Doomguide

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  1. Here's how I might tweak things while trying to keep your power choices. I agree overall with what Emperor Steele has posted so I did swap out WoC for Psionic Tornado. He also pretty much nails a huge reason to keep or have the sleep powers while in a team setting. AVs, while their purple triangles are up, possess large amounts of protection vs most mez effects the two exceptions being Sleep and Immobilize. I also swapped out the HO's for IO's mostly so one can see what the difference is, pretty small outside of Fort. In Fort it basically costs one the enhanced To Hit buff.

    On the Empathy side the only thing I'd do differently is drop Resurrection. I have a hard time taking it on my defenders ... I definitely have better things to do on my trollers, but ... if I did take it I'd slot an Endred in the base slot. Unlike a defender you have no Vigilance reducing its cost and it's a whopping 26 end. Dropping a recharge in there isn't going to reduce the recharge time to the point you are rezzing 2 folks from one fight (or if it is why are they hanging around for nearly a minute to be rezzed) but an endred might be the difference in a hard fight between rezzing one teammate and not if you find yourself between Recovery Auras. I'd love to see AB asap but can thoroughly understand wanting the mez protection first. Anyway here it is.

    Doomguide

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Baalzebot_MindEmpathy_FrierFly_Alternate1 (v1.00.i23 Incarnate): Level 50 Magic Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Empathy
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Levitate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-EndRdx/Rchg(9)
    Level 2: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(11), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13)
    Level 4: Dominate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(37)
    Level 6: Super Jump -- Zephyr-ResKB(A)
    Level 8: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(17), Mlais-Acc/EndRdx(43), Mlais-Conf/Rng(48), Mlais-Acc/Conf/Rchg(50), Mlais-Dam%(50)
    Level 10: Resurrect -- EndRdx-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(42)
    Level 14: Telekinesis -- Range-I(A)
    Level 16: Clear Mind -- Range-I(A)
    Level 18: Total Domination -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(21), UbrkCons-EndRdx/Hold(21)
    Level 20: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/Rchg(23), LkGmblr-Def/EndRdx/Rchg(25)
    Level 22: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Rchg+(27)
    Level 24: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(43), GSFC-ToHit/EndRdx(43)
    Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(31)
    Level 28: Recovery Aura -- RechRdx-I(A), P'Shift-EndMod/Rchg(31), Efficacy-EndMod/Rchg(31)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 32: Mass Confusion -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(33), SWotController-EndRdx/Rchg(34), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(34), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(34), SWotController-Rchg/Dmg%(36)
    Level 35: Regeneration Aura -- Dct'dW-Rchg(A), Dct'dW-Heal(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37)
    Level 38: Indomitable Will -- RechRdx-I(A), RechRdx-I(39), LkGmblr-Rchg+(39), LkGmblr-Def/Rchg(39)
    Level 41: Mind Over Body -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(42), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(50)
    Level 44: Adrenalin Boost -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Heal(45), Dct'dW-Heal/EndRdx(45), Dct'dW-Heal/Rchg(46), Efficacy-EndMod/Rchg(46)
    Level 47: Psionic Tornado -- Posi-Dmg/Rchg(A), Det'tn-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg/EndRdx(48)
    Level 49: Vengeance -- 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 -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    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 -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc(40), P'Shift-End%(46)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    ------------



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  2. Quote:
    Originally Posted by Recluse90 View Post
    All I can say is thank you. Seriously epic post plainguy, I am glad someone came from where I am now. So, should I just read the links in your sig? Is there some where else I should go too?
    Those links he provides are an excellent place to start learning the mechanics behind stuff. Paragon Wiki is where all those links lead and is a tremendous source of information on all sorts of things CoX (and not just mechanics but history, story lines etc.). One cautionary word make sure it's Paragon Wiki and not Wikia. The wikia site is well infested with things you don't want your computer keeping company with. And one of the best ways to learn about IO sets and Mids is to simply play around with Mids, changing how you put your build together there is free.

    Doomguide
  3. Quote:
    Originally Posted by Coyote_Seven View Post
    Setting up the max number of tripmines in one spot, then running off the aggro a few mobs to lead them back to the mines, and then watching a whole bunch of minions get thrown about while they go boom! I loved that.
    There's at least one build I'll be keeping them on. A team of friends all running AR/Dev ... carrying this out with 5+ characters laying mines and dragging rooms worth into the "hall of death" never gets old.

    Doomguide
  4. Quote:
    Originally Posted by Deacon_NA View Post
    Earth has a lot of aoe control tricks up its sleeve:

    Stalagmites - aoe stun with 90 second recharge. On a mature, high recharge build, the duration outlasts the recharge, which gets to be usable pretty much every spawn.

    Earthquake - kb patch with the same recharge numbers as Stalagmites.

    Volcanic Gasses - the prize of aoe holds. Another patch very friendly to procs.

    So that's Earths "big 3" that even leveling up you'll have something available to you for each fight.

    Single target hold and both immobs are standard fare.

    The pet is in the top half of control set pets. Sturdy resists + not too bad st damage.

    Quicksand is very nice with the just the base slot, for def debuffing and slows.

    Lastly there's an aoe sleep. It has the flaws of a click sleep, but it's not the worst thing to include, though it's the easiest thing to skip.

