Chromium_Man

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  1. I'll weigh in here. I have 3 Time/ or /Time 50s. A Time/Energy Defender, Bots/Time MM, and Grav/Time Controller. I'll probably roll a Water/Time Corruptor in the next few weeks too. I was recently quoted as saying that I don't imagine I'll ever be able to roll a non-Time Support-ish toon again.

    That being said, I rolled a Beast/Nature MM on Tuesday and hit 32 around 5:30 this afternoon. I don't PL, I am a teacher and off for the Summer, but even I am amazed at a) How fast I've been leveling (all solo except for one DFB and a Penny TF last night) and b) How much I don't miss /Time on this MM.

    As an aside, I am now of the opinion that Time and Nature Affinity are the two best support sets in the game, and any new support sets in the future should come from a similar mold.

    As of now I'm only playing on +1/x0, but I have managed larger mobs when I over-aggroed. Here is the strategy that I use: From outside of aggro range, I drop Spore Cloud on one mob, quickly tab to another mob (so they don't kill my anchor), and send in the pets on "Attack my Target". By the time the enemy realizes that it's become debuffed, the very very fast pets are already on top of them. I shoot Corrosive Enzymes at my target, then switch to the non-Spored target and repeat until the mob is done. When there's a boss fight I'll drop Lifegiving Spores under the bosses fight and then follow the same steps as above. Since Beast is 99% melee, my pets are usually quite bunched up which makes Regrowth very effective. I'll use the other buffs as needed, but honestly I haven't needed them much at my current difficulty. Nature was designed to be played from range, and having all melee pets allows me to hang way back, but continue healing them, and I can keep my pets on Aggresive all the time without worrying about Bodyguard mode because I'm pretty far away. I feel that the relationship between Beast and Nature is as synergistic as the relationship between Bots and Time, and that's saying something because my Bots/Time can do some amazing things.

    With my Bots/Time, I would open with Time Distortion Field to keep the mob bunched together for Robot AoE Madness(TM). The advantage of slowing the whole mob is less beneficial to a Beast MM because the Beasts already move so quickly. Also, since Beast is almost all melee, the mobs tend not to scatter the way they do with Bots anyway. IIRC, my bots are soft-capped to all three positions (or close enough) which is great and stacks nicely with the Prot Bot's Deflector Shield. Beasts have a healthy mix of Defense and Resistance with Pack Mentality allowing for more native defense. Nature has a nice AM-like Resistance buff and plenty of +Regen and a little +Absorb too for a healthy tripod (is it a tetrapod now with the introduction of absorb) of survivability that I think mixes well with the Beast's already diverse survival package.

    tldr; I think you will absolutely love either Beast/Time or Beast/Nature. I think Time edges out Nature in most cases, but in my 4-day, 32-level experience, I think that Beast/Nature has just a little bit more synergy. I actually found myself thinking today that the person who developed Nature must've developed it with Beast Mastery in mind.

    That's my two inf. Feel free to post any questions or concerns you have or pm me in game at @Chromium Man. Happy hunting and good luck with your decision.
  2. I've been mulling this over for years (and just caught up on this thread so I can post), and here's a quick rundown of what I've thought of. Please feel free to refine it or pick it apart.

    The idea behind this is that most powered armor users in comics, at least the ones who are stars and who we get to see the behind-the-scenes stuff, have to redirect power to this system or that as needed. Whether it's a new AT with new unique power sets or just a mash-up of Blast/Armor or Assault Armor, here's what I suggest.

    The AT has a naturally low Regen and Recovery. The idea here is that most powered armor suits require a power source that can be used up and needs to be replenished in whatever way. Now to counterbalance this, the AT has high damage (Blaster-level or slightly below), but the damage they do decreases directly as their END does. When your end is full, you do full damage, but as you attack each successive attack is doing less and less damage. This is a harsh trade-off as the AT has low Recovery to begin with.

    Also, the AT has high defenses (either Tanker-level or slightly below), but, you guessed it, their resist or defense or whatever percentages decrease directly as HP decreases. Full health, full defense, low health, low defense.

    The final piece of the puzzle is the inherent powers given to the AT. The idea behind the inherent powers is the aforementioned redirection of energy ("Divert all power to shields", etc.). The AT has two mutually-exclusive toggles. I don't know if it's possible to have a toggle that gives one instant benefit and then a second benefit that lasts as long as the toggle is on, but let's pretend it is. One toggle is an unenhanceable self heal that heals you when it's clicked on and also gives a sizeable +Regen boost, but also a -Recovery as well. The second is the exact opposite: immediate END boost, with +Recovery and -Regen.

