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Posts
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I think the Winter's Gift unique deserves at least a mention. When stacking on a character with some built in slow resists (Cold and Elec Armor for example), it can trivialize most annoying slows and recharge debuffs. Even without stacking it makes a noticable difference. Crucial? No but I prefer it in a t3 travel power if I'm not slotting BotZ -kb.
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I have Cardiac at T4. Endurance is absolutely not an issue, based on actual gameplay, even with Disruption.
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Thank you both for your time and feedback. The MoG slotting was a great catch, I confess I didn't check the total values with MoG turned on. I did move a slot and change another to plain recharge, and kept the rech/res. Doing so hard-capped everything cappable while only giving up a couple of seconds of recharge. It's an interesting question - better to have MoG recharge in 68.99 seconds and resist cap (90%) s/l/e/n/f/c/t or recharge in 66.82 seconds and hard cap s/l/t with 81.8% for energy and 85% for n/f/c. Someone create a Monte Carlo simulation and let me know, kthx. The former "feels" right so, until someone shows me that Monte Carlo sim, that's what I'll go with.
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For "sturdy" I'll direct the OP to the build I posted in the thread linked to above:
http://boards.cityofheroes.com/showp...37&postcount=4
This is a hovering toon with soft-capped ranged def, respectable psi mitigation, via def and resists (usually a huge gaping hole for Sonics) and hard-capped s/l resists.
There is more than one way to skin a cat and I have no doubt other builds shown have extreme survivability. Personally, this has proven to be my toughest squishy and would be in the upper tier of my non-squishies too. -
It's time for me to try Titan Weapons. After some deliberation on what AT and armor to use, I settled on Brute /Regen, despite being somewhat anti-regen. I'm thinking Brute HP may make the experience better than the Scapper and Stalker I took to 50. I'm not a hater, mind you, just not a lover.
Given that I'm not a Regen fan, I've never tried to IO one out. I pored over the Brute, Stalker and Scrapper forums and found nothing for this particular combo. So I had to start with a blank Mids screen and wing it.
Various notes:
What's shown is sort of a "budget" build, with the notable exception of the Panacea set and Glad Armor +3. If this character "passes" and I want to keep playing it, I'll upgrade some of the items, like Panaceas for DWs and Armegeddon over Scirroco. Of course the ATOs will get upgraded asap.
I originally had 4 Erads in Defensive Sweep, I value those bonuses more but the final to-hit against +3s was 91% (using all the pieces with acc/), not acceptable so I swapped to Scirroco.
The build shown uses T3 Spiritual Alpha. That's what I tend to "work" to get to and then T4 happens when it happens.
I feel like I underslotted Integration but gosh-darnit, I just don't see where to pull slots from. Do Regen pros think this is egregiously underslotted?
I would have loved to slot Gloom for damage, but 4 slots for 6.25% recharge was more appealing than 4 slots of a ranged damage set, especially since this isn't part of the attack chain, but just for runners. If only I could move one slot into it, but again... don't know where to yank it from.
Defensive Sweep boosts smashing + melee, so I decided to pursue melee instead of s/l. Regen needs recharge so that means Oblits Oblits Oblits.
Without further ado...
Villain Plan by Mids' Villain Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
TWRegen: Level 50 Science Brute
Primary Power Set: Titan Weapons
Secondary Power Set: Regeneration
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Defensive Sweep -- LkGmblr-Def(A), LkGmblr-Rchg+(3), Sciroc-Acc/Dmg(15), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40)
Level 1: Fast Healing -- Panac-Heal/EndRedux(A), Panac-Heal/+End(15), Panac-Heal/Rchg(43), Panac-Heal/EndRedux/Rchg(48), Panac-Heal(50)
Level 2: Titan Sweep -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
Level 4: Reconstruction -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(5), Numna-EndRdx/Rchg(5), Numna-Heal(48)
Level 6: Build Momentum -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(46)
Level 8: Follow Through -- BrutesF-Acc/Dmg(A), BrutesF-Dmg/Rchg(9), BrutesF-Acc/Dmg/Rchg(9), BrutesF-Acc/EndRdx/Rchg(17), BrutesF-Rchg/Fury(46)
Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Rchg(37)
Level 12: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(13), P'Shift-EndMod/Rchg(43)
Level 14: Boxing -- Empty(A)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Regen/Rcvry+(50)
Level 18: Rend Armor -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dam%(48)
Level 20: Resilience -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(50)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(23), Aegis-ResDam(23)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(25), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Rchg+(46)
Level 26: Whirling Smash -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(42)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Dct'dW-Rchg(31)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Arc of Destruction -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(42)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 38: Moment of Glory -- Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx/Rchg(39), Aegis-EndRdx/Rchg(39), LkGmblr-Rchg+(39)
Level 41: Gloom -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(45), Cloud-Acc/EndRdx/Rchg(45), Cloud-%Dam(45)
Level 44: Darkest Night -- HO:Enzym(A)
Level 47: Super Speed -- Winter-ResSlow(A)
Level 49: Revive -- Dct'dW-Heal/Rchg(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: Fury
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I(A)
Level 4: Health -- Mrcl-Rcvry+(A)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- P'Shift-EndMod(A), P'Shift-End%(13)
Level 1: Momentum
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Total Radial Revamp
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Definitely the right call. We dialed Penny's tf down to 3/8 (from 4/8 with you & Baub). Things went smoothly but the last fight (Clamor in reactor w/ ton o' ambushes) caused a wipe (or 2 [3?]) but success was met. I brought a 48 to the PYTF, hoping to get to 49, given how short it is, but fighting +3s and +4s, along with an xp booster, not to mention WST bonus, got him to 50 easily enough.
