Cathodian

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  1. Best advice I can give is to use Mids and come up with a nice build that matches your playstyle. Post it here and players will give feedback and propose adjustments. I can tell you from my experience working with Elec and Rad in mids you can probably softcap S/L/Nrg and come close to permahaste (if not get it outright via active use of AM). I'd shoot for that. Another great benefit of building then posting is that you can take the travel and other pool/misc powers you like... some people prefer fly, I prefer jump, but SS has its advantages, y'know. Some ppl build to veng/fallout/rez, others avoid it.
  2. Multiple threads are the best way to highlight the issues here. One thread per topic is acceptable. Blasters are in serious need of help.
  3. I wouldn't mind the recharge if the crash time was reduced and the damage got a boost.
  4. Agree with above... if it is up, and you are in no threat of being interrupted, it should be the best attack in your arsenal. If that means increasing the recharge time then so be it. I would like to see Snipes get some love.
  5. Ok guys, please help me out and critique my build. I am capped S/L/E with Accolade and have a pretty good recharge but not quite perma-haste. I've only slotted Purps that I actually own.

    What I'm going for is a type of control that confuses and debuffs. The nice thing about Poison is that the debuffs somewhat counter each other (-dam -res, -def -tohit). I'm running minimal Holds so that the mob can beat each other up. I also want -recover as a backup option.

    Thanks!

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Dr. Anode: Level 50 Science Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Poison
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Tesla Cage
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (25) Basilisk's Gaze - Accuracy/Recharge
    • (37) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (37) Basilisk's Gaze - Endurance/Recharge/Hold
    • (37) Basilisk's Gaze - Recharge/Hold
    Level 1: Alkaloid
    • (A) Miracle - Heal/Endurance/Recharge
    • (7) Miracle - Heal
    • (36) Miracle - Heal/Recharge
    Level 2: Envenom
    • (A) Achilles' Heel - Chance for Res Debuff
    • (3) Touch of Lady Grey - Chance for Negative Damage
    • (3) Shield Breaker - Chance for Lethal Damage
    • (17) Shield Breaker - Accuracy/Defense Debuff
    Level 4: Combat Jumping
    • (A) Luck of the Gambler - Defense
    • (5) Luck of the Gambler - Recharge Speed
    • (5) Luck of the Gambler - Defense/Endurance
    Level 6: Weaken
    • (A) Cloud Senses - Chance for Negative Energy Damage
    • (7) Deflated Ego - Chance for Recovery Debuff
    Level 8: Jolting Chain
    • (A) Thunderstrike - Accuracy/Damage
    • (9) Thunderstrike - Accuracy/Damage/Endurance
    • (9) Thunderstrike - Accuracy/Damage/Recharge
    • (11) Thunderstrike - Damage/Endurance
    • (11) Thunderstrike - Damage/Recharge
    • (15) Thunderstrike - Damage/Endurance/Recharge
    Level 10: Conductive Aura
    • (A) Efficacy Adaptor - EndMod/Recharge
    Level 12: Chain Fences
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (13) Enfeebled Operation - Endurance/Immobilize
    • (13) Enfeebled Operation - Accuracy/Endurance
    • (17) Enfeebled Operation - Immobilize/Range
    • (21) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (21) Enfeebled Operation - Accuracy/Immobilize
    Level 14: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    Level 16: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (23) Resist Damage IO
    • (23) Steadfast Protection - Knockback Protection
    Level 18: Weave
    • (A) Luck of the Gambler - Defense
    • (19) Luck of the Gambler - Recharge Speed
    • (19) Luck of the Gambler - Defense/Endurance
    Level 20: Assault
    • (A) Endurance Reduction IO
    Level 22: Hasten
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    Level 24: Super Speed
    • (A) Celerity - +Stealth
    Level 26: Synaptic Overload
    • (A) Coercive Persuasion - Confused
    • (27) Coercive Persuasion - Confused/Recharge
    • (27) Coercive Persuasion - Accuracy/Confused/Recharge
    • (29) Coercive Persuasion - Accuracy/Recharge
    • (31) Coercive Persuasion - Confused/Endurance
    • (31) Coercive Persuasion - Contagious Confusion
    Level 28: Maneuvers
    • (A) Luck of the Gambler - Defense
    • (29) Luck of the Gambler - Recharge Speed
    Level 30: Paralytic Poison
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (31) Basilisk's Gaze - Accuracy/Recharge
    • (34) Basilisk's Gaze - Recharge/Hold
    • (40) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    Level 32: Gremlins
    • (A) Soulbound Allegiance - Damage
    • (33) Soulbound Allegiance - Damage/Recharge
    • (33) Soulbound Allegiance - Accuracy/Damage/Recharge
    • (33) Soulbound Allegiance - Accuracy/Recharge
    • (34) Soulbound Allegiance - Damage/Endurance
    • (34) Soulbound Allegiance - Chance for Build Up
    Level 35: Scorpion Shield
    • (A) Luck of the Gambler - Defense
    • (36) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense/Endurance
    • (40) Kismet - Accuracy +6%
    • (46) Endurance Reduction IO
    Level 38: Venomous Gas
    • (A) Achilles' Heel - Chance for Res Debuff
    • (39) Touch of Lady Grey - Chance for Negative Damage
    • (39) Deflated Ego - Chance for Recovery Debuff
    • (39) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (40) Dark Watcher's Despair - To Hit Debuff
    • (43) Endurance Reduction IO
    Level 41: Poisonous Ray
    • (A) Achilles' Heel - Chance for Res Debuff
    • (42) Shield Breaker - Chance for Lethal Damage
    • (42) Touch of Lady Grey - Chance for Negative Damage
    • (42) Devastation - Accuracy/Damage
    • (43) Devastation - Accuracy/Damage/Recharge
    • (43) Devastation - Damage/Recharge
    Level 44: Disruptor Blast
    • (A) Positron's Blast - Accuracy/Damage
    • (45) Positron's Blast - Damage/Endurance
    • (45) Positron's Blast - Damage/Recharge
    • (45) Positron's Blast - Damage/Range
    • (46) Positron's Blast - Accuracy/Damage/Endurance
    • (46) Positron's Blast - Chance of Damage(Energy)
    Level 47: Summon Tarantula
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (48) Expedient Reinforcement - Accuracy/Damage
    • (48) Expedient Reinforcement - Damage/Endurance
    • (48) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (50) Expedient Reinforcement - Endurance/Damage/Recharge
    • (50) Expedient Reinforcement - Resist Bonus Aura for Pets
    Level 49: Elixir of Life
    • (A) Recharge Reduction IO
    Level 50: Nerve Radial Paragon
    ------------
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (25) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (15) Performance Shifter - EndMod
    Level 1: Brawl
    • (A) Empty
    Level 1: Containment
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
  6. Thanks ricodah

