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Both are very solid builds. Probably comes down to preference and playstyle rather than one being 'better' than the other. First one has a pet to help eat attacks and deal damage plus Hibernate (mitigation), the second has the nuke which can get buffed by SD with OG to help mitigate (and Dark Embrace's negative and toxic resists which probably edges the cold resists in Shark Skin).
Might try in Soul Drain 2 Dam/Rech plus 1 Acc/Rech for a tiny bit more damage (and due to the high inherent acc of SD should still hit reliable even vs +4's)
and in Arctic Fog LotG +7.5% Rech, Def/Endred and Aegis Resist, Resist/Endred... same 4 slots but bit more +def and endred (assuming boosted to +5 as well).
As for Incarnate ideas ... less familiar than I'd like owing to a lack of play time lately with the more recent Incarnate abilities.
Agility Core Paragon - yep
Judgement - Cryonic for the -slow, -recharge/hold % or perhaps Void Radial to complement Paralytics Dam Debuff.
Interface - several choices get my attention here. Reactive as always for more -resist, but then there's Paralytic and Spectral that also intrigue me. Very much a YMMV choice.
Destiny - I like Ageless Radial as it gives one hefty DDR (though it does scale downward over time) and will help keep your defenses up, making cascade failure less of an issue.
Hybrid to me seems to come down to either Melee or Support. Slightly favor Support as you need about 8-9 foes in range to get the same defense buff out of Melee (though you seem to favor the +resist Melee), Support Core pretty much puts your soft caps to just shy of the i-caps. Melee does get the status protection as well which helps fill the gap in Clarion
Really miss the gaming time as the Incarnate on paper is, I get the feeling, much more a playstyle and personal choice thing once live in game. For example, if when you are running i-content you see a lot of Clarion buffs vs Ageless vs Rebirth etc that could definitely play into which choices you go with (or in my case which I sought out first).
Doomguide -
A few questions/thoughts:
Any powers you wish to have or 'must' have? Fly? Stealth/concealment?
Budget if any or spend like crazy and work towards? Respec or build #2 or #3?
Keep Blazing Aura and Hot Feet --> melee oriented powers?
A very quick rework on your build to give you some ideas hopefully.
Doomguide
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Test Build2_Ranged defense: Level 50 Natural Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Fire Blast -- SBlastersW-Acc/Dmg(A), SBlastersW-Dmg/Rchg(3), SBlastersW-Acc/Dmg/Rchg(5), SBlastersW-Acc/Dmg/EndRdx(11), SBlastersW-Acc/Dmg/EndRdx/Rchg(15), SBlastersW-Rchg/Dmg%(15)
Level 1: Ring of Fire -- Immob-I(A)
Level 2: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(3), Ragnrk-Acc/Dmg/Rchg(5), Ragnrk-Acc/Rchg(11), Ragnrk-Dmg/EndRdx(17)
Level 4: Flares -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(13), Apoc-Dam%(19), GJ-Dam%(19)
Level 6: Boxing -- Acc-I(A)
Level 8: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9)
Level 10: Fire Sword Circle -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(13), Armgdn-Acc/Rchg(21), Armgdn-Dmg/EndRdx(21), Armgdn-Dam%(40)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(17), Aegis-ResDam/EndRdx(40), Aegis-ResDam/EndRdx/Rchg(45)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(31)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(27)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 22: Blazing Aura -- M'Strk-Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg/EndRdx(36)
Level 24: Super Speed -- Clrty-Stlth(A)
Level 26: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(27), Mantic-Acc/ActRdx/Rng(29), Mantic-Dmg/ActRdx/Rchg(29), Mantic-Dmg/EndRdx/Rchg(31)
Level 28: Consume -- RechRdx-I(A), Efficacy-EndMod/Acc/Rchg(36), P'Shift-EndMod/Acc/Rchg(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 32: Inferno -- Erad-Dmg(A), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(39)
Level 35: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(37), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-%Hold(39)
Level 38: Burn -- Oblit-Dmg(A), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-Acc/Rchg(46)
Level 41: Bonfire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), FrcFbk-Rechg%(43)
Level 44: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(45), M'Strk-Dmg/EndRdx(45), M'Strk-Acc/Dmg/EndRdx(46)
Level 47: Fire Shield -- GA-3defTpProc(A), Aegis-ResDam(48), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(48)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
Level 1: Brawl -- Dmg-I(A)
Level 1: Defiance
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 -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(31), Numna-Heal(33), Numna-Regen/Rcvry+(33)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(33), P'Shift-End%(34)
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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Quote:And might matter hugely if you were in fact 6 levels lower ... that's the point at which your soft cap would have demonstrated why it's called soft. A difference of 6 or more levels starts involving not only accuracy modifiers but To Hit modifiers.Yea I think you jumped the gun here as well. Your 6 levels below your target that matters as well. Is the Pylon lvl 50 ? Or is it designated as something higher or tougher like a EB,AV or GM ?