Then we jumped on a badge Magi. The trial succeeded but not all the badges, so we went for a second run, still missed the badges, though SOOOOO close on the "beat the 3 AVs within 5 seconds" badge. -
To those hoping a Prometheus sequel will provide some answers, you better hope they have a different screenwriter. Wrapping up open issues with a bow is not in Lindelof's wheelhouse.
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I made some changes to fit the budget specified in the OP (150M-300M). It does include 2 pieces of Soulbound Allegiance, which was part of the OP's build so I'm guessing fair game.
I'd target Coercive Persuation for your first purple set. Once you get that I'd swap out the Blood Mandate in Phantasm for Expedient Reinforcement to give you both 6.25% rch and ranged def. Not for the additional recharge, which is not all that meaningful once you perma the good stuff, but for the confuse proc, which is great and should help make your DFBs safer + faster.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Mesmer: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Blind -- WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), WotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), WotController-EndRdx/Rchg(3), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), WotController-Rchg/Dam%(7)
Level 1: Time Crawl -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(7)
Level 2: Temporal Mending -- Dct'dW-Heal(A), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-EndRdx/Rchg(13)
Level 4: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(17), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(19)
Level 6: Deceive -- Mlais-Acc/Rchg(A), Mlais-Acc/Conf/Rchg(9), Mlais-EndRdx/Conf(21), Mlais-Acc/EndRdx(21), Mlais-Conf/Rng(23)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(25)
Level 10: Time's Juncture -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(40), DarkWD-Slow%(48)
Level 12: Flash -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(29)
Level 14: Temporal Selection -- RechRdx-I(A)
Level 16: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31), Lock-%Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(50)
Level 18: Phantom Army -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Acc/Rchg(31), S'bndAl-Build%(31), S'bndAl-Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33)
Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(48)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 24: Hover -- LkGmblr-Rchg+(A)
Level 26: Spectral Terror -- Abys-Dam%(A), Abys-Acc/Fear/Rchg(36), Abys-Fear/Rng(37), Abys-Acc/Rchg(37), Abys-Acc/EndRdx(37)
Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/Rchg(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40)
Level 32: Phantasm -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(40), BldM'dt-Acc/EndRdx(42), BldM'dt-Acc/Dmg/EndRdx(42), BldM'dt-Acc(42), BldM'dt-Dmg(43)
Level 35: Power Blast -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(36), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(45)
Level 38: Chrono Shift -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Rchg(45), Efficacy-EndMod/Acc/Rchg(46), Efficacy-EndMod(46), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(50)
Level 41: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45)
Level 44: Slowed Response -- Achilles-ResDeb%(A), ShldBrk-Acc/Rchg(48), ShldBrk-Acc/EndRdx/Rchg(50)
Level 47: Power Boost -- RechRdx-I(A)
Level 49: Group Invisibility -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment
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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15), EndMod-I(15)
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Good timing to ask this. I've got my mind on my Sonic/Sonic right now as I'm finally rebuilding to adjust to the recent HO "fix". I had slotted the 2 ally shields with Centrioles so I need to change that. Further I wanted to add in the Defender ATO set.