    There's a secondary bonus of lots of -def, helpful in lowbie land at least.
    This sums it up quite well. I'll add these patches (Quicksand, Earthquake, Volcanic Gases) can all be targeted from behind cover, a very helpful detail if the team has poor aggro control. Earthquake, in addition to being a kd patch, also carries both -def (as almost all Earth powers do) and does -to hit. Both may be enhanced. In an IO build all 3 can also be available prior to the previous castings duration ending. Their effects don't stack from the same caster, however. Quicksand is that way out of the box and by a large margin. Salt Crystals, the sleep is a click so generally things get woken up right off again ... but they still get the defdebuff and it's the fastest casting power in the set (tied with EQ). It also used to be a very cheap Purple set as well though I suspect that's not the edge it used to be.

    Doomguide
  5. Quote:
    Originally Posted by Sailboat View Post
    Don't have Mid's available from here, but it looks like Tornado isn't well slotted for damage, which seems counter to the intent of the build. Wouldn't you at least want it at the ED cap for damage?
    I would. On a defender it's something on the order of 500 to 600 more damage (enhanced vs unenhanced) over the course of the Tornado. Now stack a second Tornado and consider it's an AoE (small but still on AoE which no longer scatters those foes all over and out of its AoE).

    Doomguide
  6. Doomguide

    Fire / Storm

    Quote:
    Originally Posted by Sailboat View Post
    Generally good suggestions, but one I don't understand:



    People slot Freezing Rain for damage? Hasn't it been shown that those "1s" you see over the foes' heads are actually fractions of a damage point? Doesn't slotting damage in FR make very little difference?
    In general yes this is the thinking, those tics are actually rounded up to "1". It will do a lot more damage enhanced ... just spreads it over 15 seconds (but goes from under 40 damage to around 140+ over those 15 seconds depending on your slotting). I dropped the Corrruptor ATE in the power as that redlines the ED damage and recharge (and wastes a lot of accuracy as well). And actually, I believe, if maxing the damage output is really where you want to go -> 1 common recharge IO and 5 damage procs (or 4 damage procs and the Achilles -resist). I wanted the set bonuses. YMMV and all that.

    Doomguide
  7. Doomguide

    Fire / Storm

    Quote:
    Originally Posted by planet_J View Post
    You're not getting much use out of the 3rd recharge redux in summon adept...it's almost worthless using that slot for that in that power.

    Charged armor could be slotted much better...there's a lot of resists you're missing out on with it slotted that way.

    More accuracy in powersink

    Use 3 LotG in weave(+Rech, Def, Def/End), if you want 4 use the Def/End/Recharge or Def/Rech

    Tough could use 3 Aegis and the steadfast or 4 reactive + steadfast 3%

    Vengeance can use a +rech LotG it is far more useful

    Assault is using a slot that isn't doing much with the 3rd end redux

    Manuevers can take 3 LotG pieces...do that, it works a lot better.

    Freezing Rain needs damage...LOTS more damage and Recharge

    That should help you for starters.
    Agree with most of this. One thing that I think is incorrect is "more accuracy in Power Sink". I believe the power needs no accuracy, it is autohit vs foes ( http://tomax.cohtitan.com/data/power...ery.Power_Sink )

    Fly - Don't enhance the fly spd you are at the spd cap for Fly while unenhanced (unless you enhance Afterburner for +fly spd.) Unless it's thematic/conceptual though I wouldn't bother with +fly spd, better uses for the slot(s).

    Did some work on the build. End use is much rougher now but you also have both Power Sink and Conserve Power in the build so should be manageable. You'll just have to pay attention and get used to when/how to use PS and CP. Flip side is the build now sits at 32.5% or better vs Fire, Cold, Nrg, Neg Nrg, Ranged and AoE (or one small luck or numerous potential teammate buffs from the soft cap).

    Anyway here it is for thinking on.

    Doomguide

    Villain Plan by Mids' Villain Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Divine Wind II v2_Midgard EU_Alternate1 (v1.00.i23 Incarnate): Level 50 Science Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Storm Summoning
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(25)
    Level 1: Gale -- Acc-I(A)
    Level 2: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(3), Det'tn-Dmg/EndRdx/Rng(13), Det'tn-Dmg/Rng(15), Det'tn-Dmg/EndRdx(27), Posi-Dam%(34)
    Level 4: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(29), Ksmt-ToHit+(37)
    Level 6: Rain of Fire -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(7), Ragnrk-Acc/Dmg/Rchg(9), Ragnrk-Acc/Rchg(19), Ragnrk-Dmg/EndRdx(19)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
    Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), Aegis-ResDam(25), Aegis-ResDam/EndRdx(31), Aegis-ResDam/EndRdx/Rchg(46)
    Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-Rchg(46)
    Level 14: Fly -- Zephyr-ResKB(A), Winter-ResSlow(27)
    Level 16: Freezing Rain -- SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Dmg/Rchg(17), SMotCorruptor-Acc/Dmg/Rchg(17), SMotCorruptor-Dmg/EndRdx/Rchg(21), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(21), SMotCorruptor-Rchg/Dmg%(23)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(36), OvForce-Dmg/End/Rech(37)
    Level 20: Afterburner -- LkGmblr-Rchg+(A)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(43)
    Level 24: Assault -- EndRdx-I(A)
    Level 26: Vengeance -- LkGmblr-Rchg+(A)
    Level 28: Kick -- Acc-I(A)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(31), Aegis-ResDam/EndRdx(31), Aegis-ResDam/EndRdx/Rchg(40)
    Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33)
    Level 35: Tornado -- UndDef-Rchg/EndRdx(A), LdyGrey-Rchg/EndRdx(36), FrcFbk-Rchg/EndRdx(36), S'bndAl-Dmg(37), S'bndAl-Dmg/Rchg(39), OvForce-Dam/KB(39)
    Level 38: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(39), Efficacy-EndMod/Rchg(40), RechRdx-I(46)
    Level 41: Lightning Storm -- Dev'n-Hold%(A), Apoc-Dam%(42), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(43)
    Level 44: Charged Armor -- GA-3defTpProc(A), Aegis-ResDam(45), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(45)
    Level 47: Summon Adept -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc/Rchg(50)
    Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
    Level 1: Brawl -- Acc-I(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 -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(7)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(5), P'Shift-EndMod/Rchg(5)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Agility Core Paragon
    ------------