And having primarily faced the Pylon with an SR scrapper I don't recall if the Pylon debuffs defense.
Doomguide
PS Damage also scales by relative level ... A +6 Pylon would seriously hurt even my 1953 health scrapper. -
Many of my defenders tend to use Electricity Mastery Electric Fence in the chain slotted to push into ED territory for damage plus damage procs plus 1 or 2 hold procs combined with making the target stay put (immobilized) to be pounded on ... good stuff.
Doomguide -
Overall I like the build especially how you have both Ranged and AoE softcapped. Only thing I noted is a relatively minor issue. Without first using either some sort of defense debuff (Sleet, Infrigidate), which could be heavily resisted by the sort of target you wish to Benumb, or having to use Amplify prior to Benumb ... Benumb's accuracy is a bit low. I'd be personally tempted to move the 6th slot out of Shriek and over to Benumb for 1 Acc and or trying to find room for a Kismet somewhere to make Benumb more independently accurate. Maybe instead of Infrigidate grab Tactics single slotted with Endred (and swap around with when you grab Assault) ... combined with an Acc in Benumb that would bump it over 95% vs +4's as well as help with all your attacks aimed at anything not currently debuffed.
Doomguide -
And in the meantime the best mitigation will be adding defense. Start by looking to gain 33% or so in either a positional defense or typed defense. Usually (but, of course, dependent on power sets and play style) that would be either Ranged or Smash/Lethal. At the moment the build above is slightly unfocused as you have both ranged and S/L defense. Once you get to 32.5% I find it's enough to make a notable difference and I'll usually chase other build goals at that point, such as recharge.
Doomguide -
Seek to get to the "soft cap" of 45% for melee, ranged and AoE defenses.
Very little gained for the build by getting the set bonuses for 5 or 6 slotting LotG (a mez resist and psi resist). Likely much better use of those slots elsewhere.
Really only need 1 slot (the base slot) for Practiced Brawler. Outside of PvP (maybe I'm no expert there) there's seldom a reason to need to stack PB protection.
I'd be sure to toggle off the effect of Force Feedback +recharge when looking at your recharge times. It will tend to leave one with a false sense of your recharge times otherwise.
Getting sleepy ... More thoughts later.
Doomguide -
Quote:Took a bit for me to be able to get back to this. (And YEAH! for finally getting Mids installed and running). Iridium Master has shown you a very solid build as an example. It is however not a very good match for your list above (and I don't believe it was intended as such either ... merely a solid example of a Grav/Emp build). Getting those listed features isn't impossible but likely going to be some work and expense in getting the IO's needed. Some of it also depends on how much defense you are looking for vs how much global recharge. Of the two I would strongly recommend favoring recharge over defense as a general rule for both controller builds and doubly so for empathy builds. In the build that follows I started by looking to get enough defense so 1 small purple inspire would hit the soft cap for defense (so anything 32.5% or higher) while still gaining perma Hasten and all the goodness that flows from that ... and tried to do so without using incarnate boosts. Build goal reached but as I said above lots of high end IO's (Panacea, a Glad proc and Purple sets) needed to do that. One could use Doctored Wounds and still be essentially perma Hastened even with out Incarnate abilities. Also could not fit in all the Grav powers you had in your build (ended up dropping Dimension Shift). Having only a little experience with Gravity and none of that prior to the most recent changes not sure if that's a good idea or not. Otherwise it contains the items on the list above ... Fly/Hover and Fire APP as well as solid ranged defense and high recharge. Anyway food for thought.Hey can you guys please help? Im trying to make a build for a grav/emp but i cant seem to get what im trying to build for or i run out of slots.