    So Blaster-level damage that decreases the more you attack. Tanker-level defenses that decrease the more you ARE attacked. Having to micromanage your HP and END is a pretty good tradeoff for the above, I think, and you have two toggles that let you switch between offensive and defensive modes. Could all the penalties for high damage and high defense be mitigated with IOs? Yes, but IOs let every AT do things they weren't necessarily meant to do.

    Anyway, that's how I would do it. It could definitely use some fleshing out, but that's the idea for a Powered Armor AT I've had rattling around in my brain for about 7 years (although mine didn't necessarily have a gatling gun )
  3. I have a Fire/Rad/Power Corruptor that I love to play, but his original build was done on a shoestring budget (by choice, not by necessity) with an eye towards max Ranged Defense and Recharge for perma-AM/Hasten. The more I play him the more I love him and I think I want to respec him with Insta-Snipe and Crashless Nukes coming 'round the bend.

    Notes on the Build:

    *I shifted the focus of the build from Ranged Defense to S/L. Ranged Defense seemed better suited to me originally for a toon with few/no Melee-range powers, but 6-slotting Thunderstrikes is a slot-burden on an already tight build.

    *I'm not sure if it will show up in a forum export, but Tactics has the first 5 IOs boosted to +5. This gives me +16.01% To-Hit, which with the Kismet Unique puts me one one-hundredth of a percent above the threshhold for Perma-Insta-Snipe. Phew!

    *I originally had Radiation Infection slotted with 3 Enzymes, but decided to slot it with two full sets of low level Defense/To-Hit Debuff IOs. As an aside, I love the art for Discouraging Words which appears to be a buffalo and thus a totally random reference to Home on the Range.

    *Three powers (Radiant Aura, Blaze, and Blazing Bolt) are unslotted right now. Radiant Aura will have a full set of the new Heal IO which includes an 8.75% +Rech, and the two attacks will have three each of the new Superior ATO set for an extra 15% +Rech, plus 2 assorted Ranged IO sets to get the enhancement numbers where I need them. I have to play around with the set to really know what works best. In short, you have to imagine the build with an extra 23.75% +Rech.

    *I didn't put the iPowers in the build. I currently have Musculature that I slotted before I realized it's not all that good. I'll likely swap that out for one of the Tier 4 Cardiacs to make life easier.

    *Finally, I know that the PPM mechanic makes Fireball a less-than-ideal candidate for Malice of the Corruptor, but I'm doing it more for the enhancement values than for the proc. I'd be willing to switch it up though if there's a better way to move slots around.

    Any and all comments and criticism are welcome. I know i24 is still a ways off, but I like to be prepared, especially with all the rebuilding I'll likely have to do.

    Villain Plan by Mids' Villain Designer 1.96
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Cesium Man (i24): Level 50 Technology Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery
    Villain Profile:
    Level 1: Fire Blast -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(19), Apoc-Acc/Dmg/Rchg:50(21), Apoc-Acc/Rchg:50(21), Apoc-Dmg/EndRdx:50(23)
    Level 1: Radiant Aura -- Empty(A), Empty(3), Empty(3), Empty(5), Empty(5), Empty(7)
    Level 2: Fire Ball -- SMotCorruptor-Acc/Dmg:50(A), SMotCorruptor-Dmg/Rchg:50(40), SMotCorruptor-Acc/Dmg/Rchg:50(40), SMotCorruptor-Dmg/EndRdx/Rchg:50(42), SMotCorruptor-Acc/Dmg/EndRdx/Rchg:50(42), SMotCorruptor-Rchg/Dmg%:50(50)
    Level 4: Accelerate Metabolism -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(7), Efficacy-EndMod/Acc/Rchg:50(9), Efficacy-Acc/Rchg:50(9), Efficacy-EndMod/Acc:50(11), Efficacy-EndMod/EndRdx:50(11)
    Level 6: Rain of Fire -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(42), Ragnrk-Acc/Dmg/Rchg:50(43), Ragnrk-Acc/Rchg:50(43), Ragnrk-Dmg/EndRdx:50(43)
    Level 8: Fly -- Zephyr-ResKB:10(A)
    Level 10: Radiation Infection -- ExVuln-DefDeb:20(A), ExVuln-DefDeb/Rchg:20(13), ExVuln-DefDeb/Rchg/EndRdx:20(13), DisWord-ToHitDeb:20(48), DisWord-ToHitDeb/Rchg:20(50), DisWord-ToHitDeb/Rchg/EndRdx:20(50)
    Level 12: Enervating Field -- EndRdx-I:50(A)
    Level 14: Aim -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:10(37)
    Level 16: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(19)
    Level 18: Blaze -- Empty(A), Empty(27), Empty(29), Empty(31), Empty(31)
    Level 20: Lingering Radiation -- CtlSpd-Acc/Slow:30(A), CtlSpd-Acc/EndRdx:30(46), CtlSpd-Rng/Slow:30(48), CtlSpd-EndRdx/Rchg/Slow:30(48)
    Level 22: Tough -- S'fstPrt-ResDam/Def+:10(A), GA-3defTpProc:10(23)
    Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(25), LkGmblr-Def:50(25), LkGmblr-Rchg+:25(27), Ksmt-ToHit+:10(37)
    Level 26: Blazing Bolt -- Empty(A), Empty(31), Empty(34), Empty(34), Empty(37)
    Level 28: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29)
    Level 30: Mutation -- RechRdx-I:50(A)
    Level 32: Inferno -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(33), Armgdn-Acc/Dmg/Rchg:50(33), Armgdn-Acc/Rchg:50(33), Armgdn-Dmg/EndRdx:50(34)
    Level 35: Scorpion Shield -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(36), LkGmblr-Def:50(36), LkGmblr-Rchg+:25(36)
    Level 38: EM Pulse -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(39), UbrkCons-Acc/Hold/Rchg:50(39), UbrkCons-Acc/Rchg:50(39), UbrkCons-EndRdx/Hold:50(40)
    Level 41: Maneuvers -- LkGmblr-Rchg+:25(A)
    Level 44: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(45), GSFC-ToHit/Rchg/EndRdx:50(45), GSFC-Rchg/EndRdx:50(45), GSFC-ToHit/EndRdx:50(46), GSFC-Build%:50(46)
    Level 47: Hover -- LkGmblr-Rchg+:25(A)
    Level 49: Vengeance -- LkGmblr-Rchg+:25(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(15)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(15)
    ------------
    ------------