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  8. Doomguide

    Water/Dark

    Very nice build.

    One thought, Whirlpool two ways to go here enhancement wise.

    First more or less as you have for the set bonuses and damage.

    The second much like one can slot Freezing Rain/Sleet ... with procs. Only since Whirlpool has a solid base damage (unlike FR/Sleet) you don't want to neglect it. So I've been mulling over something along the lines of 2 common damage IO's (or a Ragnarok Dam + a common damage IO) boosted for ED capping damage then filling out with procs likely Achilles -resist plus 3 %damage procs.

    Doomguide
  9. I'll add my vote for something Earth/* in particular /Storm, Cold or Sonic.
    Storm for lots of offense, Cold to help with +defense and debuffs (teams without IO builds or otherwise low defense) or and Sonic for adding +resistance and debuffs (heavily IO'd or defense based teams).

    But pretty much any well played Controller, Defender, Corruptor or Dominator is going to add lots to a floundering pug. And on a well played pug they'll be one more cog in the machine.

    Doomguide
  10. Quote:
    Originally Posted by JayboH View Post
    ...come to think of it, someone needs to create that Brutal Speed experience again sometime.
    Repeat Offenders Network

    Fast and the Furious Villain Group located on Freedom. All Brute and Kinetic corruptors.
    Founded June 2006

    Doomguide

    Edit: As far as redundancy ... well FS also debuffs and I've no idea where the -damage floor is offhand. Then there's all those things Kins do that aren't FS (Especially prior to level 38 when a corruptor doesn't even have FS).

    Not to hard to find, 10% damage is the floor > http://paragonwiki.com/wiki/Limits so that would be what ... 4 and a half Kins to debuff the mob to the floor. As I recall the teams I ran on were about half and half of each AT (this was primarily in 2010) and often at least at the hours I played not full 8 player teams.
  11. Quick thoughts:

    Same issue with Kismet as before. Needs to be in an active toggle or passive to get the +6% to hit. I'd move it to Hover.

    I'd see if I could scrape up a slot for either Hover or Afterburner for a 5th LotG +recharge. Infrigidate would be high on my list for grabbing slots for whatever.

    Ideally I'd want a slot for an Accuracy IO in Benumb. I personally wouldn't want to rely on having to land Soul Drain or a Debuff to place Benumb's final hit chance at 95+ vs the hardest target's I intend to fight. As is without a strong defdebuff or a nice boost off Soul Drain Benumb has a better than 1/3 chance to miss vs +4's.

    There's something odd/wrong about how Mids is reporting the +recovery buff portion of Heat Loss, it does not seem to be scaling with the number of foes hit. It is possible to counter the crash of a nuke with Heat Loss (typically around 7 or 8 foes). Of course that particular need will soon be moot ... but it should still be increasingly buffing your recovery as the number of foes goes up unless something got changed about HL that I am unaware of. Hence I'd swap the Endmod/Acc for the Acc/Rech in HL (and why I'd want that 5th LotG +recharge). Until your recharge on HL is greater than 90 sec I'd want to do what I could to boost it further.

    You could use Thunderstrike rather than Devastations in Life Drain to get a wee bit more +def(ranged). And Boosters in general to get more out of some of the 'underslotted' powers (such as Nightfall, the heal IO's in Life Drain etc.).

    And for Destiny I'd grab Clarion Radial Epiphany for it's +special. It'll do lots of nice things for this build -> more To Hit Debuff, more defense buffs, more healing out of Life Drain, more To Hit buff from Soul Drain ... .

    Doomguide
  12. Don't know if he'd be the ultimate door monster but I'm thinking my Elec/Fire/Cold Blaster would be very ugly against the doors. Tons of PBAoE/AoE damage including Hot Feet and Burn (perma) to greet them.

    Doomguide
  13. Quote:
    Originally Posted by Hindenburg View Post
    I guess Ignite works the same way as Bonfire with the KD proc?
    It has no kb/kd/ku component so no joy there. What it does do is large amounts of Afraid and Damage. The trick is to lock whatever foe your trying to roast in place or as you might guess from the use with caltrops comments make it otherwise very hard for them to leave the aoe patch. And that's one of the rubs of Ignite, it's a very small AoE patch (as in 4 foot radius small) that foes will try very hard to get out of. But if you can keep the targets in the patch it does a fairly obscene amount rapid DoT damage (as in over 600 damage on my AR/Dev).