Things I want- Ranged Defense
- Good Recharge
- Fire APP
- Fly
Any help will be greatly appreciated. Thanks
Doomguide
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
GravEmpathy (v1.00.i23 Incarnate): Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Empathy
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Lift -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(46)
Level 1: Healing Aura -- Panac-Heal(A), Panac-Heal/EndRedux(9), Panac-Heal/Rchg(15), Panac-Heal/EndRedux/Rchg(31), Panac-EndRdx/Rchg(34)
Level 2: Gravity Distortion -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(5), Lock-EndRdx/Rchg/Hold(11), Lock-Acc/EndRdx/Rchg/Hold(21), Lock-%Hold(50)
Level 4: Heal Other -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(9), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(31), Numna-Heal(34), Numna-Regen/Rcvry+(37)
Level 6: Propel -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(13), Apoc-Dam%(21)
Level 8: Hover -- LkGmblr-Rchg+(A), Ksmt-ToHit+(17)
Level 10: Crushing Field -- GravAnch-Immob/EndRdx(A), GravAnch-Immob/Rchg(11), GravAnch-Acc/Immob/Rchg(25)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(31)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Clear Mind -- Range-I(A)
Level 18: Gravity Distortion Field -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SWotController-EndRdx/Rchg(19), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(34), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(40), SWotController-Rchg/Dmg%(50)
Level 20: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/Rchg(43)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(43)
Level 24: Tactics -- EndRdx-I(A)
Level 26: Wormhole -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(27), Amaze-Acc/Rchg(27), Amaze-EndRdx/Stun(36), Amaze-ToHitDeb%(50)
Level 28: Recovery Aura -- RechRdx-I(A), Efficacy-EndMod/Rchg(29), P'Shift-EndMod/Rchg(29)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Singularity -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Regeneration Aura -- Panac-Heal(A), Panac-Heal/EndRedux(36), Panac-Heal/Rchg(36), Panac-Heal/EndRedux/Rchg(37), Panac-EndRdx/Rchg(37)
Level 38: Adrenalin Boost -- Panac-Heal(A), Panac-Heal/EndRedux(39), Panac-Heal/Rchg(39), Panac-Heal/EndRedux/Rchg(39), Panac-EndRdx/Rchg(40), Efficacy-EndMod/Rchg(40)
Level 41: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(42), Ragnrk-Knock%(43)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Fire Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(48), GA-3defTpProc(48), GA-ResDam(48)
Level 49: Afterburner -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Acc-I(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 -- EndRdx-I(A)
Level 2: Rest -- EndMod-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Agility Radial Paragon
Level 50: Ageless Radial Epiphany
Level 50: Support Radial Embodiment
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Quote:Okay I just collected a gazillion demerits for not noticing the lack of the -kb IO's on the list. One of them is the very first thing every single character I have seeks out if they don't have some form of kb protection....<snip>
Also, for EVERY single AT that isnt melee (and some melee sets to) you simple can not go past KB IOs. Look at your top 10, and think 'If you could only have ONE of those as a new player which would you take.' I say new player cause they wouldnt be sure what they actually need, and would be looking to get the most value out of a 'big' purchase.
Personally, I would take a KB io over that whole list in this case, as it would have the most benefit to play style and experience.
Naturally that changes when your 50 and have the cash to spend on anything.
...
Doomguide -
Quote:Indeed Achilles is another I'll go looking to add somewhere in a build including working a bit to find a slot if need be.Unbounded Leap +stealth fits in the leaping power, and the sprints. I like it. It doesn't go in hurdle. I like to put stealth in a power I can toggle off.
I am a big fan of the achilles' heel proc as well.
Quote:... I put gussians over it for the damage, however, its all relative. ... [
Now if I'm recalling the averaged over time boost to damage from a long past thread on the subject incorrectly then ...
I may be missing a good thing
In most of the builds when I've fiddled around with adding or not a Kismet to things it tends to work out to reliably hitting at a 95% rate foes who are about 1 level higher. In otherwords instead of hitting +3's at 95% I'll be hitting +4's or instead of +1's I'll be hitting +2's at 95% hence my desire to get Kismet into a build. That said most very high end builds tend to have sufficient accuracy to make this entirely moot. Kismet hence tends to be more of value either while leveling up or if one exemplars frequently at levels where accuracy is perhaps not quite so good (which tends to describe my playing rather well).
