/sec) Recovery
- 74% (3.14 HP/sec) Regeneration
- 5.67% Resistance(Fire)
- 5.67% Resistance(Cold)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1487;675;1350;HEX;| |78DA6594496F126118C7DF81C10A05A1504A5BA06C2D6BD9A2479BAAD41A152C15F| |5662AC2B48E214000133DFA25ACC6E8C5EDE6458D7E10978FE041BB6813B5277C3A| |CF9F256112F27BE73FCFCE3353B8BF627E7BE1E1B2906CB95AB9DDDEC835EA9D56A| |356535A8642794BAD88A36B8C7E7383273DA3D4C58AD23BBB871E9FBBB7B9995A6D| |B4E8E9AAAAD4AAC2546C9075A9A928558B762C2855B5A2D615B3769757CA4DB5BE6| |5EDDD549556FB8EDAB49F6FAA9554A9D3A82B1B8572BBA3B41E4C532131FA6D4B02| |57D7203EEB84F0CA42F705FCCA94BF814B6426EB45C44B5C94C5E981AF10FF8466F| |3883496BBB2F482ED8EBD045F318FBF06DF3097C841CF3E3ABD53D234D32468633E| |211824AED3F05DD272997F80076C73E22F788BEACDCAC256668668EA63EC2BC68C3| |ACD6699EE8DC869444E1B72DA91F329619C6DA4F104D76A07BD14D3027FCB35B69F| |5C674E95983EB2B16216D635D6A62F8379E66C01BC025FF29940AD13A8EB2CC1C19| |ADE016DCAC1F4A0660F6A7E4C70E2FF74BEE35AE7DE831FC04F4CFF47F03ACF2948| |B95DE8D7853EFDE0338A3B83B833D89300F624803D09604F427F78C6C943A69DE2B| |AB127EE00C77391E685E68DB2F69C72F890C3B7C7BEA17DF01773FE3778C08CE4B8| |F69FB44041F806D1F73CFA0EA3EF30FA0EA3EFEC1AFB9EA1BC0BA86561969FED50B| |C28CF5C17C5CC6398750CB33E340B91C0FF9B281282B2585C07AF822566F22EC7DD| |A5B829D499C22EA4B10B69EC421ABB90C5CE645DBCE72B840CEACC74E9123B267AD| |BB02D529233EC0D3449BA4487882CE23738D2EEB03DA6BE3FD074929FB53898DCE6| |297BE4FE9BAE17E834824E63E8348E4EBD03DB6E5C1EFA426815674694EC8872724| |43935A2E44794A2DCFFF20849538CB6FE77A55B341DCD83CF3787CEE5A1F3EDA1F3| |7FF22FE7DD| |-------------------------------------------------------------------|
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The slotting did need some work..here is my spin on the build.
You will notice I dropped frostbite. I did so b/c it interferes with all the knockdown you will be doing that this combo hinges on for survival. Also, its just eats a lot of end that will be needed to keep arctic air.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Ice Control
Secondary Power Set: Earth Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Block of Ice- (A) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Accuracy/Recharge
- (3) Basilisk's Gaze - Recharge/Hold
- (17) Basilisk's Gaze - Endurance/Recharge/Hold
- (37) Essence of Curare - Accuracy/Endurance
- (A) Accuracy IO
- (A) Decimation - Accuracy/Damage
- (5) Decimation - Damage/Endurance
- (9) Decimation - Damage/Recharge
- (15) Decimation - Accuracy/Endurance/Recharge
- (37) Thunderstrike - Accuracy/Damage/Endurance
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (5) Eradication - Accuracy/Recharge
- (7) Eradication - Damage/Recharge
- (9) Eradication - Accuracy/Damage/Recharge
- (13) Damage Increase IO
- (46) Force Feedback - Chance for +Recharge
- (A) Cacophony - Endurance/Confused
- (7) Cacophony - Accuracy/Endurance
- (40) Malaise's Illusions - Endurance/Confused
- (40) Malaise's Illusions - Accuracy/Confused/Recharge
- (43) Coercive Persuasion - Confused/Endurance
- (43) Coercive Persuasion - Contagious Confusion
- (A) Luck of the Gambler - Recharge Speed
- (A) Decimation - Accuracy/Damage
- (11) Decimation - Damage/Endurance
- (11) Decimation - Damage/Recharge
- (15) Decimation - Accuracy/Endurance/Recharge
- (19) Decimation - Accuracy/Damage/Recharge
- (34) Force Feedback - Chance for +Recharge
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Jumping IO
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (46) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Crushing Impact - Accuracy/Damage
- (21) Crushing Impact - Damage/Endurance