    Set Bonus Totals:
    • 13% DamageBuff(Smashing)
    • 13% DamageBuff(Lethal)
    • 13% DamageBuff(Fire)
    • 13% DamageBuff(Cold)
    • 13% DamageBuff(Energy)
    • 13% DamageBuff(Negative)
    • 13% DamageBuff(Toxic)
    • 13% DamageBuff(Psionic)
    • 16% Defense(Smashing)
    • 16% Defense(Lethal)
    • 7.25% Defense(Fire)
    • 7.25% Defense(Cold)
    • 9.75% Defense(Energy)
    • 9.75% Defense(Negative)
    • 6% Defense(Psionic)
    • 13.81% Defense(Melee)
    • 13.5% Defense(Ranged)
    • 8.5% Defense(AoE)
    • 2% Enhancement(SpeedRunning)
    • 92.5% Enhancement(RechargeTime)
    • 2% Enhancement(JumpHeight)
    • 2% Enhancement(SpeedFlying)
    • 2% Enhancement(SpeedJumping)
    • 10% Enhancement(Range)
    • 66% Enhancement(Accuracy)
    • 10% SpeedFlying
    • 136.5 HP (12.75%) HitPoints
    • 10% JumpHeight
    • 10% SpeedJumping
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 1.65%
    • MezResist(Immobilized) 3.85%
    • 20% PerceptionRadius
    • 16% (0.27 End/sec) Recovery
    • 46% (2.05 HP/sec) Regeneration
    • 7.56% Resistance(Fire)
    • 7.56% Resistance(Cold)
    • 10% SpeedRunning
    Code:
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  4. Quote:
    Originally Posted by Blue_Centurion View Post
    Not sure if this would work, but congratulations on one of the most interesting things I have heard in awhile. That would be fascinating, sitting at the keyboard, trying to get each piece (pet) doing its job while trying to stay alive. In some ways reminds me of the armored core series I loved so much. The real trick would be there would need to be lots of different (pets) so that each builder had their own style. This might require a whole new archetype in fact, but with roots in the MM control panel. Again, great idea!
    You probably could have guessed from my forum name or sig that I support the idea of a powered armor power set or AT. A few years ago (probably seven-ish) I had an idea for a powered armor AT that had a mix of range/melee/armor. The trade off was that the AT would have 0% recovery and would have to manage the suits "energy" using just powers from the primary and secondary (not fitness). I had the idea of a power that would sap the users HP and turn it into END. It was very thematic but I'm sure the forums ate it a long time ago.

