Doomguide

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  1. Quote:
    Originally Posted by bAss_ackwards View Post
    Aye, I've never thought of exemping down this character, but it isn't a big hassle at all to move some powers around. I would still have Blazing Aura after I get Consume. There is no way in frozen hell I am ever going to tolerate seeing my blue bar run down to nothing.

    I have given thought about getting Maneuvers. However, picking the Leadership pool removes the option to slot in 15% Recharge bonus (two LotG 7.5% Recharges) for me.
    Hmmm?

    Maneuvers +#1 LotG 7.5%
    Tactics ..
    Vengeance +#2 LotG 7.5%

    3 Power choices might be more of an issue, but you can slot 2 LotG in Leadership
  2. Doomguide

    I19 bs/sr

    Lets see 3 attacks, minimum 5 slots each (including the base slot)

    Slash straight up for Slice
    Aid Self straight up for Fireball, but need prerequisites (2 of them)

    Potentially freed up slots (the slots easiest to move around ... not saying I would, simply these are the ones I see as most flexible, first place I'd go looking if I wanted a slot elsewhere)
    1 in Tough
    2 when Conserve Power dropped
    3 one from each of the auto defenses
    2-3 from Focused Senses
    4 one each from Focused Fighting, CJ, Evasion, Weave
    3 one from each current attack, Hack, Disembowel, and Headsplitter.

    So the slots for Slice, Whirling Sword and Fireball are certainly here, it's a matter of choices. Build gets a bit tighter but it's doable even with the same total slots having to cover more powers once inherent Fitness goes live.
  3. One is multiplicative the other is additive, comparing the two (acc vs to hit) is very relative to the rest of your build and what you are fighting when asking which is "better" to add more of to your build.

    Kismet (+6% to hit) I find is often the difference in my builds of fighting +1 con higher. If the build hits +2's at 95% then it'll now hit +3's at 95% instead. But Kismet or any other +to hit works much better the more accuracy a power has ... including any global bonuses effecting the power (such as your +20% accuracy from Focused Accuracy).

    http://paragonwiki.com/wiki/Attack_Mechanics

    The link is a good place to read up on To Hit vs Accuracy.

    And note the first bullet point in "Results, Notes, and Observations" section in particular.
  4. Was thinking traps mostly for the 'pets' Acid Mortar and Poison Gas, not so much the FFG ... as you said you don't need it .. and neither would your trapper (easy to twice stack Fort on the Trapper as well)

    Acid Mortar debuffs resistance (and defense), can take a number of procs, both several damage ones and also Devastation chance to hold (and is a small aoe each time it fires) as well as Achilles for more -resist

    As for the Sonic Shields .. well again they're just gravy in your set-up. Really thinking of Disruption Field for its -30% resistance debuff and depending on how you went build-wise on your emps stacking Sonic Dispersion (the big toggle Bubble) which alone coud put you over resistance caps vs S/L adding a bit over 20% to all. Both are about as close to fire and forget as you'll get.

    Then since you could skip the shields leaves open a couple choice for maybe having some fun with a couple of Sonics less used powers Sonic Repulsion and Sonic Cage. Since your controlling all the characters much of the annoyance factor you might find on Pugs with these powers is .. well under your control.

    Normally a Sonic Res build is a bit of an endhog if they try to attack while maintaining the 2 big toggles but obviously with 2 RA's running almost 24-7 on them any of Sonics end issues will vanish. With something like an aggressive Fire/Sonic that's a major downside >> keeping your blue bar full while running those toggles on top of potentially spamming Cages and running Hot Feet. But +1 Assault, 3 Imps, Hot Feet plus Disruption Field plus other Sonic -resistance is some seriously drool worthy damage output when you add a RoA/Archery and the empath buffs to the mix. And pretty much all the Fire/Sonic would need to do is move from A to B the rest is toggles, Imps, or the buffs and attacks your empaths are already doing. The only downside I see is either having to place the Field on an Imp, a vet pet, or one of the Empaths who'll need to get in the mix to get the Field on the foes.
  5. Well if you hadn't said "not sonic" my absolute first choice would be something involving Sonic Resonance ... hula hoop of death and other -resist debuffs. Say Fire/Sonic ... 3 hyper Imps and lovely Sonic Shields adding to your uberness plus all that debuff.