    How's it feel power-wise? Would you recommend building for this or does it just feel like a gimmick?
  7. It slots Oblits ... that's a plus I guess. I love this power on my DM, fits his concept, is fun to use and gives him another source of AoE which works great during soul drain.

    Don't think this would fit into my Dom playstyle, however.
  8. Thanks. I was rolling with a Grav dom, just going against the grain as I tend to do, and it was so dreadfully terrible I had to shelve it. From what I am seeing nothing is going to change this set for doms short of a mass confuse or a truly unique DS rebuild.

    Going to go reroll to Mind or Elec, I enjoy confuse to much to not have it on my Dom.
  9. Just b/c you have Hover doesn't mean you'll have to use it, you still have CJ - but it'll be there if you want to use it
  10. Cathodian

    Permadom

    Perhaps it is not optimal, but I can say that you can comfortably achieve S/L softcap and permadon without Haste. In most cases to do so you'll just be taking Frozen Armor or Scorpion Shield. It may not be optimal but it will certainly be decent unless your definition of decent is different than mine which could be the case.

    Apologies for the misquote btw :P
  11. Very cool build! This is way better than anything I could come up with

    I will make a suggestion though... You could dump Concealment and take Flight instead.
    This would give you Hover, Fly & Afterburner. You will lose Stealth, Grant Invis & Invis. You can slot Hover and Afterburner with LotG. Additionally, you can slot Maneuvers with LotG as it's currently getting GotA's. You will lose 2% end and gain 10% regen. You can slot Flight with +Stealth and you should not have any issues ninja'ing mishes.

    Alternatively, you could slot LotG's from one of your conceal powers on Maneuvers and take Phase Shift as an emergency button instead. Just a thought, but maybe I'm missing something
  12. Cathodian

    Permadom

    Quote:
    Originally Posted by Oedipus_Tex View Post
    The existence of Recharge debuffs should be enough to convince most players skipping Hasten is usually a losing deal on any build. Suffice it to say this: Hasten in some situations gives a bigger buffer against Recharge debuffs than some actual armor resistance powers do. A 70 point difference in Recharge is pretty significant considering the debuff floor is -75%.