    Back on topic: One power set I think is missing from the game and I haven't really ever seen mentioned before is a "Super Team" Mastermind. The character plays the role of the MM (Support) and the three levels of pet would represent a Blaster-ish Toon, a Tank-ish Toon, and a Controller-ish Toon. You'd only get four pets, but it would be a cool concept, like if your toon was running around with Fusionette (blaster), Frostfire (troller) and Faultline (tank). Then again, it might be lame if multiple people had the same set on a team and the pets were all identical but supposed to be different...
  5. So it seems the consensus is that I should take another look at Assault. Which branch is better for an Elec/Elec/Mu Dom?
  6. The toon is now 44 and change. I can respec in a few levels to add most of the IOs and whatnot that I'd like. I think I had seen another post recommending Membranes and I thought the person making the recommendation had confused Membranes with Cytoskeletons (I haven't used HOs in probably 5 years). When I checked the Wiki and saw what Membranes did, I was extremely excited. When I checked my personal SG storage and saw that I had 6 Membranes, I was ecstatic.

    Looks like it'll be 3 Membranes, an LotG and two slots for other powers now

    That means I should be able to get by without Tactics, have Aim AND Assault, and I might be able to squeeze in Manuevers for some extra defense and another LotG mule.

    Thanks for the tips, guys. I can honestly say that in 8 years, this is the first time I've been in love with a Defender and things are still looking up for these last 6 levels.

    Related follow up question: is it worth it to try to get those Membranes to 50++ or does ED make that a waste of inf?
  7. I recently rolled up a Time/Energy Defender with the specific intent of taking advantage of the i24 snipe and nuke changes. Well, as with too many of my builds, it ended up getting very tight and I'm left with the hard choice between Aim (and a few other powers) and Leadership.

    At level 50 this toon will have Perma-Farsight. I have Farsight slotted for Defense, not To-Hit, but PBU'd Farsight will get me to the threshold of Perma-Insta Snipe. Unfortunately, I don't get PBU until lvl 35. If I can get Tactics and slot it up for To-Hit, I think that a full set of GSFC plus a Kismet Unique will get me to 22% To-Hit much lower than 35 which means I might even be able to drop Power Blast and make a complete ST attack chain of Power Bolt, Power Burst, and Sniper Blast. That would require me to drop Aim and Power Blast to pick up Assault and Tactics.

    That's the background, my question is: If I pick up Assault to get to Tactics, will the added constant 18.75% Damage make up for the loss of the extra burst damage I would be getting from Aim every 30 seconds or so?
  8. I thought it was on my Elec Dom and crafted the Tier 4 Core as soon as I failed my 5th Magi. Now a little voice is telling me that maybe I should've done more research and looked more closely at Assault, if for no other reason than that the Auto +DMG is more useful than Status Resist to a permadom.

    So assuming that enemies are messed for the entire duration of Control Hybrid, does Control Hybrid give more of a boost than either of the Assault Tier 4s or should I head back to the drawing board?
  9. Quote:
    Originally Posted by Ironblade View Post
    I may be misremembering, but I thought it was just HAVING the attack that would boost the others.
    If you're misremembering, than I am too because I thought the synergy bonus was just for owning the power.

    In regards to the OP's question, my personal preference is to always opt for a primary, secondary, or even epic power over a pool power. In a particularly loose build you might find room for five powers from the same pool, but even without seeing the exact stats on the new fighting powers I would think that the bare minimum to get tough and weave is enough.

    That being said, I have two caveats:

    1) I understand the temptation to take all the powers from a set. When the new sorcery power pool "leaked", I instantly started thinking of ways to incorporate all five powers into a build. When people started speculating that Sorcery would be one of five origin themed pool powers my head nearly exploded. Whether the new Fighting powers are worth the effort or not, I love the period of speculation that the OP, I, and I'm sure many others are experiencing.

    2) I recently rolled an Time/Energy Defender and as I choose powers for him I find myself consciously choosing powers that I want for my concept despite the fact that I am usually a borderline min/maxer. It appears to me that with i24, the so-called "Fix Everything Issue", the devs are trying to make a lot of previously unpopular power decisions more desirable. My point is that my gut tells me that the line between power gamer and concept player is going to become more blurred soon, so if you want to take all 5 fighting powers and it's fun to play then do what you want and nuts to everything else.
  10. Thanks for the helpful replies, guys. I do want to emphasize that the situation I described was my friend busting my chops (I did say it was tongue-in-cheek in the original post). I don't want to cast my friend in a negative light; it was just that the situation I described raised the question in the post title and I should really know the answer to that question if I'm going to play a corruptor.

    Based on the tips I got from you guys I've adjusted my playstyle a bit, but it's going to take some time to get used to. I'm used to using my heal on my Lore pets while I'm soloing GMs, but it's weird to be using it on other players.

    Funny situation: I was on a Keyes yesterday in the Truck Depot part. Debuffs were down and I was merrily blasting away when I noticed someone nearby was disintegrating. I immediately dropped everything and ran to their aid with heals. I've run several Keyes with this toon and it's the first time I've ever even thought to do that.