    If you meant no Sonic Blast (vs Resonance) and want a defender >>> Sonic/Dark, thinking Liquefy plus twinned RoA's (and, of course, the hula hoop of death)

    Next choice ... something Traps, maybe Rad Blast for lots of achilles and other procs, Seekers, Poison Gas, Acid Mortar, death.

    And then there's Storm/something ... Freezing Rain on every spawn

    Or Cold/something ... ditto only Sleet (and Heat Loss for more -resist)
  6. Quote:
    Originally Posted by Red Valkyrja View Post
    In these types of situations, I'd looks a several options.

    Slot Procs in your Tier 1 & 2 attacks.

    Nectar comes in handy in these situations.

    Looks for Day Job temp powers that will allow you to stun/sleep/confuse/blind.

    Beguile allows you to Placate your target.
    Security Chief is an Targeted AoE Hold.
    Scientist gives you and Targeted AoE Sleep.

    There are numerous temp powers you receive in missions as well.

    And my personal favourite, Psychic Mastery's Dominate and Mass Hypnosis.
    Thought I'd add that a few of the new temp powers can be very handy as well. Stun Grenades, Hand Grenades and Plasmatic Taser (these last two do decent damage and do kb) are generally fairly cheap and easy to get via WW or drops. Several others may be of use as well. Experiment with ones that might help and fit into your playstyle.
  7. Its been very well covered. Mez them first, use and make sure you have breakfrees, purples, oranges handy. If you don't turn around and go get some. RoA from around the corner whenever possible, doubly so if you don't have a breakfree handy. Use your camera to peek around the corner or over whatever cover you are behind, not your character. Pull them to the vators or door if possible ... you can always click on the door to get away even when held. When you use that breakfree don't let your first thought be continuing to fight unless your next shot WILL drop something ... use it to break contact and start fresh, regroup.

    And yes Malta are bad bad news for a squishy and mez is huge component to survival (both for and against) in the last 10 levels. I know for me it's one reason Cimerorans are so nice for a change. Yes they can cleave me into 5 parts in a heart beat, but its a clean fast death , not the frustrating perma mez helplessness of so many late game mobs.
  8. How much do you envision being able to 'afford' via reward merits (or hero merits)?
    The first things on my shopping list looking at this build would be Miracle +recovery, Performance Shifter +end, and a Kismet +6%.

    I'd get to 45% vs a position and call it good. The difference between 45% and 47 or 48% (nevermind 50%+) in general pve gameplay, particularly if you team, is miniscule to non-existent as long as you keep your DDR at 95%+. Making sure you have endurance to sustain yourself, accuracy enough not to frustrate yourself and damage output to smash stuff are going to be more important at that point. In otherwords you are sitting well over the soft cap vs both melee and range (and even aoe) so I'd be looking to trim those back a smidge in favor of more slots for attacks and other things. And that's assuming the level 25 you have set for most of your IO's is intended.

    Look towards adding more:
    >> Recovery, a combination of accolades, a Miracle +recovery and the Perf Shifter +end proc will do wonders overall. All of those and the one thing this build won't have is end problems. And Conserve Power becomes an emergency panic button (which you should single slot).
    >> +max health and max endurance. Grabbing the accolades very good way to beef up any build and will do this without the cost of IO's plus gains you reward merits to purchase one of the pricier things on the "it would be nice if it weren't so expensive" list.
    >> More accuracy, damage (to a lesser degree), endred and rech to all of your attacks possibly by frankkenslotting them might be the way to go here for keeping costs in check. In particular your accuracy is low, you'll be doing a lot of whiffing outside of BU's uptime even vs +2's. A Kismet should help some here if you can get one, but you really need more accuracy in the attacks.
    >> Look to slot up and run Tough particularly once you get the recovery up.
  9. I'll add PPD Ghost and Equalizers, both have relative large defdebuffs and the further the Equalizers drop Acid Mortars (both -def and -resist) ... not sure if the AM is using pet base to hit, if it is this is really going to remove you from the 'soft cap'. They like to complicate the picture with 'sticky' Glue Grenade Patches making the "move away from patch" (acid mortar) thing problematic.