    I agree that slotting Recharge at the expense of all else is usually a sub-optimal deal. I might make an exception for some Illusion Controllers (but only some).
    Just want to challenge this notion. On a high-infl build, throw in Time Lord with purples (incl ATO) and getting permadon without haste is very doable. Your -recharge concern can be offset by adding force feedback to a staple power or two, or consider how often you team with someone that will +recharge. And lest we forget that by not having haste we free up a power and maybe a slot or two. I think your claim that not having haste for ANY build is a bit, well, hasty.

    I am also not a fan of extremes
  13. What's the damage per activation change on Propel? Say for a lvl 1... how much activation time did they shave?

    And a buff to singy is just a sweetener, he's already a top tier pet
  14. How would you rate Grav for Dominators considering the upcoming changes?
  15. Can someone confirm this with Hell on Earth please? 20 imps would be hotness

    Unfortunately my Demons MM isn't high enough lvl yet
  16. I would not remove it from my Street Justice build, but that's the only Stalker I've played.
  17. Dark Blast. I don't know how it compares to other blast sets and I don't care... something about it just irks me.
  18. Cathodian

    ???/Poison

    I would say Fire/Poison but I see that's what your troller was

    Poison covers alot of debuffs that you will get out of your blast, making Fire's pure damage secondary an ideal add. If you don't want to go Fire, Elec would be my #2. I would love to see Elecs -end combo with Poison's 100% -endrec. Sounds like a nasty sapper combo.

    Beam Rifle would be good too if it wasn't for redraw :/
  19. Great info here! I'll add that Weaken and Envenom also offset when it's mob vs mob (-dam and -res, -tohit -def) which makes Poison a great secondary to any troller set with Mass Confuse powers.
  20. I'll also add Beam Rifle pairs nicely with Force Fields because you're rarely using FF powers mid-combat, so you're not constantly having to re-draw. Most of your powers are either toggles, or they're shields you're buffing between conflicts, or it's PFF which you're flipping in emergencies and aren't going to be shooting anyway. The force attacks are the exceptions, but I don't prefer them anyway.

    Don't let ppl scare you away talking about how you're going to feel like you're not going to be contributing to groups of 50's who solo +4/x8. If this is your first play-through, FF offers massive benefits throughout the 1-50 content and most players in the sub-50's will celebrate your presence.

    In end-game content, FF will help your allies softcap non-standard values like energy, neg energy, etc... but you also offer solid mez protect. While, sure, alot of level shifted incarnates can solo +4/x8 content, it's usually against mobs that attack primarily with smashing/lethal attacks.

    FF is also not very Power nor Slot intense, allowing you more build choices. You can focus more on your rifle or power pools while still offering solid buffs to your team. Last but not least, FF defenders are built like tanks - you'll enjoy higher survivability. My FF Incarnate can also solo +4/x8!

    I'd say a solid combo - Have fun
  21. Heya Champs, long time no see!

    Back online to check out Prae and the new content - hope to see some familiar faces! Looking forward to seeing you guys in the city
  22. Quote:
    Originally Posted by GATE-keeper View Post
    .

    Irrelevant to the question on the floor. Melee sets do have AoE's. What is being discussed is, how does Energy Melee's AoE compare with other melee sets' AoE's.
    Sure it is. It answers the question "Should Energy Melee Get More AOE Damage?" -> No.
    More single target damage, higher DPS, or more mitigation, sure. More AOE Damage? No. How about a little differentiation? Do they all need to have comparable AoE damage?

    And I never said Melee sets should not have AoE's, I just said they shouldn't have more.
  23. To put it quite plainly, I don't think any Melee set should get more AoEs.
  24. I slot my Blind with 4 Thunderstrikes and 2 Lockdowns (including the +2 mag hold chance) focusing on accuracy and damage.

    For my build (and I think most trollers), Hold Duration is not nearly as important as the actual HOLD. They're held, and then it's usually SW->Seismic Smash (Hold again if not defeated) and repeat until dead. As you can see, even if the duration was 4-5 seconds they'd never break hold before dying. +2 Mag just increases the chance I'll hold boss in one shot.

    In my build, Decimation was mandatory for the +Recharge; slotted 5 Decimations (excepting the buildup) and added the best multi-Devastation to round out the set.
  25. My troller has soft capped Defense for S/L, and 30%+ on all other forms of defense and +500 hp (and healing) from perma-EE, so I have nothing to fear in melee (generally can wade through x8 mobs of +4's without too much issue).

    I'll take Seismic Smash over any other troller attack anyday. I'm not trading out Stone it's just not gonna happen