    Of my 20-some odd 50's I only have two Support toons. After 8 years of CoH maybe it's time I actually learned to play a supporting role.
  11. Here's a link to a thread that I replied to almost a year ago. In it, I detail the strategy I used while leveling up my Elec/Elec Dominator (which is not all that different, if at all different, than what Miladys_Knight described above.

    http://boards.cityofheroes.com/showthread.php?t=269889

    My Elec/Elec Dom is my main now and as such he's loaded up with Purples and other expensive IOs, but the strategy I described worked just as well with SOs leveling from 1-50 (albeit a little bit slower than I kill now). The only IOs I slotted while leveling up were a few lvl 25 LotG +Recharges that are easy enough to come by these days and a few sets of Basilisk's Gaze. I found the +Recharge very helpful in closing that gap between sleep patches that you mentioned.

    I may have picked up a set of Decimation when I hit 37 too, but I really didn't go crazy on IOs till I was 50 as SOs were more than enough for what I was doing.
  12. I recently encountered this "problem" on a Blockbuster Event run. I put problem in quotes because I think it was all tongue-in-cheek, but it did raise an interesting question that I wanted to know the answer too.

    Background: My Fire/Rad Corruptor was my first Praetorian character. I basically soloed him through Praetoria, then soloed tips for most of the rest of the way to 50. Long story short: I'm not experienced with playing him on teams, other than iTrials where I feel that pretty much any AT is as good as any other AT so playstyle doesn't matter.

    Now: I was running a Blockbuster Event and I was the only "support" toon on the team. My good friend was "tanking" with his Kin/EA Brute. I'm not sure which part of the gladiator fight we were on, but he was tanking away, I had both toggle debuffs down on the AV as well as LR, and I was blasting away with my fiery arsenal. His health bar started to drop and he died. He said something about me not healing.

    I checked afterward and my heal does about 151 HP at level 29. That was about 10% of the Brutes health. I was already gasping for END as it is between my toggles and my attacks. Should I have been running in to heal him for such a small amount too or was I performing my role of "damaging support" adequetely?
  13. I have a Fire/Rad Corruptor that I'm considering upgrading from "budget build" to "pulling out all the stops". I built him for Ranged Defense and Recharge with the build goals being Perma-AM and softcapped Ranged Defense. So I'm going to switch out a few sets of Positron's Blast with a set of Ragnarok and a set of Malice of the Corruptor. I know Malice of the Corruptor might be better off in an ST power, but I don't want to lose the Ranged Defense bonus from a Thunderstrike set if I can avoid it (I'd rather stack the RD bonus from MotC then replace a TS bonus, in other words.)

    So my question: Between Fire Ball, Fire Breath, and Rain of Fire, which power should I put the Ragnarok set in and which should I put the MotC set in? How does either sets proc work in Rain of Fire?

    Thanks.
  14. I absolutely agree. I ran the event yesterday with a Dominator, Corruptor, Tanker, Blaster, and Brute. With the Dom, Blaster, and Brute, I felt like I wasn't adding too much to the team other than damage. My brute was able to tank the AVs but only with help from a bubbler (my brute is only 46 and not yet IO'd).

    My Corruptor was a great addition to the team, but really only helped to kill the enemies faster. The Tank, however, made me feel quite epic. I was rounding up AVs and EBs and keeping them off my teammates backs and while I did lose Lightning Rod, I like to think that my bruising helped those AVs go down faster :-P

    I second the idea that we need more small team content like this. I like iTrials (some more than others), but ultimately I feel like one of many completely interchangeable parts in that type of content. I feel the quantity of players can easily conceal the quality of the toons they are playing. In the Summer Event trial, my Tanker feels not only like he's contributing, but that he is essential to the team's success.
  15. I suppose it's my fault for not checking first, but I just ran the first mission of Pandora's Box at x8 to try and work on my troll bosses badge. I like to check my progress after a mission because I feel it goes faster that way (kind of like not looking at the clock during school or work), but when I checked I hadn't gotten credit for even a single boss.

    Is this WAI?
  16. The extra damage as far as I understand it is from using a damaging power on an already controlled target, similar to the way that the Controller's inherent power works. Any attack that would cause damage would already wake sleeping targets, with Control Core Hybrid it just does more damage when it wakes them.

    In other words, it's not the sleep power that causes the extra damage, but any follow-up attacks you make on the slept target.
  17. Welcome back!

    I can't speak to the combo of Elec/Dark specifically, but I do have a level 50 Elec/Elec/Mu Dominator that is my main character. Elec Control is amazing IMHO and I've had difficulty playing other Dominators because I don't enjoy them as much as my main.