    In this sense it probably shares more with a Scrappers Burn patch with the same issue many scrappers have (things run away from it) only with an even smaller aoe radius and no front loaded damage but significantly more damage overall.

    Doomguide
  14. Quote:
    Originally Posted by Psylenz View Post
    Hmmm, not reading this right, I have almost 61% endurance reduction in hurricane.

    I think you are meaning tornado, and am having second thoughts on its slotting: 2 Rech IOs, 2 Call to Arms (Dmg/end and Dmg/end/recharge). This cuts the end cost some.
    ...
    One of my preferred slottings for Tornado (then tweaked for the Overwhelming Force proc) would be: Touch of Lady Grey Rech/Endred, Undermined Defenses Rech/Endred, Force Feedback Rech/Endred, Overwhelming Force proc, Soulbound Allegiance Dam, Soulbound Allegiance Dam/Rech -> prior to the Overwhelming Force proc I'd have used a 3rd Soulbound Allegiance -> the Dam/Endred. Obviously could use either the Dam/Rech or the Dam/Endred depending on if you wanted to max out Rech or Endred in the power while using the proc.

    Doomguide
  15. Looks solid (as well as looking like a Fire/Cold rather than Dark/Cold <grin>). Assume you are fine with the minimal buff from Glacial Shield? The only things I'd change (that don't fall strongly into the YMMV category for me) are:

    For Aim I'd slot a common recharge IO rather than the Rectified Reticle +perception. Rather have Aim up as often as one slot can get it especially in light of the upcoming changes to the Snipes. Increasing your perception in PvE from 500 ft to 600ft is unlikely to ever come into play.

    Second I'd go with a 2nd common recharge IO's (plus the Acc) in Benumb over the endred, the difference is relatively trivial but I would want Benumb as close to perma as I could reasonably get it so its preferred target, the current AV in your sights, is under its effects as much as possible.

    Played around with the build some as well. And while I would not call it a better build (only different) it shows some alternate slottings for some powers which may give you ideas. The most significant difference between the builds I believe is it hits 32.5+ for both ranged and AoE defense rather than just ranged (as well as Fire and Cold).

    Doomguide

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Cryonic Heat_planet J_Alternate1 (v1.00.i23 Incarnate): Level 50 Magic Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Infrigidate -- AnWeak-Acc/DefDeb(A), Achilles-ResDeb%(7)
    Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(15)
    Level 4: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9), Aegis-ResDam(11), Aegis-ResDam/EndRdx(19), Aegis-ResDam/EndRdx/Rchg(21)
    Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(27)
    Level 8: Fire Breath -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(40)
    Level 10: Glacial Shield -- LkGmblr-Rchg+(A)
    Level 12: Aim -- RechRdx-I(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(19)
    Level 16: Hover -- Frbd-Stlth(A), Ksmt-ToHit+(34)
    Level 18: Blaze -- SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Dmg/Rchg(40), SMotCorruptor-Acc/Dmg/Rchg(40), SMotCorruptor-Dmg/EndRdx/Rchg(43), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(46), SMotCorruptor-Rchg/Dmg%(46)
    Level 20: Arctic Fog -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(23), Aegis-ResDam(27), Aegis-ResDam/EndRdx(37), Aegis-ResDam/EndRdx/Rchg(37)
    Level 22: Fly -- Zephyr-ResKB(A)
    Level 24: Afterburner -- Winter-ResSlow(A), LkGmblr-Rchg+(50)
    Level 26: Boxing -- Empty(A)
    Level 28: Blazing Bolt -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(29), Apoc-Acc/Rchg(29), Apoc-Dmg/EndRdx(31), Apoc-Dam%(34)
    Level 30: Benumb -- RechRdx-I(A), RechRdx-I(31), Acc-I(31)
    Level 32: Inferno -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34)
    Level 35: Sleet -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(36), Ragnrk-Knock%(37)
    Level 38: Heat Loss -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(39), P'Shift-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(46)
    Level 41: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(42), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam/Rchg(43), Aegis-EndRdx/Rchg(43)
    Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), SW-ResDam/Re TP(45)
    Level 47: Charged Armor -- GA-3defTpProc(A), Aegis-ResDam(48), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(48)
    Level 49: Maneuvers -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    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 -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15), Numna-Heal(17)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    Level 50: Ion Core Final Judgement
    Level 50: Degenerative Radial Flawless Interface
    Level 50: Cimeroran Core Superior Ally
    ------------



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  16. Kismet+6% needs to be in an active toggle or passive power to function. I'd move it to Weave. Max the recharge on Heat Loss, the closer to 90 secs you can get it the less you have to worry about your net end recovery/usage (i.e. frankenslot etc. over getting set bonuses). Benumb needs accuracy to hit reliably. Foes you really want it to hit, such as AV's, are going to resist your defdebuffs something fierce. You don't want to be relying on your debuffs to make it hit (at least if it were me).

    Must run for now, I'll take a longer peek after work.