Here is where the build stands now. It is a work in progress as there are things I'm not content with, such as having too much -kb as a result of pursuing other bonuses. Regardless of whatever fine-tuning I end up doing, my objectives were to soft-cap ranged def, hard-cap s/l resists and do what I could to mitigate psi. Given that Liquefy is the only power that benefits from recharge, I decided not to make a high recharge build. Liquefy is good when it's up, but not worth structuring a build around, my opinion.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
AntiMatterH8r: Level 50 Natural Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Sonic Barrier -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(3), ImpArm-ResPsi(34)
Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(7)
Level 2: Sonic Haven -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(9), ImpArm-ResPsi(33)
Level 4: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13)
Level 6: Howl -- DefendersB-Acc/Dmg(A), DefendersB-Dmg/Rchg(15), DefendersB-Dmg/EndRdx/Rchg(15), DefendersB-Acc/Dmg/EndRdx(17), DefendersB-Acc/Dmg/EndRdx/Rchg(17), DefendersB-Rchg/Heal%(33)
Level 8: Disruption Field -- EndRdx-I(A), EndRdx-I(19)
Level 10: Sonic Siphon -- Acc-I(A)
Level 12: Sonic Dispersion -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(19), TtmC'tng-ResDam/EndRdx(21), TtmC'tng-ResDam(21), TtmC'tng-ResDam/EndRdx/Rchg(23)
Level 14: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), LkGmblr-Rchg+(25), Zephyr-ResKB(34)
Level 16: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(25), Zephyr-Travel(34)
Level 18: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def/Rchg(27), LkGmblr-Rchg+(29)
Level 20: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(33)
Level 22: Boxing -- Stpfy-Acc/Rchg(A)
Level 24: Shockwave -- KinCrsh-Acc/KB(A), KinCrsh-Dmg/EndRdx/KB(36), KinCrsh-Acc/Dmg/KB(36), KinCrsh-Dmg/KB(36), KinCrsh-Rchg/KB(37), KinCrsh-Rechg/EndRdx(37)
Level 26: Clarity -- EndRdx-I(A)
Level 28: Tough -- EndRdx-I(A)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def/Rchg(39), LkGmblr-Rchg+(39)
Level 32: Liquefy -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(39), Cloud-Acc/Rchg(40), Cloud-ToHitDeb/EndRdx/Rchg(40), Cloud-Acc/EndRdx/Rchg(40), Cloud-%Dam(42)
Level 35: Screech -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 38: Assault -- EndRdx-I(A)
Level 41: Dominate -- Lock-Rchg/Hold(A), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(45), Lock-%Hold(45), Lock-Acc/Rchg(46), Lock-Acc/Hold(46)
Level 44: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(46), ImpArm-ResPsi(48), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam/EndRdx(48)
Level 47: Sonic Cage -- HO:Endo(A), RechRdx-I(50)
Level 49: Afterburner -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(50)
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: Vigilance
Level 4: Ninja Run
Level 50: Cardiac Core Paragon
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Rad does -regen "much much better"?
Lingering Rad is -500 regen for 30 seconds on a 90 second recharge.
Heat Exhaustion is -500 regen for 40 seconds, 120 second recharge.
It takes the same level of recharge to make this debuff perma.
If you indeed are looking to "help a league (team) melt hard targets" then Heat Exhaustion is essential. It also includes a 62.5% -damage debuff which is very significant.
That Forge's damage bonus is "small" is something we'll have to disagree on. It's a 50% damage buff that has no tricks to it like Kinetic buffs (location, accuracy check). If indeed all you ever intend to do is leagues at level 50 it could get lost in the myriad buffs and be less valuable. If you intend to do regular 8 member tfs, both at level 50 and below, it becomes a very powerful buff. I view this as less essential than Heat Exhaustion, but I personally would never make a Thermal without it. YMMV.
Question for SonicRemedy: In the build you provided above, you included an Endoplasm (Acc/Mez) HO in Melt Armor. Did you mean for that to be a Lysosome (Acc/-tohit/-def) perhaps? -
Without even looking at bonuses, it stands out that you omitted Forge and Heat Exhaustion. Not sure if that's an oversight or not so I'll hold off further review. Frankly without those 2, especially Heat Exhaustion, it's not "high tier".
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I just wanted to provide facts from a disinterested perspective. Disinterested in that I have bias to neither rad nor dark. If anything I'd potentially have a bias to rad because I do have a top end ill/rad, but not ill/dark. I say that for full disclosure.
With that out of the way, let's look at numbers. As mentioned upthread, for a perma-PA build, Howling Twilight is up 30 seconds and recharges in 45, so that's 2/3 uptime, 1/3 down. One casting of Twilight Grasp may indeed be "small" but it does stack. For arguments sake, let's just say in 20 seconds you fire it off 4 times, may be more, may be less, but 4 sounds reasonable. I use 20 seconds because that's the duration of the -regen debuff. That's a constant .5 * 4 = 2.0 -regen debuff. Let's call it 1.9 to account for 5% misses. So for 30 seconds Dark provides 5 (HT, autohit so no adjustments needed) + 1.9 = 6.9 -regen. For 15 seconds it's 1.9 -regen. That's a weighted average of 5.23333. Lingering Rad, as previously mentioned, is perma on high recharge, but what wasn't mentioned was that it requires a to-hit check. That gives LR an average -regen of 4.75. Dark can't compare? The numbers say otherwise.