    As far as Fly and Afterburner. I don't think anyway really sees Afterburner as a "must have" power. I have it on my Elec Dom mainly because I skipped a few (what I consider) useless powers in my secondary. It's a nice place for a Luck of the Gambler +Recharge and it's got a great animation. If you can fit it in, I recommend it, but it's not really a necessity.
  18. It's intended to be slotted in mez powers. The only way it can even be slotted in an attack is if that attack also has a mez component. I haven't slotted my set yet (fitting it in will require a build overhaul that I haven't had the chance to work on yet), but I'm reasonably sure it will go in the AoE immob on my elec Dom when I figure it out.
  19. Thanks for the detailed tips and advice, GravityBlaze. I'm definitely going to take your suggestions and run with them.
  20. Quote:
    Originally Posted by Greyhame View Post
    Fair enough. I don't think I'd rate it as well as perma eclipse, but definitely as good as perma dp. Nonstop mez protection (which was admittedly more valuble pre-clarion) and most importantly - the ability to aoe mez an entire spawn *including* bosses all the time is invaluable protection (at least for my playstyles).
    I agree with Greyhame. I have three level 50 Dominators, all leveled from 1 to 50 completely PL free and the learning curve for all three is very different.

    First up was Fire/Fire which is about as straight forward as it comes. He attained 50 before the Domination change, back when Dom used to give a damage bonus. He's been sitting and collecting dust more or less since he hit 50.

    My second was Elec/Elec. A bit less straightforward and more strategy oriented. I liked (loved!) the toon enough to put a lot of work and effort into him and he has become my main toon. He has Perma-Dom and then some even though the time and energy I put into attaining Perma-Dom would probably have been better on my Fire/Fire. Dom does not affect Static Field, nor does it effect anything beyond the first target in Synaptic Overload, so the greatest benefit I get from it is in the free End refill every 90 seconds and the mez protection. While mez prot is a little less required in the Clarion-era, having mez protection from my inherent power has allowed me to go a different way and work on Barrier for my Destiny power.

    I play DA missions at +4/x8 with him. The first mob gets nailed by Judgement, survivors run into the sleep patch and get dispatched. By that point, Dom has usually triggered. The next mob gets Held en masse by Paralytic Blast and summarily dispatched as well. For the third mob, I hit Barrier and enjoy enough invincible time to get the mob thoroughly locked down and quickly destroyed. Lather, rinse, repeat.

    Compare that to my Blaster who has a very similar high recharge build. Without Domination, he has no mez protection, and so relies on Clarion to keep from getting chain-mezzed and murdered. Slotting Clarion means no Barrier, so already his survivability is much lower compared to my Dom. He has three holds, but needs a minimum of two applications to lockdown anything higher than a LT. I can use Judgement on a mob, but if there is more than one boss, there's no way I can juggle all the holding and still dish out enough damage to actually kill them. On the Elec Dom, Domination allows me to lockdown three bosses in perpetuity. My Blaster used to be my main, but with Perma-Dom my Dominator surpasses him in almost every conceivable way. And this is on a toon where I was fully aware going in that Perma-Dom is less effective due to the nature of Elec Control.

    Speaking of less effective with Perma-Dom, I recently rolled and level-capped an Ice/Ice/Ice Dom. The Sleep power stinks, the Confuse is unaffacted AFAIK, and the hallmark power of the set, Ice Patch, gains no benefit from Domination at all. I rolled the toon when I was doing what I call "buff prospecting". I roll a toon using sets that are known to underperform hoping that someday I will reap the benefits of a buff. (P.S. It usually doesn't work, but it paid off in spades with my Gravity Controller.) Again, even knowing Perma-Dom is less necessary, I plan on making it a build goal just for the End refill (Ice/Ice is toggle heavy) and mez protection.

    In my experience, not all Doms are created equally. The OP said his was Elec/Elec and the truth is that if the mez protection and end refill aren't enough for you, than Perma-Dom probably isn't necessary on that build. You might try to roll a Dominator who can take advantage of the full range of abilities given by Perma-Dom. Fire/, Dark/, and Plant/ come to mind.
  21. So what would happen if I put the Panacea proc in my Elec Dom's Conductive Aura?
  22. Generally whenever I reach a level with a toon where my end use starts to outstrip my end recovery, I'll buy and slot the Numina and Miracle uniques in Health and that seems to help. Right before converters came out I bought a whole bunch of Panacea recipes that are now just waiting to be converted.

    I'm not 100% sure how the Panacea proc works so my questions:

    1) Is it worth it to replace either the Numina or Miracle unique with the Panacea unique to optimize end management? What if I want to also optimize my HP management?