Doomguide -
Quote:As an aside and for what it's worth my favored slotting these days is 3 slots with Rech, Resist/Rech and Resist/Rech. Gains you minimal loss of recharge enhancement but nets you some additional +resistance.As I said, you could easily do this, and choose the ones that enhance recharge, get the recharge out of it, and get the set bonuses. It does make some sense, but only if you really like the set bonuses you'd be getting.
Does seem rather silly (read seems like a "bug") to allow Endmod enhancement that has no effect on any aspect of the power.
Doomguide -
I'd have a Kismet +6% in there, particularly on any builds without some form of +To Hit such as Tactics. And in most of my builds I'd put it ahead of GSFC BU% (and likely grab it before Panacea as well though that might depend a bit on Panacea's price these days and the individual build). And while the Shield Wall +resist is nice I don't really place it in the same category as most of the rest of the enhancements on the list (though much like the Panacea I'm not up to date on what its cost is like these days).
Doomguide -
Quote:One quick thought here. Since you are SR you don't need much cushion vs -def ... Generally you'll be dead long before you get any significant defdebuff on you as long as you have your DDR at or very close to 95%. Any border/bizzare case in which for some reason you are getting enough defdebuff to matter it should be readily and rapidly countered by a single luck or other defense buff. I've never seen a case of cascade failure happen on any of my SR characters. To think about it another way if you get hit by -200% defense debuff(s) you are only going to suffer a -10% drop in defense ... when was the last time you recall getting anywhere nearly that debuffed? And that's still less than the +def of a small purple.
I went way over the softcap i know, i wanted some cushion since there's a lot of -def in
Finding ways to increase your regen and max health will do far more in terms of survival after you've hit the soft cap. Or with respect to Incarnate foes the Incarnate cap which may be worth shooting for but I've found that generally gaining it via the numerous buffs floating around most leagues combined with inspires is plenty for Incarnate work.
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No Mids access for me right now, but if you were to post a build ... even underslotted etc. some folks (myself included) might start pointing you in the direction you need to go.
Doomguide -
A couple quick thoughts:
Move the Kismet +6% to the earliest defense power with a slot available (looks like Cloak of Darkness atm) since its active when the power it is in is active and not based on the level of the Kismet IO. Flip side of that thought is (and maybe your IOs are all max level just cause you didn't change any individually) but I'd make the BotZ -kb, Steadfast resist/+3%def, Steadfast -kb and any LotG +7.5% recharge all minimum level they can be if you have any intent of ever running at less then level 50
I probably wouldn't "waste" the Nucleolus in Brawl and Boxing ... save them for another character or for a power you'll actually use. Though again I'm guessing this is just as much cause this is "in Mids" where it's 'free' to drop one in a power for the ultimate min/maxingas much as really intending to place a choice enhancement in a power where you'll use it once in a blue moon (or less).
Unless you are swimming in recovery/endurance I'd probably go with a Miracle rather than Numina's in Health. Dark Regen should have enough recharge to more than handle the healing/health recovery. Having the endurance to fire it when either exemped outside Cardiac or if/when Theft misses once too often to make it cheap would be a higher priority for me (at least until playing the build showed me it made no difference or I did have plenty of end to make it a moot point).
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And depending on how often and how big an issue Psi is my /SR in particular loves her Elusive Mind accolade when she's wading in Carnies or Arachnos using Psi.
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Quote:Agreed, it confuses Vets at times too. No time like now to get it straight before misinformation raises its ugly head. Especially for a player (new or old) willing to come to the boards and ask questions.That link only adds confusion to a new player. Even more so when you tell them an accuracy inspiration is actually To Hit. o.O
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Yes. http://paragonwiki.com/wiki/Limits
With Khelds, Arachnos Widows and Soldiers capping at 85%
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Your never going to due massive damage with Earth. Your damage is going to be from Rocky (stoner), Lightning Storm and Tornado (especially solo since you can readily apply -kb with your earth control powers) all against foes debuffed by Freezing Rain. And then further boosted by Epic and Incarnate powers and abilities. Some damage can be added earlier by using procs in some of your powers. Still the damage is plenty good once IO'd and at level 50.
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Quote:The difference I suspect is in the -40% End vs -100% End of most nukes. 8 AM's is +240% recovery buff (more with endmod slotting) but still well shy of countering the -1000% recovery debuff applied which is the bigger issue.You can't - hitting even a single target crashes your endurance by 100% - it was changed in i5 because people were using nukes for farming and they wanted to make sure no one ever took them again.