    Doomguide
  17. Ooof no real Inferno, might want an alternate build ready for changes coming to Nukes and Snipe.

    Anyway made some minor changes. Yes having solid resists very much helps backup the defense you do have. I pushed the defense to over 32.5 for Fire, Cold, Energy, Negative as well as Ranged and AoE. Getting to 32.5 is the goal as that puts you one small luck from the soft cap. Since Inferno was an after thought I swapped it out for Hover for a tiny bit more defense and a place to slot a Kismet +6% and then swapped Assault for Tactics. I did so as against +4 foes your final to hit numbers were ... worrisome, at least, for me. You might get away with it if you can get things debuffed with FR but +3's and +4's especially are going to resist the debuff and if it were me I'd not want to rely on FR as the first AV you run into will make the debuff tiny tiny. Your own To Hit (from Tactics and Kismet) can't get resisted though it might get debuffed. The build, once you get Agility, will soft cap everything, essentially, with 1 small luck. I also swapped the slots out of Dark Consumption and into Hurricane. DC actually recharges a bit faster and you'll be able to push foes away with Hurricane if you really want to since it's now slotted up enough to at least toggle it on for a bit to get stuff out of your face.

    Doomguide

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Allen Steele_StormFireBlast_Alternate1 (v1.00.i23 Incarnate): Level 50 Magic Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Fire Blast
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: O2 Boost -- Heal-I(A)
    Level 1: Flares -- Thundr-Acc/Dmg/EndRdx(A)
    Level 2: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 4: Fire Ball -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(11), SDefendersB-Dmg/EndRdx/Rchg(13), SDefendersB-Acc/Dmg/EndRdx(13), SDefendersB-Acc/Dmg/EndRdx/Rchg(19), SDefendersB-Rchg/Heal%(21)
    Level 6: Steamy Mist -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam/EndRdx/Rchg(7), LkGmblr-Rchg+(9), LkGmblr-Def(9), LkGmblr-Def/EndRdx(11)
    Level 8: Freezing Rain -- ImpSwft-Dam%(A), Achilles-ResDeb%(21), ShldBrk-%Dam(23), Posi-Acc/Dmg(23), Posi-Dam%(27)
    Level 10: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34)
    Level 12: Fly -- Zephyr-ResKB(A)
    Level 14: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-EndRdx(15), RedFtn-Def/EndRdx(15), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(19)
    Level 16: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36)
    Level 18: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(46), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-Rchg/EndRdx(50)
    Level 20: Tactics -- EndRdx-I(A)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(25), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(27)
    Level 26: Tornado -- OvForce-Dam/KB(A), OvForce-End/Rech(36), OvForce-Acc/Dmg/End(37), OvForce-Dmg/End/Rech(37), OvForce-Acc/Dmg/End/Rech(37)
    Level 28: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(40)
    Level 30: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(31), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(33), RedFtn-EndRdx(33)
    Level 32: Lightning Storm -- Decim-Dmg/EndRdx(A), Decim-Acc/Dmg(40), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43)
    Level 35: Dark Consumption -- RechRdx-I(A), Efficacy-EndMod/Rchg(46), P'Shift-EndMod/Rchg(46)
    Level 38: Hover -- Ksmt-ToHit+(A)
    Level 41: Dark Embrace -- GA-3defTpProc(A), Aegis-ResDam(42), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(42)
    Level 44: Soul Drain -- Oblit-Dmg(A), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), RechRdx-I(45)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Vengeance -- LkGmblr-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: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(39), P'Shift-End%(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    ------------



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  18. Quote:
    Originally Posted by Rasmus View Post
    Cant i go with Numina instead of Panacea... I dont PvP
    Quote:
    Also, if you swapped a few of your doctored wounds sets for Panaceas you'll pick up the recharge you lost by taking out the oblit pieces.
    Without looking at the builds I'd guess the answer is no. There is no +recharge set bonus in Numina's to make up for the +recharge in any of the above sets (DW, Panacea or Obliterate).

    Also I can't quite tell from your question if you understand how the PvP IOs work but ... the PvP IO's work in both PvE and PvP settings they just have a second set of bonuses which also apply in a PvP setting. The +recharge offered by Panacea, however, is one of the set bonuses available in both PvP and PvE.

    Doomguide
  19. I'd tweak my slotting in Whirl Pool. Having not actually played Water Blast in game yet I was treating it much like a variant clone of Sleet/Freezing Rain using the large number of available procs for damage output. However, it has a nice solid base damage unlike Sleet/FR and would therefore benefit from some damage enhancement (pushed into ED territory) as well as using procs for further damage (provided one isn't chasing set bonuses in it). Slotted up as such you have an AoE doing 215'ish damage plus the debuffs ready to go every 15-20 sec..

    @Plainguy
    As I suspect a lot of us who enjoy playing around in Mids do I have a rather large collection of builds saved ... so I'd love to see your build.

    Doomguide
  20. Definitely a very solid and less expensive build (and or less time consuming to get all the IO's). Few small things I'd tweak.

    Kismet's bonus is based on the assumption the power it's in is active. Therefore I'd move it and its slot to Maneuvers since there's room there.

    I'd really like to see a 6th slot in Aqua Bolt for an Achilles -resist. Every time it goes off it not only boosts your Emp's damage but every attack by the entire team/league that connects while the debuff lasts.