    2) Is the answer to the question above dependent on AT or build? In other words, if I only have slots for two of the three in Health, would it be a different 2 for my Dom than for my Tank?

    3) Are all three procs good enough that I should be trying to find room for all three in less tight builds?

    Thanks for any replies.
  23. Sorry about that:

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    I'll also double check to make sure those work.
  24. My Elec/Elec/Energy Tank is one of my favorite toons. He is one of the first toons that I IO'd out completely and the first one where my build goal was not Max Recharge. To that end, I came up with what I called the "Human Battery Build". I maxed out on +HP, +Recovery, and +Regen bonuses and I was very proud of what I'd come up with. Later on, I put in a few sets of Reactive Armor and managed to eke out about 18.4% S/L Defense. Here's the build:

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Chromium Man VI: Level 50 Technology Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Electrical Melee
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
    Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(7), P'ngS'Fest-Dmg/EndRdx(9), P'ngS'Fest-Dmg/Rchg(9)
    Level 2: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(13), P'ngS'Fest-Dmg/EndRdx(13), P'ngS'Fest-Dmg/Rchg(15)
    Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(17)
    Level 6: Fly -- Frbd-EndRdx(A), Frbd-Fly(19)
    Level 8: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(21)
    Level 10: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 12: Energize -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(23), Numna-Heal(23), Mrcl-EndRdx/Rchg(25), Mrcl-Heal/Rchg(25), Mrcl-Heal/EndRdx/Rchg(27)
    Level 14: Lightning Field -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(27), Erad-Acc/Rchg(29), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31)
    Level 16: Thunder Strike -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(31), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(34)
    Level 22: Kick -- Acc-I(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
    Level 26: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(39)
    Level 28: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40), P'ngS'Fest-Dmg/EndRdx(40), P'ngS'Fest-Dmg/Rchg(40)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42)
    Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(43)
    Level 35: Combat Jumping -- Krma-ResKB(A)
    Level 38: Lightning Rod -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(43), Erad-Acc/Rchg(43), Erad-Dmg/Rchg(45), Erad-Acc/Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(45)
    Level 41: Focused Accuracy -- GSFC-Build%(A)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(46), P'Shift-End%(46), Numna-Heal(46), Numna-Regen/Rcvry+(48), Mrcl-Rcvry+(48)
    Level 47: Taunt -- Zinger-Taunt/Rchg(A)
    Level 49: Hover -- LkGmblr-Rchg+(A)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Prestige Power Surge -- Clrty-Stlth(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Heal/EndRdx(A), Numna-Heal(48), RgnTis-Regen+(50)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc(50)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Radial Paragon
    Level 50: Ion Radial Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Clockwork Core Superior Ally
    Level 50: Rebirth Radial Epiphany
    ------------
    ------------

    Set Bonus Totals:
    • 4.5% DamageBuff(Smashing)
    • 4.5% DamageBuff(Lethal)
    • 4.5% DamageBuff(Fire)
    • 4.5% DamageBuff(Cold)
    • 4.5% DamageBuff(Energy)
    • 4.5% DamageBuff(Negative)
    • 4.5% DamageBuff(Toxic)
    • 4.5% DamageBuff(Psionic)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 17.38% Defense(Energy)
    • 17.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 5.5% Defense(Melee)
    • 10.19% Defense(Ranged)
    • 3% Defense(AoE)
    • 5.4% Max End
    • 12.5% Enhancement(RechargeTime)
    • 30% Enhancement(Accuracy)
    • 10% SpeedFlying
    • 372.5 HP (19.88%) HitPoints
    • 10% JumpHeight
    • 10% SpeedJumping
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilized) 11%
    • 4% (0.07 End/sec) Recovery
    • 118% (9.21 HP/sec) Regeneration
    • 10% SpeedRunning
    Now for the last few years, I've been sitting on a small mountain of Purple recipes. Many times I have made a build for other toons intending to make it a purple build, and then when I hit 50, I decide for one reason or another that it's not worth "wasting" my purples on that toon. (I should point out that I don't actively farm for purples, but I do run tips at x8 with toons whenever possible, so I have to really love a toon to warrant using my Purples.)

    Anyway, long story short, I might want to do a new build including purples for my tank, switching to Mu in the process for the extra attacks to include Purple Damage sets in. I put this together this afternoon and I call it my "Super-Ambitious" Tank build.