    And special mention for Arachnos at high level, high rep ... they play nasty with tag team behavior of Tarantula Mistress (Lt) and Fortunata Mistress (Boss). Both use their own variant? of Mind Link for some +To Hit buffs ("soft cap ... yeah we'll show you soft!") then add in a strong -def in Mental Scramble followed by Psychic Wail which owing to a Boss using a nuke has a lot of +accuracy mods (1.3 and 1.4 plus level scaling mods on top of this) to hit you with a lot of psi damage which neither Tough nor scaling resists help against. The Elusive Mind accolade and the Vanguard Psi Shield can very much be your friends (running both puts you at +40% def vs Psi as I recall).
  10. Doomguide

    Endurance Cap

    Quote:
    Originally Posted by Ironblade View Post
    Looking over your post, I don't see that you included the temporary endurance boost from the Safeguard/Mayhem missions.....
    No it wouldn't be there. And if it was it wouldn't be toggled on for me anyway generally as I'd only be including permanent 24-7 changes to the character. The build is also pre-existing to the question posed by the thread (and not made specifically in response to it) but rather when I was helping an sg mate with their build on the sg forum site. But, at least for the duration, that would add more to the Total Endurance. Also, with GR and the introduction of patron powers I haven't looked at potentially adding a pet to the build. From looking at the list in Master Blades post a pet set appears to offer a possibility for adding more +max end. But I'd have to find another 1.8 bonus as well since the current epic choice includes a 1.8 in Soul Drain. Liquefy perhaps? I also didn't grab the 2 x 2.5% +recovery bonuses possible in Liquefy or the one potentially in Stamina, but those choices don't impact the max only the net recovery for the build.

    AAAaand all that and you probably weren't posting in response to my build anyway
  11. Doomguide

    Endurance Cap

    The following is intended as a functional build ... maxing recovery was among the build goals (Yay for Sonic Resonance). It has, including +max endurance accolades, 130.3 Maximum Endurance. This includes in the totals 5 x 1.8 and 5 x 2.25 +max endurance set bonuses.


    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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  12. On top of doing more or less what 4Speed (and Memphis Bill >>> stocking common IO in base) is describing I tend to store those same common tier 1 one salvage in my base. Then if the market is being particularly silly and I don't want to pay the NAO price for some piece of salvage it will often give me the option to grab the salvage from the base instead of waiting patiently for the common in question to drop from some 5 or 6 digit figure where it's currently residing.
  13. Quote:
    Originally Posted by macskull View Post
    Defense debuffs are of little concern to a softcapped SR, especially a Brute (higher base HP and all that). Generally mobs will not be able to stack enough -def in a short enough window to drop your defense a meaningful amount - you're far more likely to die on an SR from a streak of bad luck (i.e. several hard hits in rapid succession while at the softcap) than you are from cascading defense failure.

    45.3% is probably not enough cushion to keep you at softcap (a -10% debuff would drop you to 44.8% after DDR is factored in), but 47-48% will generally be enough to keep cascading defense failure from being an issue (would mean you'd be able to take four to six -10% debuffs before you're dropped to the softcap). Again, a softcapped SR is much more likely to die from a series of lucky hits than they are from their defense breaking down.
    This a bazillion times over ... my claws/SR has stood inside entire rooftops worth of Cimerorans and barely seen my defense change in any significant way from debuffing. When I do die the combat logs almost always indicate I was nailed by several closely spaced hits that would have hit me even with no debuffing occurring.
  14. You can pretty much swap Combat Jumping out and Hover in place of it with no real change overall except how you move around ... outside of one taking jump and the other fly they pretty much take the same IO's and sets. Same, of course, for Super Speed vs Fly (biggest difference there is actually the loss of stealth from SS). And the easiest place to grab a slot is likely Ranged Shot (or the 6th in RoA) if you wanted to slot some fly speed in Hover, though with all the buffs lately the default speed is none too shabby anymore.

    Maneuvers, Assault and Aim are also pretty independent of other things in the build and could be moved around as desired to take Fly earlier or other choices.

    And Weave is a big chunk of the +def to soft cap vs "all".