    I'd also adjust the level of a number of the special IO's if I plan on doing much exemplar work. (The knockback IOs, the LotG +recharge, the Winter's Gift)

    Doomguide
  21. Okay, I've 2 builds. The first is your "basic" high recharge build, no real attempt at defense of any sort ... your defense is teammates and inspires combined with your Auras. The second is an incarnate capped S/L build. Both are very close to perma Hasten and can get there with a bit more effort with things like Panacea and/or boosters. Neither is cheap and use multiple Purple sets. No idea what sort of budget you have but I tend to build in Mids what I'm going to work towards (even if it might be months in an infrequently played character). I also make use of my second (and third) builds using a playable first build while getting the other builds IO'd.

    I don't tend to put either Resurrect or Absorb Pain in my builds. I find using an Awaken followed by a quick Clear Mind and Heal Other sufficient, but that's just me. I'd probably swap out Maneuvers in the first build for Resurrect and move the second slot to another power if you wanted Resurrect. Absorb Pain is a bit more problematic if you want to slot it up any. I'd probably look at Shocking Bolt first if I wanted to slot it up. (Or Maneuvers again and just slot it with 2 common Heal IO's). This first build also has enough stealth to run right past most foes plus Recall Friend to quickly stealth mission objectives and get not so stealthy teammates there. It also has Dehydrate and a well slotted Whirlpool the second build lacks (not sure what exactly the proc changes will do to the slotting in Whirlpool). I strongly recommend Spiritual Radial Paragon for both builds. I also rather like Clarion Radial Epiphany (not for the mez protection though that's nice) but for the +special power boost like effect. And for the second build Ageless Radial Epiphany for the Debuff resistance, I like my defense as is thank you.

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    EmpathyWater (v1.00.i23 Incarnate): Level 50 Magic Defender
    Primary Power Set: Empathy
    Secondary Power Set: Water Blast
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(9), Dct'dW-Heal/Rchg(23), Dct'dW-EndRdx/Rchg(37), Dct'dW-Rchg(37)
    Level 1: Aqua Bolt -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(21), Apoc-Dam%(31), Achilles-ResDeb%(43)
    Level 2: Hydro Blast -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(3), SDefendersB-Dmg/EndRdx/Rchg(5), SDefendersB-Acc/Dmg/EndRdx(13), SDefendersB-Acc/Dmg/EndRdx/Rchg(25), SDefendersB-Rchg/Heal%(43)
    Level 4: Water Burst -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(13), Posi-Dam%(25)
    Level 6: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(9), Dct'dW-Heal/Rchg(23), Dct'dW-EndRdx/Rchg(31), Dct'dW-Rchg(37)
    Level 8: Clear Mind -- Range-I(A)
    Level 10: Whirlpool -- RechRdx-I(A), LdyGrey-%Dam(11), Posi-Dam%(11), ShldBrk-%Dam(21), ImpSwft-Dam%(31), Achilles-ResDeb%(50)
    Level 12: Fortitude -- HO:Membr(A), HO:Membr(15), LkGmblr-Rchg+(42)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
    Level 16: Super Speed -- Zephyr-ResKB(A), Clrty-Stlth(17)
    Level 18: Recovery Aura -- RechRdx-I(A), Efficacy-EndMod/Rchg(19), P'Shift-EndMod/Rchg(19)
    Level 20: Recall Friend -- Winter-ResSlow(A)
    Level 22: Assault -- EndRdx-I(A)
    Level 24: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(48), GSFC-ToHit/Rchg/EndRdx(48)
    Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-Heal/Rchg(27), Dct'dW-EndRdx/Rchg(29), Dct'dW-Rchg(34)
    Level 28: Dehydrate -- Dmg-I(A), Thundr-Dmg/EndRdx/Rchg(29), Thundr-Dmg/Rchg(40), Nictus-Heal(43), Nictus-Acc/Heal(46), Nictus-Heal/HP/Regen/Rchg(46)
    Level 30: Vengeance -- LkGmblr-Rchg+(A)
    Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-EndRdx/Rchg(34), Efficacy-EndMod/Rchg(34)
    Level 35: Electric Fence -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(36), GravAnch-Acc/Rchg(36), GravAnch-Immob/EndRdx(36), GravAnch-Hold%(40), Dmg-I(50)
    Level 38: Geyser -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(39), Ragnrk-Knock%(40), Amaze-Stun(50)
    Level 41: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(42)
    Level 44: Shocking Bolt -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(45), UbrkCons-Acc/Rchg(45), UbrkCons-EndRdx/Hold(45), UbrkCons-Dam%(46)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
    Level 49: Combat Jumping -- LkGmblr-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: Sprint -- EndRdx-I(A)
    Level 1: Vigilance
    Level 2: Rest -- EndMod-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    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: Cryonic Radial Final Judgement
    Level 50: Reactive Core Flawless Interface
    Level 50: Clarion Radial Epiphany
    Level 50: Control Radial Embodiment
    ------------



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    And build number two, S/L defense at 62%. Tempted to see what happens if I went Agility over Spiritual, dropped Kick and added Dehydrate back in. Should net about the same or slightly more defense (especially if I used some boosters) and give me another attack power.