- (21) Crushing Impact - Damage/Endurance/Recharge
- (23) Crushing Impact - Accuracy/Damage/Recharge
- (34) Crushing Impact - Accuracy/Damage/Endurance
- (50) Force Feedback - Chance for +Recharge
- (A) Empty
- (A) Titanium Coating - Resistance
- (25) Titanium Coating - Endurance
- (25) Titanium Coating - Resistance/Endurance
- (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (27) Basilisk's Gaze - Accuracy/Hold
- (27) Basilisk's Gaze - Accuracy/Recharge
- (31) Basilisk's Gaze - Recharge/Hold
- (46) Ghost Widow's Embrace - Accuracy/Hold/Recharge
- (A) Crushing Impact - Accuracy/Damage/Endurance
- (29) Crushing Impact - Accuracy/Damage
- (29) Crushing Impact - Damage/Endurance
- (31) Crushing Impact - Damage/Endurance/Recharge
- (31) Crushing Impact - Accuracy/Damage/Recharge
- (A) Celerity - +Stealth
- (A) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Damage/Endurance
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (34) Expedient Reinforcement - Endurance/Damage/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (36) Positron's Blast - Damage/Endurance
- (36) Positron's Blast - Damage/Recharge
- (36) Positron's Blast - Chance of Damage(Energy)
- (37) Positron's Blast - Accuracy/Damage/Endurance
- (48) Detonation - Accuracy/Damage/Endurance
- (A) Positron's Blast - Accuracy/Damage
- (39) Positron's Blast - Damage/Endurance
- (39) Positron's Blast - Damage/Recharge
- (39) Positron's Blast - Chance of Damage(Energy)
- (40) Positron's Blast - Accuracy/Damage/Endurance
- (48) Detonation - Accuracy/Damage/Endurance
- (A) Positron's Blast - Accuracy/Damage/Endurance
- (42) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Damage/Endurance
- (42) Positron's Blast - Damage/Recharge
- (43) Positron's Blast - Chance of Damage(Energy)
- (50) Recharge Reduction IO
- (A) Titanium Coating - Resistance
- (45) Titanium Coating - Resistance/Endurance
- (45) Titanium Coating - Endurance
- (45) Aegis - Resistance/Endurance
- (A) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
Level 2: Swift- (A) Run Speed IO
- (A) Miracle - +Recovery
- (48) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (19) Endurance Modification IO
- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
------------
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)
- 8.13% Defense(Energy)
- 8.13% Defense(Negative)
- 4.06% Defense(Ranged)
- 6.3% Max End
- 41% Enhancement(Accuracy)
- 71.25% Enhancement(RechargeTime)
- 99.19 HP (9.75%) HitPoints
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 12.4%
- MezResist(Sleep) 6.9%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 19% (0.32 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
- 4.73% Resistance(Fire)
- 4.73% Resistance(Cold)
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I have a theme in mind for a character(thermal energy conversion) and one of these 2 combos would be awesome..Im just torn as to which way to go. Ive played both primaries to 50 as a controller but this is my first real dominator and I know that that can change up the playstyle a bit for ice at least.
This is kind of what Id imagine as pros/cons for each just on observation. Either way I plan to get fire mastery for extra aoe dmg
ice/fire
-very nice control(so a 'safer' option I s'pose)
-pet can help mez when dom isnt up
-better overall ST dmg
-consume for extra end in a pinch
fire/ice
-more dmg from primary(hot feet and imps..esp nice if something happens to cold resistant)
-more hard control
-ice dmg less commonly resisted
-better benefits from permadom(if Im remembering Domination mechanics right)
Im currently fiddling both thru mids to see which one I like better on paper per se.