8 Short Circuits on the other hand are going to put a serious dent in the AV's blue bar. Having played on teams of sappers (Shock Troopers and DWEF of the RO Network) the AV/GM's blue bars vanish quite readily and stay that way with a team of sappers at work.
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Quote:As I recall that's essentially Dark vs Dark is it not? Much like using Fire attacks or AT vs Fire using mobs ... tend to be resistant to Fire effects?Praetorian arcs, praetorian warrior world, black swan, couldn't debuff, stun, or fear much of any thing
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Quote:This last bit is the real "weakness" of a super team ... boredom. When 7 Fire/Rads can take out all 4 of Lord Recluse's Patron AV's on SO builds in under 3 minutes 20 seconds there's really nothing in the game that is going to provide an even remote challenge. It's fun the first few levels or times then ... not so much. That's what killed off one of the most potent dedicated teams my friends and I put together. While they weren't all the same AT (they were all Dark/* or */Dark of some sort) they were essentially a super team. Our play time petered out in the low 30's as other things became more interesting despite the ridiculous power of the team.Exactly. Other superteams can be fun and effective but 8 Fire/Rads is jaw-dropping. The super team I was on used Team TP to keep us together. We'd TP into a big mob and in a second or two all the CC had everything held, and Hotfeet was roasting everything. We'd fire our immobs to keep everything in the zone of death and that was about it. Once we got Imps, it was even crazier. Occasionally someone would bite the dust because some bosses would get off strong alpha attacks before being held.
In our team we were all required to take Tactics. So basically without slotting anything you had capped to-hit, recharge, recovery, and damage.
The biggest ultimate problem was boredom. We leveled insanely fast but with so much coming from passive powers there wasn't much to do and it wasn't challening at all. Lots of folks (myself included) never got to level 50 simply because after a night or two of "OMG this is cool!" it got stale.
Still at some point I'd love to try 8 Fire/Sonic controllers. 24 Imps+ 8 Hot Feet + 8 Disruption Fields + 8 Dispersion Bubbles ... that's a lot of passive offense which is partly what makes the strongest super teams the strongest, passive always active offense and defense, no clicks or targeting required.
Edit: attempting to link to Time Force II You Tube video of the above mentioned Fire/Rads demolishing the Patrons.
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I have a friend. She rarely enters Granite Form even when we would duo stuff at +4/x8 (me on a scrapper typically not a buff/debuff character) and when she does in all probability the foo has hit the rotary oscillator in a big way. Catch is she is a Stone/Stone tank and not a brute, but she certainly spends most of her time running around NOT in Granite Armor. Will you be as tough without Granite, no but considering what scrappers and brutes can "tank", tackle solo and otherwise do silly scrapper tricks with IO builds I can't imagine it isn't possible to make a very capable, hardy brute without Granite (much as Hyperstrike posted). Might you be more min/maxed going with Willpower etc.. again maybe but if you want Stone no reason to think one can't make something quite capable.
Doomguide -
I've done it nearly every way you can imagine though I tend to most often use option "c" combined with dropping a few specific special IO's into the mix such as kb prot IO's, Miracle, Numina's, Kismet and/or Steadfast.
For my favored characters or special "projects" I'll also often have my Field Crafter main pump out lower level commons usually at level 15 and again for level 25 (after that if they continue to be favorites I'll start looking at set IO's and a firm(er) build plan in Mids ... again often using my main to craft and email the IO's (or grab/email them from stockpiled IO's in the case of certain sets I tend to use often such as LotG). Usually the current project/favorite also starts to earn A-merits and use them in addition. Same for my Field Crafter she's constantly working on A-merits and/or reward merits etc. to use on alts.
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Quote:This (as well as the explanation earlier by RevolverMike) are correct. Having the proc in multiple powers only increases the likelyhood of it being active at any given moment far as I know. Rad blast can also take (in Irradiate) the Fury of the Gladiator -resist and that will stack with the Achilles so if one had them both a Rad Blast could manage on occasion to stack -40% resist.From what I remember of the way achilles heel proc works, it does not stack from different powers or players. I doubt you'll get any substantial -res from it.
If you want -Res, consider sonic blast (stackable -20% res) in most of the damaging blasts. This blast set on its own outputs more -res than most debuff sets can manage.