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    EmpathyWater S/L defense (v1.00.i23 Incarnate): Level 50 Magic Defender
    Primary Power Set: Empathy
    Secondary Power Set: Water Blast
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(40), Dct'dW-EndRdx/Rchg(43), Dct'dW-Rchg(46)
    Level 1: Aqua Bolt -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(9), Apoc-Dam%(15), Achilles-ResDeb%(21)
    Level 2: Hydro Blast -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(3), SDefendersB-Dmg/EndRdx/Rchg(7), SDefendersB-Acc/Dmg/EndRdx(9), SDefendersB-Acc/Dmg/EndRdx/Rchg(15), SDefendersB-Rchg/Heal%(21)
    Level 4: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(40), Dct'dW-EndRdx/Rchg(43), Dct'dW-Rchg(48)
    Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(45)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(17)
    Level 10: Whirlpool -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Fortitude -- LkGmblr-Rchg+(A), HO:Membr(13), HO:Membr(13), Rec'dRet-ToHit(23), Rec'dRet-ToHit/Rchg(25)
    Level 14: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 16: Tidal Forces -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(17)
    Level 18: Recovery Aura -- RechRdx-I(A), Efficacy-EndMod/Rchg(19), P'Shift-EndMod/Rchg(19)
    Level 20: Clear Mind -- Range-I(A)
    Level 22: Assault -- EndRdx-I(A)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(46)
    Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-Heal/Rchg(27), Dct'dW-EndRdx/Rchg(34), Dct'dW-Rchg(50)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(46), EndRdx-I(48)
    Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-Heal/Rchg(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Rchg(34), Efficacy-EndMod/Rchg(34)
    Level 35: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Geyser -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(39), Ragnrk-Knock%(40)
    Level 41: Web Envelope -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(42), GravAnch-Acc/Rchg(42), GravAnch-Immob/EndRdx(42), GravAnch-Hold%(43)
    Level 44: Vengeance -- LkGmblr-Rchg+(A), Rec'dRet-ToHit(45), Rec'dRet-Pcptn(50)
    Level 47: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(48)
    Level 49: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(45)
    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 -- EndRdx-I(A)
    Level 1: Vigilance
    Level 2: Rest -- EndMod-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Ageless Radial Epiphany
    Level 50: Support Core Embodiment
    Level 50: Spiritual Radial Paragon
    ------------



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  22. Quote:
    Originally Posted by Molten_Crusader View Post
    Would you guys mind showing me a build?
    Work in progress (I'll have more time after work) but here's a very quick rework of yours.

    Doomguide

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    EmpathyWater_Molten Crusader_Alternate1 (v1.00.i23): Level 50 Magic Defender
    Primary Power Set: Empathy
    Secondary Power Set: Water Blast
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(5)
    Level 1: Aqua Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(33), Decim-Acc/EndRdx/Rchg(33), Decim-Acc/Dmg/Rchg(34), Dev'n-Hold%(34)
    Level 2: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9)
    Level 4: Water Burst -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(11), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36)
    Level 6: Resurrect -- EndRdx-I(A)
    Level 8: Clear Mind -- Range-I(A)
    Level 10: Whirlpool -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37), Posi-Dmg/EndRdx(37), Posi-Acc/Dmg(40)
    Level 12: Fortitude -- LkGmblr-Def(A), LkGmblr-Def/Rchg(13), LkGmblr-Rchg+(13), GSFC-ToHit(15), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(17)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(21)
    Level 16: Tidal Forces -- AdjTgt-Rchg(A), AdjTgt-ToHit(27), AdjTgt-ToHit/Rchg(27), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(42)
    Level 18: Recovery Aura -- RechRdx-I(A), Efficacy-EndMod/Rchg(19), P'Shift-EndMod/Rchg(19)
    Level 20: Dehydrate -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(43), Thundr-Acc/Dmg/Rchg(43), Thundr-Dmg/Rchg(45), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg(45)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(50)
    Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(25), GSFC-ToHit/EndRdx(25)
    Level 26: Vengeance -- LkGmblr-Rchg+(A)
    Level 28: Regeneration Aura -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal/EndRdx(31)
    Level 30: Kick -- Empty(A)
    Level 32: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(43)
    Level 38: Adrenalin Boost -- Efficacy-EndMod/Rchg(A), Dct'dW-Heal(39), Dct'dW-Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal/Rchg(40), Dct'dW-EndRdx/Rchg(40)
    Level 41: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
    Level 44: Geyser -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(46), Det'tn-Dmg/Rchg(46), Det'tn-Dmg/Rng(46), Det'tn-Dmg/EndRdx/Rng(48)
    Level 47: Steam Spray -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/Rng(50), Det'tn-Dmg/EndRdx/Rng(50)
    Level 49: Water Jet -- Empty(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: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(11)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 50: Spiritual Radial Paragon
    ------------



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  23. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I'd just do the LotG and 3 Membranes. Sometimes it's better to slot a power for enhancement and not worry about the set bonuses. Plus you can use the slots saved to give Recovery Aura some recharge.
    This.
    Often find I slot Recovery Aura with 1 recharge, 1 endmod/rech, 1 endmod/rech these days. Pushes recharge well into ED territory and gives some extra +endmod. The base value on RA is plenty good for 99% of teammate builds out there you might be buffing so any endmod is bonus.