    This might be more what you are looking for, with Hover and Fly for getting up and away from stuff. Lost a little recharge in Aim and PBU in favor of the set bonuses for +fly spd as well just to see what the difference would be like.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    EmpArchPower duo build2 (v1.00.i18 sets): Level 50 Natural Defender
    Primary Power Set: Empathy
    Secondary Power Set: Archery
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Heal Other -- Numna-Heal(A), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(21), Mrcl-Heal(25), Mrcl-Heal/Rchg(34), Mrcl-Heal/EndRdx/Rchg(46)
    Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(46)
    Level 2: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(46)
    Level 4: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(5), Posi-Dmg/Rchg(9), Posi-Dam%(9), Det'tn-Dmg/Rng(45), Det'tn-Dmg/EndRdx/Rng(45)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 8: Clear Mind -- Range-I(A)
    Level 10: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(48)
    Level 12: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/Rchg(23), GSFC-ToHit/Rchg(23), GSFC-ToHit/EndRdx(25), GSFC-ToHit(31)
    Level 14: Hover -- Krma-ResKB(A), LkGmblr-Rchg+(36), Winter-RunSpd/Jump/Fly/Rng(40), Winter-RunSpd/Jump/Fly/Rng/EndRdx(42)
    Level 16: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(48)
    Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Healing Aura -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(21), Mrcl-Heal(40), Numna-Heal/Rchg(43)
    Level 22: Fly -- Zephyr-Travel(A), Zephyr-ResKB(50)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Regeneration Aura -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(27), Mrcl-Heal(27), RgnTis-EndRdx/Rchg(42), RgnTis-Heal/Rchg(43), RgnTis-Heal/EndRdx/Rchg(43)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), ResDam-I(29), ResDam-I(29)
    Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(48)
    Level 32: Adrenalin Boost -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/Rchg(33), RgnTis-Heal/EndRdx/Rchg(33), Tr'ge-Heal/EndRdx(33), Tr'ge-Heal/Rchg(34), Tr'ge-Heal/EndRdx/Rchg(34)
    Level 35: Aim -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(36)
    Level 38: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Dam%(39), Posi-Dmg/EndRdx(40)
    Level 41: Power Build Up -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(42)
    Level 44: Temp Invulnerability -- ResDam-I(A), ResDam-I(45)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Ranged Shot -- HO:Centri(A), HO:Centri(50), HO:Centri(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 2: Ninja Run



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  15. http://paragonwiki.com/wiki/Attack_Mechanics

    Fair bit of math but an excellent article on the mechanics of how to lay down the smash.
  16. I remember what my staminaless Emp/Rad/Dark felt/looked like with the Spiritual Radial Boost (the Endred Incarnate Alpha boost as I recall the name) slotted. That by itself was simply a huge boon for her. Now add free Fitness Pool on top of that, drool drool!!
  17. Here's a build I worked up while thinking about this set pairing in another thread. It's built with no real influence limit in mind and is using Power Mastery rather than Psychic Mastery. Should be easy to swap the Thunderstrikes in and the sets I used out, you 'll just have plenty of ranged defense extra for any debuffs that hit (like Quicksand's auto hitting defense debuff) and a bit less health. With an exchange of buffs the duo would be soft capped vs "everything", capped recovery, etc., etc.. About as indestructible as Emp duo's can get. It's also very exemplar friendly with most of the sets functional at level 22+.