    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Super-Ambitious Chromium Man VI: Level 50 Technology Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Electrical Melee
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery
    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
    Level 1: Charged Brawl -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(11), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Acc/Rchg(13), Hectmb-Dmg/EndRdx(15)
    Level 2: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), P'ngS'Fest-Acc/Dmg(19), P'ngS'Fest-Dmg/EndRdx(19)
    Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7)
    Level 6: Fly -- Flight-I(A)
    Level 8: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11)
    Level 10: Lightning Field -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(21), Armgdn-Acc/Dmg/Rchg(21), Armgdn-Acc/Rchg(23), Armgdn-Dmg/EndRdx(23)
    Level 12: Energize -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(25), Panac-Heal/Rchg(27), Panac-Heal/EndRedux/Rchg(27), Panac-Heal(29), Panac-Heal/+End(29)
    Level 14: Grounded -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(31)
    Level 16: Thunder Strike -- SMotTanker-Acc/Dmg(A), SMotTanker-Dmg/Rchg(31), SMotTanker-Acc/Dmg/Rchg(31), SMotTanker-Dmg/EndRdx/Rchg(33), SMotTanker-Acc/Dmg/EndRdx/Rchg(33), SMotTanker-Rchg/Res%(33)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(34), Efficacy-EndMod/Acc/Rchg(34), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(36), Efficacy-EndMod/EndRdx(36)
    Level 28: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), P'ngS'Fest-Acc/Dmg(37), P'ngS'Fest-Dmg/EndRdx(39)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(40)
    Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(48), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    Level 35: Taunt -- Zinger-Dam%(A)
    Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(50)
    Level 41: Mu Lightning -- Apoc-Dmg(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(43), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(43)
    Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(46), Ragnrk-Dmg/EndRdx(46)
    Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 49: Hover -- LkGmblr-Rchg+(A)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Gauntlet
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 4: Swift -- Run-I(A)
    Level 4: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(46), Numna-Regen/Rcvry+(48)
    Level 4: Hurdle -- Jump-I(A)
    Level 4: Stamina -- P'Shift-EndMod(A), P'Shift-End%(48)
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 50: Spiritual Radial Paragon
    Level 50: Ion Radial Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Clockwork Radial Superior Ally
    Level 50: Rebirth Radial Epiphany
    ------------
    ------------


    Set Bonus Totals:
    • 13.5% DamageBuff(Smashing)
    • 13.5% DamageBuff(Lethal)
    • 13.5% DamageBuff(Fire)
    • 13.5% DamageBuff(Cold)
    • 13.5% DamageBuff(Energy)
    • 13.5% DamageBuff(Negative)
    • 13.5% DamageBuff(Toxic)
    • 13.5% DamageBuff(Psionic)
    • 22.25% Defense(Smashing)
    • 22.25% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 11% Defense(Energy)
    • 11% Defense(Negative)
    • 6% Defense(Psionic)
    • 16.94% Defense(Melee)
    • 8.5% Defense(Ranged)
    • 6% Defense(AoE)
    • 90% Enhancement(RechargeTime)
    • 63% Enhancement(Accuracy)
    • 6% Enhancement(Heal)
    • 5% SpeedFlying
    • 238.9 HP (12.75%) HitPoints
    • 5% JumpHeight
    • 5% SpeedJumping
    • MezResist(Immobilized) 9.9%
    • MezResist(Stunned) 2.2%
    • 16% (0.27 End/sec) Recovery
    • 62% (4.84 HP/sec) Regeneration
    • 2.52% Resistance(Smashing)
    • 2.52% Resistance(Lethal)
    • 7.56% Resistance(Fire)
    • 7.56% Resistance(Cold)
    • 2.52% Resistance(Toxic)
    • 2.52% Resistance(Psionic)
    • 5% SpeedRunning
    So my questions: Is this build too ambitious? I made my main buid goal Recharge and so the second build has 77.5% higher recharge than the first. The secondary build goal was S/L defense and that's at 35.7%. Also, without trying to build for it, I managed a decent amount of Recovery and Regeneration, though the prospective build has ~150 less HP.

    Can anyone make any suggestions before I pull the trigger on this ambitious build? Should I move Might of the Tanker somewhere else? Switch up any of my slotting? Scrap the whole thing? Thanks for reading this far if you made it and thanks also for any advice you can give.
  25. The ATO proc appears to be working great in the AoE Immob now. There was some mention of it in a thread a little further down the page, but I wanted to call some more attention to it.

    I did a little bit of testing (I can't stress how little it was) on the Beta Server. In 10 activations against a single target, I procced probably 7 times.

    When I first read about the ATOs I was excited to slot it in my AoE Immob. I was pretty disappointed when the numbers made it pretty clear that wasn't worthwhile and I had resigned myself to putting it in my ST Hold. Now it appears that I can have my cake and eat it too. My only concern is that I haven't seen this change documented anywhere. Is it possible that it's a bug and not WAI? Because if that's the case I might hold off for a few more days until I finally slot the set.