    For Fortitude what Aedon suggests is probably the best slotting as a general rule. That said when pinched for slots on my high end builds I often save one slot by dropping a single Membrane and going with 2 Membranes, 1 LotG +7.5%. When your global recharge is all cranked up the 3rd Membrane really doesn't cut much time off or help you buff another target.

    As far as the set bonuses as an Empath you are generally swimming in places to grab 5% recharge bonuses so not worrying about it here in Fortitude makes perfect sense.

    Doomguide

    Edit: Your over the Rule of Five in a few places >> http://paragonwiki.com/wiki/Rule_of_...e_Law_of_Fives
    Have to head off to the real world for now but I'll take a longer look at the build later.
  24. Quote:
    Originally Posted by Jack_NoMind View Post
    No, because you didn't turn on all the toggles for his build. The Incarnate softcap is 59%, and that's what his build and mine aim for. ...
    Yep that would definitely explain it as I was only concerned about getting the soft cap of 45% not the incarnate cap of 59%.

    Adjusted for the i-cap. And yes there's a Glad proc in there ... if I'm going this far to try and IO heavily etc. then I am going to run content for lots of A-merits/merits and get a hold of one.

    Not sure I would in fact build for the i-cap unless I planned to solo extensively in DA ... not even sure I would then but my play time lately has been minimal so my time in DA is non-existent. Might instead go Agility >> then Rebirth + inspires. Teamed or in Leagues my experience says I'll be generally swimming in +defense buffs from outside sources. YMMV and all that.


    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Quote:
    Aside from Bloody Bay, I actually don't understand the logic of 25. I also am unsure how well setting this actually represents level 25. Even if it represents the effect of scaling well (and I'm not sure scaling matches IO level progression), it certainly doesn't take into account set bonuses that will simply shut off below a certain level.

    Though this is making it look like, if I intend to exemp the character a lot, I should get the enhancements at the Paragon Market rather than Wentworth's. Unfortunately. I don't see any advantage to true IOs over the Paragon Market ones.
    It's do to how and when exemplar scaling kicks in (and hence the link I provided) as well as how set bonuses work. A level 25 IO dual aspect, a level 43 IO triple aspect and a level 50 quad and up aren't effected by scaling (if schedule A etc. etc.)>>

    quoted from the Paragon Wiki article:
    Quote:
    Due to Step 1, you can use up to level 25 Dual-Aspect IOs, level 43 Tri-Aspect IOs, and level 50 Quad-Aspect IOs and suffer no bonus reduction unless you Exemplar to level 20 or lower. (Those breakpoints are only accurate for Schedule A benefits. Schedule B's are higher, C's and D's are lower.)
    Combined with the fact any set bonus from level 25 IO's will work from level 22 and up is why I chose level 25 (vs 15 or 35 or whatever). Make sense? I would, however, take advantage of the ability to have multiple builds and make separate builds for exemplar and incarnate work though obviously this increases the expense considerable.

    Doomguide

    Edit: The catch you might note, is that defense IO's are schedule B and I'm not aware of where schedule B "break points" are except "higher" per the PW article and scaling effects either hit full value or not at all. Meaning if the defense IO's are effected they are probably at a level higher than 25 so level 25 LotG, for example, shouldn't be effected by scaling ... if I understand it correctly.
  25. Quote:
    Originally Posted by DaemonDivinity View Post
    Okay Doomguide, I have them out side by side. Sorry for always questioning minutia, but it's how I try to understand the method to get better at it myself.

    So, first question: where, besides 10% Regen bonuses, where was I breaking the Rule of 5? I was pretty careful about that, or so I thought, pruning away extraneous 9% accuracies and the like. Maybe I misunderstand the rule?
    Nope those 2 extra 10% Regen bonuses are the Rule breakers ... relatively trivial but if one can change them out for something else useful may as well. I swapped out for the GotA which will provide both +recovery and +end.

    Quote:
    Second, the numbers actually look significantly lower than mine, at least in Mids' for Defense. Is that true, or is it just a false artifact of set bonuses that actually won't count?
    Hmmm not sure we're seeing the same numbers (for melee, range and AoE)? Only your melee seems truly higher. The others are less than 1% different. I generally aim for between 46 and 48, but you'd be hard pressed even against endgame foes solo to notice the difference between our values and both our builds could simply turn on Maneuvers and be well above 45% across the board as necessary.

    Quote:
    Third, you seem to really like GotA. Beides the Run bonus, is there something I'm missing?
    The GotA set provides good set bonuses for 2 and 4 of the set compared to the other choices particularly since I was aiming to improve net end recovery. I used the GotA def/+run spd mostly because that IO is the only one of the set for which both portions provided benefit of the remaining choices left for the slots available. Endred and rech don't do anything for auto powers, and rech does very little for the toggles involved.

    Quote:
    Fourth, I realized I'm going to need to think very severely as to how exemplaring is going to impact these.
    http://paragonwiki.com/wiki/Exemplar...n_Enhancements

    Go to 'Options'>'Configuration'>'Default IO Level' and set it to 25. Will give you a fairly close proximation of what your build might look like exemplared down to 22nd. See the above link for why I picked 25.

    Hope that helps

    Doomguide