    Geas of the Kind Ones can be toggled on to simulate the +recovery, +recharge and +to hit of having AB and Fortitude buffs applied to you (roughly). Defense values while Geas is on will be 10% lower.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    EmpArchPower duo build (v1.00.i18 sets): Level 50 Natural Defender
    Primary Power Set: Empathy
    Secondary Power Set: Archery
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Heal Other -- Numna-Heal(A), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(21), Mrcl-Heal(25), Mrcl-Heal/Rchg(34), Mrcl-Heal/EndRdx/Rchg(46)
    Level 1: Snap Shot -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(15), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(37), Decim-Dmg/EndRdx(46)
    Level 2: Aimed Shot -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(37), Decim-Dmg/EndRdx(46)
    Level 4: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(5), Posi-Dmg/Rchg(9), Posi-Dam%(9), Det'tn-Dmg/Rng(45), Det'tn-Dmg/EndRdx/Rng(45)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 8: Clear Mind -- Range-I(A)
    Level 10: Blazing Arrow -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(11), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(37), Decim-Dmg/EndRdx(48)
    Level 12: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx/Rchg(23), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(25), GSFC-ToHit(31)
    Level 14: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(36), DefBuff-I(42)
    Level 16: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(48)
    Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Healing Aura -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(21), Mrcl-Heal(40), Numna-Heal/Rchg(43)
    Level 22: Assault -- EndRdx-I(A)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Regeneration Aura -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(27), Mrcl-Heal(27), RgnTis-EndRdx/Rchg(42), RgnTis-Heal/Rchg(43), RgnTis-Heal/EndRdx/Rchg(43)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), ResDam-I(29), ResDam-I(29)
    Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(48)
    Level 32: Adrenalin Boost -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/Rchg(33), RgnTis-Heal/EndRdx/Rchg(33), Tr'ge-Heal/EndRdx(33), Tr'ge-Heal/Rchg(34), Tr'ge-Heal/EndRdx/Rchg(34)
    Level 35: Aim -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Dam%(39), Posi-Dmg/EndRdx(40), Det'tn-Dmg/Rchg(40)
    Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Temp Invulnerability -- ResDam-I(A), ResDam-I(45)
    Level 47: Super Speed -- Zephyr-ResKB(A), Clrty-Stlth(50)
    Level 49: Ranged Shot -- HO:Centri(A), HO:Centri(50), HO:Centri(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 2: Ninja Run



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  18. Looks fairly solid for low cost soft cap build.
    Thoughts and things to work on or towards:

    a) Eliminate 2 of your +5% recharge set bonuses. You have 7 of them and only 5 are actually adding to your global recharge.
    b) I like to have a Kismet +6% somewhere in pretty much all my builds. The exceptions tend to be builds with some other form of 24-7 To Hit buff power (usually Tactics).
    c) Look into adding an Achilles -resist proc into Slash.
    d) I'd try to move Follow Up earlier in build if you plan on exemping much.
    e) Adding the +max endurance accolades and fitting a Miracle +recovery will help the blue bar quite a bit.

    Suspect the largest issue for this build at the moment will be its blue bar. You have pretty much reduced your end consumption as low as its likely to get. Only Focus has less than 80% endred slotted so pretty much the only way you'll improve this is either having a larger end bar (+max endurance) and more recovery (Ignoring PB, SJ and auto powers).
    Not sure what the cost is like right now on Gift the Ancients but you use these in 4 of 6 slots in FF and FS instead of the Red Fortunes (use the other two slots for Kismet pair in FS and LotG pair in FF).

    Beyond this I'm thinking it'll rapidly start to get more expensive to improve much as the sets you are using get replaced by pricier ones, generally, such as LotG and Oblits, nevermind getting into Purples etc..
  19. *snip*
    Quote:
    Now, the one spot I sorta do and don't agree with doom on is the +Def/+HP argument. I agree that you need to focus on one or the other but I find that your going to get a lot more mileage out of the +Def then +HP. Now having said that, 10% def is alot better then having no Def and if I could keep my utility and fit in the S/L Shield from scorpion I would. However, I more partial to having a quick hold in dominate and my +psi res/KB res atm.
    Yeah I think overall we agree more than disagree here. If I wasn't clear I wasn't attempting to say +defense was better or worse than +max health .. rather that with either one more focus was needed to really do a decent job of mitigation for this build and that ones passive regen buffed by Regen Aura and the knockback both offered far more mitigation than either the defense or max health as it currently stands in the build. And of the two I'd probably would look to bolster my defense (ranged in particular) into the mid 20's before I'd start looking at adding more max health outside of the Accolades. And for a team build I wouldn't sacrifice recharge for either more defense or max health.
  20. In Mids,

    Options >> Configurations >> Exemping and Base Values >> Base To Hit.
    Set Base To Hit to 39%. If your Accuracy listed in Powers values is 95% or greater with Tactics toggled on (and the proc not effecting things) I would consider you golden. 39% is your base to hit vs +4's. More accuracy (and or to hit) will help if you get debuffed or frequently fight/encounter foes with +defense ... since that effectively moves the 39% base in the 'wrong' direction.
  21. Interesting.