Further, PA will always provide more damage from just 1 Tar Patch, let alone 2, than it ever could from EF and AM, since AM won't affect them. The player and Phantasm would provide more damage from EF * AM than from 1 Tar Patch, but 2 Tar Patches blow it out of the water. Given the assumption of a perma-PA build, then 2 TPs would always be out, once a second was cast. I promised numbers didn't I? Assuming 95% damage enhancements, Rad would provide (1 + .95 + .2) * (1 + .225) = 2.634, Dark with 1 TP = (1 + .95) * (1 + .3) = 2.535, 2 TP = (1 + .95) * (1 + 2*.3) = 3.12.
What wasn't mentioned yet in this thread is that EF can detoggle due to mez. Yes in today's world there are ways to mitigate that, but without Clarion or Indomitable Will, it's a risk.
So, with that, back to the OP's 3 questions...
1) There's testimony in this thread that yes Dark can and the numbers support that.
2) Yes, I have nothing to add to this question that hasn't been said before in this thread. This is one of the game's great pets.
3) You won't. -
To put in game terms I understand, it sounds like the Protoss, who you have to take their shields down to start reducing HP. I approve of this being added to our game.
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Go To is definitely necessary for melee pets, such as Beasts. I'd never noticed how bad this bug was before, because each MM pet seems to have some range, but the first time I did Atlas with my doggies and gave them the attack command, they started showing off their "sit" and "stay" training. Yes, they had line of sight.
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I agree with Big King. Just completing Magi is a 50/50 proposition right now and it's not force multipliers that win the day so much as people knowing what to do (ie, when Tyrant does his laser patches of doom.... MOVE!). At least that's been my experience so far.
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You have no -kb which may be ok if all you do is demon farm, I don't think any of those mobs do kb. It will be a problem outside of the demon farm though.
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I seriously doubt the Liefeld lexicon include words like parabola, ellipse or elongate. Rather I see Liefeld saying something like "I have Arnold Schwarzenegger's sword from the first 'Conan the Barbarian.' After the premier of 'True Lies' there was an auction, and I bought that. On the blade, he signed 'Arnold Schwarzenegger.' I have it framed, and I have a big picture of him as Conan with that exact sword in a giant display in my theater room. Now, we look at it and go, 'Hey it's the governor's sword!' And once he fixes all of the rules, it will be the president's sword."
Why do I see him saying that? Because he did! -
I'd say you're overslotted for Acc in both Siphon Speed and Fulcrum Shift. With your other accuracy bonuses + tactics, against +3 enemies you have over 170% chance to hit with those 2 powers, 192% with Transfusion. You have 45% accuracy bonuses from purples that will always be with you. Taking all accuracy enhancements out of SS and FS still gives them acc of over 115% against +3s. So yes, you could do without acc slotting.
By the way with another slot in SS, you could have pieces of Curtail Speed to get to 44% s/l def. Maybe move a FS slot and keep the one acc in FS just in case of to-hit debuffs. -
One would think that at some point, over the last 20 years, maybe around the time of Image's founding, that someone like Jim Lee would have pulled Leifeld aside and said "Rob, let's take some time to go over human anatomy and how to draw it". Maybe Lee did and Rob just told him "Shut up Jim you're just mad my guys have bigger chest muscle things".
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What they did to Guy Gardner was unforgivable, when they made him "Warrior". Even though he wasn't likeable, he was at least interesting with the Giffen Justice Leagues (ONE PUNCH!). The mini series where he became Warrior was perplexing me with what happened to him until I realized they just made him suck. Too bad.
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Would you rather play Storm? If so then play Storm. MMs offer a great chance to really get to play Storm since you can devote your energies to your secondary, unlike the other 3 ATs with it.
Is it better than Dark? I wouldn't say it is. Is it effective enough that you can handle any mission the game gives you? Heck yeah. -
The epics offer a couple of options: Thunderstrike and Knockout Blow. They both have long recharges (36 and 40 seconds, respectively) so you won't exactly be spamming them, but they might do for what you're looking for.
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There was one time, when I was pushing buttons to create some "random" numbers that were then checked against some other numbers which were then modified based on some yet other numbers. My numbers were favorable for an extended period of time. I'm awesome.
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I was a TTPer on Tribal's 2nd troller frad team and yes, sometimes an individual would get too much mob aggro and die, but death is trivial, helpful even. That just means someone gets to use veng, Fallout and Mutation. Before the fight with that spawn is over the debt is wiped out. The amount of time to wipe out a spawn by ttp-ing in was significantly faster than using ranged controls like Flastfire and the debuffs, then walking in. We didn't even use the debuffs, especially RI, RI was a dps killer.
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Not including Soul Absorption was a terrible oversight on my part for summarizing Dark Affinity. That definitely covers the endurance management issue and changes my final assessment from "meh" to "oooh".
I neglected Howling Twilight because I was trying to highlight stacking effects, and except for AV fights, isn't something I think we'd be counting on for stacked effects.