    I'd be concerned about your ability to hit stuff during Aim and PBU downtimes, but that depends greatly on what you are fighting and tolerance for missing. You can hit +2's assuming no further buff or debuffs, but +4's are going to be a whiff fest. Squeezing Tactics in (maybe Aim out) would eliminate this issue. No nice damage buff if Aim is gone ... but that's already at odds with the focus away from damage enhancement of the blasts. You could 5 slot Decimations (+/- an Explosive Strike proc or more damage enhancement in the 6th) and lose virtually nothing in terms of recharge.

    Unless you are counting on teammates for more +defense ... +11% or so might be better than none, but at what cost elsewhere. Ditto for adding +max health for the Teleport sets, better than nothing but it lacks enough focus to really do the job as a reliable survival addition. Better off using the slots elsewhere and grabbing the Accolades (200 or so vs 80 more health). Your mitigation here depends far more on your regen (from Regen Aura) and, in your case, the kb of your powers. I think you either need to focus more on one of these aspects (max health or +defense) or not worry about it at all.

    Adrenaline Boost - Doctored Wounds 5 slots is fine (and what I would usually go for) but I would also add a 6th slot and add a Endmod/Rech IO. That will max the recharge and provide greater than +1000 recovery needed to counter the -recovery (not the -end) of a Nuke. In theory you'll do the same if both Recovery Aura and AB are buffing the same ally. But RA isn't perma (and can not be) and has to be in effect at the same time as AB. Slotting the Endmod/Rech means you needn't worry about this, the AB will do it on it own.

    Think there's some confusion ... 5 slotting Performance Shifter does not increase global recharge, there is no set bonus for global recharge in Performance Shifter. 6 slotted Efficacy Adaptor carries the +5% recharge set bonus, but you are already at the rule of 5 limit here.
  22. Doomguide

    Dark/SR

    Quote:
    Originally Posted by Werner View Post
    I looked at a couple Shadow Maul chains to see if taking advantage of the Gladiator proc would let it pull ahead of the old standard for DPS. I checked Smite -> Shadow Maul -> Smite -> Siphon Life and Smite -> Shadow Maul -> Midnight Grasp. They weren't very close. The Gladiator proc just doesn't bring enough to the table to overcome the low DPS of Shadow Maul. Now, I loves me some Shadow Maul, but not for AV soloing.

    And yeah, Shield Defense is better for AV soloing, at least if you have a good budget. But there's nothing wrong with Dark Melee/Super Reflexes. It'll get the job done, just a little slower.
    How about in Soul Drain (as in MunkiLord's build) ... or is 20% to fire once every 30-32 seconds as awful as it sounds typed out (at least for uptime against the AV, who cares if it fires every time its up vs some of the fodder after all)?
  23. Doomguide

    Fort Order?

    No hard and fast rules for me. Unless I'm teaming with my SGmates (in which case I know exactly who it's going on first) I'm pretty much winging it.

    Some things I'm likely thinking about:
    Are there one or more using anchor debuffs? Do those debuffs need to hit or not? Do we have team 'bubbles'/bubblers?
    Who are the damage dealers and what are their defenses? How much are they getting smacked? Who am I having to watch and heal most frequently? Who's eating the alphas or doing the pulls?
    What is the team fighting? Combined with the above is it an sk'd lvl 36 */Elec on SO's fighting lvl 52 Cimerorans or a lvl 50 IO'd to the gills */SR for example?
    Are my leadership toggles the only ones or are there multiple such, particularly Tactics vs swarms of Nerva Spectrals, Drones, masses of Cimerorans, or Nemesis with stacked Vengeance (to name a few foes with +defense or nasty to hit debuffs) where Forts +To Hit may be as important or more important than usual for its +defense or +damage?

    Hmmm what else ... ?
  24. Best I've seen in a build so far was Frosticus' Ill/Cold perma-PA controller with 94.1 sec recharge time listed in Mids. The build has 208.8% global recharge and 73.78% recharge in Heat Loss itself.
  25. Doomguide

    Defense advise

    Quote:
    shadowfall and scorpion shield do not detoggle but may have their values decreased since they are "defensive toggles"
    My understanding is they don't detoggle but suppress. Meaning you'll lose all the buff/debuff (in this case the defense and resistance) they provided while you are mezzed. But as soon as you are no longer mezzed the buff/debuff they are providing will function again without your needing to spend any time or effort toggling powers back on.